Overview
Mighty Yak Mighty Yak is the third Hero Pet unlocked at Pet House Level 3 (Town Hall 14), serving as the tankiest pet companion with an impressive 5,500 HP at max level—comparable to a low-level Golem. While his damage output is modest at 110 DPS (lowest among pets), Mighty Yak compensates with devastating wall-breaking capability, dealing 20x damage to walls similar to a maxed Wall Wrecker siege machine. He targets buildings within 7 tiles of his paired hero, continuously ramming structures with his horns while creating pathways through compartments by obliterating walls in his path.
Mighty Yak transformed hero charge strategies by eliminating the need for Wall Breakers or Jump Spells during Queen Charges and King pushes. His massive HP pool allows him to absorb significant defensive fire, protecting squishy heroes like Archer Queen while his wall-busting clears routes through compartments. When his paired hero is knocked out, Yak enters an enraged state for 8 seconds, gaining increased movement speed and damage output as he continues attacking the nearest targets. However, his low DPS (110) makes him ineffective against high-HP buildings, and his slow movement speed can cause pathing delays. Mighty Yak excels with ground-based melee heroes (Barbarian King, Archer Queen during charges) but struggles with aerial heroes or those requiring high-burst DPS support like Phoenix or Electro Owl provide.
📊 Stats & Upgrade Path
| Pet House Level |
Max Level |
HP |
DPS/HPS |
Key Milestone |
| Level 3 (TH14) |
1 |
4,000 |
65 |
Unlocked — Wall-busting introduced |
| Level 3 (TH14) |
10 |
5,000 |
95 |
TH14 max — Reliable tank pet |
| Level 3 (TH15+) |
15 |
5,500 |
110 |
⚔️ MAX — 5,500 HP · 20x Wall Damage |
Key Attributes: Mighty Yak has movement speed 16, attack speed 2.1 seconds, attack range 0.8 tiles (melee), and targets buildings within 7 tiles of hero. Special Ability – Wall Buster: Deals 20x damage to walls (2,200 damage per hit at max level). Rage Frenzy: When paired hero is knocked out, Yak becomes enraged for 8 seconds with increased speed and damage. Attack Type: Single-target melee (ground unit).
⚔️ Best Hero Pairings
Archer Queen (Best Pairing)
Mighty Yak + Archer Queen = perfect Queen Charge synergy. Yak’s 5,500 HP absorbs defense fire while Queen deals DPS from range. Yak automatically breaks walls as Queen targets buildings behind compartments, creating seamless pathing without Jump Spells. His tankiness protects Queen and spawned Archers (from Archer Puppet ability), enabling deep base penetration. Essential for Queen Charge strategies at TH14-17.
Barbarian King (Strong Pairing)
Yak complements King’s melee aggression perfectly. Both operate at close range, with Yak breaking walls to open compartments for King’s Iron Fist or Barbarian Puppet. Yak’s HP tanking reduces King’s damage intake, extending his survivability. When King falls, Yak’s Rage Frenzy allows him to continue clearing structures for 8 seconds—often enough to complete compartment destruction.
Royal Champion (Moderate Pairing)
Works but suboptimal. RC’s fast movement speed (32 with Royal Gem) outpaces Yak’s speed 16, creating separation. While Yak provides tanking, RC benefits more from
Diggy’s defense-stunning or
Spirit Fox’s invisibility. Use Yak with RC only when other pets are upgrading or for heavily compartmentalized bases requiring wall-breaking.
Grand Warden (Not Recommended)
Poor pairing. Warden operates as support hero, staying behind main army. Yak’s 7-tile targeting range causes him to engage buildings far from Warden’s position, breaking formation. In air mode, Warden flies while Yak remains grounded.
Electro Owl or
Poison Lizard provide better Warden synergy with their ranged support capabilities.
🎯 Strategic Tips
Wall-Breaking Efficiency
Mighty Yak deals 2,200 damage per hit to walls (20x multiplier at max level). This one-shots Level 14-16 walls (2,000-2,100 HP). Deploy Queen/King toward compartmentalized sections—Yak automatically breaks walls as heroes target buildings behind them, eliminating need for 8-12 Wall Breakers. Saves 8-12 housing space for additional DPS troops.
7-Tile Targeting Range
Yak prioritizes buildings within 7 tiles of hero. This longer range (vs 2.5 tiles for
L.A.S.S.I) causes Yak to sometimes attack different buildings than hero. Use funneling to ensure hero-Yak targeting alignment. If separation occurs, Recall Spell resets hero-pet positioning.
Rage Frenzy Exploitation
When hero dies, Yak enters 8-second Rage Frenzy (increased speed + damage). Time hero knockouts near high-value targets (Town Hall, Eagle Artillery). Enraged Yak continues attacking with boosted stats, often destroying 2-3 additional buildings. In Hero Sui attacks, Yak’s frenzy provides post-hero cleanup without troop support needed.
Tank Role in Queen Charge
Yak’s 5,500 HP exceeds 3 Giants combined (1,800 HP each = 5,400 total). Position Yak in front during Queen Charge to absorb X-Bow, Inferno Tower, and Scattershot fire. Queen + Healers stay behind Yak, dealing damage while Healers restore Yak’s HP. Yak effectively acts as renewable tank while breaking walls simultaneously.
Compartment Penetration Strategy
Against island bases (TH in isolated compartment surrounded by multiple wall layers), Yak is essential. Each wall layer requires 1-2 Yak hits to break, allowing heroes to reach core without Jump Spells. Pair with Earthquake Spells for maximum wall destruction—Earthquake weakens walls, Yak finishes them in single hits.
🛡️ Countering Mighty Yak
Single-Target Inferno Towers
Set Inferno Towers to single-target mode positioned inside core compartments. With 5,500 HP, focused Inferno fire eliminates Yak in 12-13 seconds. Position Infernos behind wall layers—Yak must break walls to reach them, buying time for Inferno beam ramp-up to maximum damage (1,400 DPS at level 9).
Monolith + Ricochet Cannon Combos
Monoliths deal 500+ damage per hit to single targets. Pair Monolith with Ricochet Cannon to create crossfire on Yak. Ricochet’s bouncing shots (350 damage × 3 bounces) combined with Monolith’s focused fire shreds Yak’s HP pool rapidly. Position both defenses to cover Queen Charge entry points.
Skeleton Traps + Air Mines
Deploy Skeleton Traps near compartment entrances. Yak must engage skeletons before resuming building attacks, delaying wall-breaking by 5-8 seconds. During delay, defenses (Archer Towers, Cannons) continuously damage Yak. Air Bombs/Air Mines placed near ground paths won’t affect Yak but eliminate Queen’s Healer support.
Heavily Compartmentalized Layout
Design bases with 8+ compartments between entry and core. While Yak breaks walls, each wall destroyed = 1.5-2 seconds exposure to defenses. Multiple compartments force Yak to break 15-20 walls, exposing him to 30-40 seconds of continuous defense fire. Even 5,500 HP can’t survive prolonged multi-defense targeting.