Yeti – Clash of Clans

❄️
Max Lvl 7

Yeti

Swarm Spawner & Tank Hybrid

Max HP
4,200
Max DPS
250
Yetimites
8
Unlock
TH 13

Overview

The Yeti is the fourteenth Elixir troop unlocked in the Barracks at Town Hall 13, introducing swarm spawn mechanics to ground warfare. This massive arctic beast deals 250 DPS with 4,200 HP at max level, but its true power lies in death: upon elimination, each Yeti spawns 8 Yetimites—tiny fast-moving units that swarm defenses and overwhelm splash damage towers. With 18 housing space, Yetis strike the perfect balance between tanking capability and swarm generation, making them central to TH13-15 3-star strategies.

Yetis revolutionized ground attacks by creating unstoppable waves where the death of your tanks actually strengthens your push. Their spawn mechanic counters multi-target Infernos and Wizard Towers—defenses designed to stop swarms—by flooding zones with 40-64 Yetimites (from 5-8 Yetis) that overwhelm through sheer numbers. They’re essential in YetiSmash (Yeti + Ice Golem), Yeti + Witch hybrid, and Queen Charge Yeti strategies. However, Yetis have weaknesses: Poison Spells devastate Yetimite swarms, single-target Infernos melt Yetis before they spawn Yetimites, and poor AI targeting causes them to attack random buildings instead of prioritizing high-value defenses like Eagle Artillery or Scattershots.

📊 Stats & Upgrade Path

Town Hall Max Level HP DPS Yetimites
TH13 1 2,700 180 6
TH13 2 3,000 200 6
TH14 3 3,400 210 7
TH14 4 3,700 225 7
TH15 5 3,900 235 8
TH16 6 4,050 242 8
TH17+ 7 4,200 250 8

Key Attributes: Yetis have a movement speed of 18 (moderate-fast), attack speed of 1.8 seconds, preferred target of any building, and occupy 18 housing space. Special Ability: Spawns 8 Yetimites on death (150 HP each, 35 DPS, speed 32). Yetimites live 10 seconds or until killed.

⚔️ Attack Strategies

YetiSmash (Yeti + Ice Golem)
Deploy 3 Ice Golems as tanks, followed by 6-8 Yetis for DPS. Use Super Wall Breakers or Jump Spells for wall penetration. Ice Golems freeze defenses on death, allowing Yetis to die and spawn Yetimites safely. Dominates TH13-14 with 80%+ 3-star rates.
Queen Charge Yeti
Send Archer Queen with Healers to eliminate Eagle Artillery and 1 Scattershot. Once cleared, deploy 7-8 Yetis from opposite side. Queen tanks while Yetis destroy remaining defenses and spawn Yetimites for cleanup.
Yeti + Witch Hybrid
Deploy 5-6 Yetis with 3-4 Witches behind them. Yetis tank defenses while Witches spawn Skeletons. When Yetis die, 40-48 Yetimites flood the zone alongside Skeletons, creating unstoppable swarms that overwhelm any defense.
Freeze + Yeti Timing
Deploy Freeze Spell on multi-target Infernos or Scattershots exactly when Yetis are about to die. This prevents defenses from killing spawning Yetimites instantly, allowing swarms to establish and overwhelm defenders.
Log Launcher + Yeti
Deploy Log Launcher filled with Wizards toward Town Hall. Once it penetrates core, send 6-7 Yetis behind it. Log Launcher clears path while Yetis follow, spawning Yetimites inside core compartments for instant Town Hall destruction.
Rage Spell on Yetimites
Drop Rage Spell where Yetis will die (near Town Hall/Eagle). Raged Yetimites deal 70 DPS at speed 48, shredding Town Hall and core defenses in 3-4 seconds. This guarantees Town Hall destruction even if main army fails.

🛡️ Defense Tips

Single-Target Inferno Towers
Set Inferno Towers to single-target mode to melt Yetis before they spawn Yetimites. A maxed single-target Inferno kills a Yeti in 8-9 seconds, preventing swarm generation entirely and collapsing the attack.
Poison Spell Defense
Place Poison Spells in Clan Castle on defense. When Yetimites spawn, activate Poison to slow and kill them rapidly. Yetimites have only 150 HP—Poison plus splash defenses eliminate entire swarms in 2-3 seconds.
Scattershot Positioning
Position Scattershots to cover core compartments where Yetis will likely die. Scattershots deal massive area damage (350+), obliterating Yetimite swarms instantly and preventing Town Hall destruction.
Spring Trap Clusters
While Spring Traps can’t eject Yetis directly (too heavy), they eliminate support troops following behind (Bowlers, Wizards). This isolates Yetis without backup, making them easier to eliminate before spawning Yetimites.

🎯 Advanced Tips

Yetimite Spawn Mechanics
Yetimites spawn instantly upon Yeti death and live for 10 seconds or until killed. They have 150 HP, 35 DPS, and speed 32 (very fast). 8 Yetimites = 280 total DPS for 10 seconds = 2,800 potential damage per Yeti death.
AI Targeting Randomness
Yetis target the nearest building regardless of strategic value. They’ll attack Barracks or Army Camps instead of Eagle Artillery. Use Siege Machines or funneling to direct Yetis toward high-value targets before they spawn Yetimites.
Heal vs Rage Decision
Heal Spell sustains Yetis through multi-target Inferno fire, delaying death and maximizing damage. Rage Spell accelerates Yetimite DPS after spawn. Use Heal to keep Yetis alive longer, Rage where they’ll die for explosive Yetimite damage.
Super Yeti Considerations
Super Yeti (Level 3+, 25k DE boost) spawns 10 Yetimites and has more HP but costs 22 housing space. Best for trophy pushing where you need maximum swarm generation. Mass Yeti strategies prefer regular Yetis for number advantage.
Training Cost Efficiency
Yetis cost 36,000 Elixir at max level (18 housing space). An 8-Yeti army costs 288k Elixir. Expensive but justified for wars where guaranteed Yetimite swarms provide unmatched cleanup and 3-star consistency.

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