Yeti is an 18-housing-space Elixir ground troop unlocked at Town Hall 12 with Barracks level 14. Its current maximum is level 8 at TH18, with 380 DPS, 380 damage per attack and 4,650 hitpoints. A level 8 Yeti carries 14 Yetimites.
A Yeti attacks the nearest available target, while its Yetimites are released as it takes damage and prioritize defenses. Use the level tables, upgrade costs and attack sections below to plan research and build a path that keeps the Yetis inside useful support.
AB Ankit
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These are base Home Village values. The Yeti attacks once per second, so its damage per attack matches its DPS. The Yetimite count is the maximum carried at that Yeti level.
| Level | DPS | Damage / attack | Hitpoints | Yetimites | Laboratory | Town Hall |
|---|---|---|---|---|---|---|
| 1 | 230 | 230 | 2,900 | 8 | Unlock | TH12 |
| 2 | 250 | 250 | 3,200 | 9 | 10 | TH12 |
| 3 | 270 | 270 | 3,500 | 10 | 11 | TH13 |
| 4 | 290 | 290 | 3,700 | 11 | 12 | TH14 |
| 5 | 310 | 310 | 3,900 | 12 | 13 | TH15 |
| 6 | 330 | 330 | 4,100 | 13 | 14 | TH16 |
| 7 | 350 | 350 | 4,300 | 13 | 15 | TH17 |
| 8 | 380 | 380 | 4,650 | 14 | 16 | TH18 |
Temporary battle modifiers, event variants and boosts are outside this table. The level 8 row is the current maximum for the normal Home Village Yeti.
Yeti unlocks at TH12. Each later Town Hall raises the Laboratory ceiling by one level, which also raises the maximum permanently researched Yeti level by one through TH18.
| Town Hall | Yeti max level |
|---|---|
| TH12 | 2 |
| TH13 | 3 |
| TH14 | 4 |
| TH15 | 5 |
| TH16 | 6 |
| TH17 | 7 |
| TH18 | 8 |
Simple progression: TH12 reaches Yeti level 2, then TH13 through TH18 add one more Yeti level at each Town Hall.
Each row is the base Elixir cost and Laboratory time required to reach that target level. Discounts, research helpers, potions, books, hammers and active event modifiers can change the values shown in game.
| Target level | Research time | Required Laboratory | |
|---|---|---|---|
| 1 | Barracks unlock | No research | — |
| 2 | 3d | 10 | |
| 3 | 4d 12h | 11 | |
| 4 | 7d | 12 | |
| 5 | 7d 12h | 13 | |
| 6 | 8d 6h | 14 | |
| 7 | 10d | 15 | |
| 8 | 15d 12h | 16 |
Level 1 → 8 total: 92,500,000 Elixir and 55d 18h of sequential base research. This is Laboratory time only, not the time needed to build or upgrade the village itself.
The Yeti is a slow melee ground troop with no preferred building target. It normally attacks the closest building, but it can switch to nearby defending units when it becomes aware of them and can fight back. Its own attack is single-target and ground-only.
The second half of the troop is the basket on its back. For every 600 damage the Yeti takes, it releases a Yetimite if one remains. A large hit can cross several 600-damage thresholds at once and release multiple Yetimites. When the Yeti is destroyed, every Yetimite still in the basket is released.
Yetimites are the disposable sub-troops released by a Yeti. They jump over Walls, prioritize defenses and self-destruct when they reach a target. Their attack is area splash, can hit ground and air, and deals 4× damage to defenses. Resource buildings take half of the normal damage. An activated Town Hall counts as both a defense and a resource building, so the two modifiers combine to 2× base damage.
A Yeti push works best when the outside buildings are trimmed first so the main group has a reason to move into the base instead of walking around it. Use a funnel on both sides, then send the Yetis through the intended opening with your main damage and hero support behind them.
Do not try to keep every Yeti untouched. Taking controlled damage is part of their value because damage releases Yetimites. The goal is to keep the Yetis alive long enough to absorb fire while the Yetimites repeatedly jump toward defenses. Healers can extend this tanking window, and a Rage or Jump can keep the push moving through a dense core.
Yetimites scale with the parent Yeti level. Their defense multiplier is the main reason a Yeti can pressure important defenses even while the Yeti itself is occupied by a nearby building.
| Level | Base damage | Vs. defenses | Vs. resource buildings | Vs. armed Town Hall | Hitpoints |
|---|---|---|---|---|---|
| 1 | 56 | 224 | 28 | 112 | 300 |
| 2 | 64 | 256 | 32 | 128 | 350 |
| 3 | 72 | 288 | 36 | 144 | 400 |
| 4 | 78 | 312 | 39 | 156 | 450 |
| 5 | 84 | 336 | 42 | 168 | 500 |
| 6 | 88 | 352 | 44 | 176 | 550 |
| 7 | 90 | 360 | 45 | 180 | 575 |
| 8 | 92 | 368 | 46 | 184 | 590 |
Use support to solve the base in front of you. Rage is strongest where Yetis, Yetimites and the supporting damage are all working at once. Jump is valuable when the next compartment would otherwise break the path. Freeze buys time against a concentrated threat, while Poison helps the army deal with defending Clan Castle troops.
Against Yetis, protect splash defenses and avoid giving the attacker a straight lane into the core. Scattershots and other area damage can hit the Yeti push while also clearing Yetimites before they reach repeated defense targets. Poison is especially useful against Yetimites from a defending Yeti.
As a defending Clan Castle troop, the Yeti has an important limitation: the Yeti itself attacks ground only. Its Yetimites can hit air and ground, but their number is finite. On offense, a Clan Castle Yeti payload can instead be used as a compact tank-and-burst option when delivered onto high-value buildings.
Super Yeti is the boosted version of the normal Yeti. A base Yeti level 3 is required to unlock the boost. The standard boost costs 25,000 Dark Elixir or a Super Potion and lasts 3 days.
Super Yeti uses 35 housing space, attacks ground targets in melee and replaces Yetimites with Electromites. It has higher damage and hitpoints than the normal Yeti, while its spawned Electromites use chain lightning and prioritize buildings rather than defenses.
Use Yeti when you need a tank that converts incoming damage into extra pressure. The parent troop absorbs damage and attacks nearby ground targets, while Yetimites jump toward defenses. That makes Yeti especially useful in smash-style pushes, funnel support and selected Battle Blimp payloads. If your plan needs a troop that directly attacks air defenders, the Yeti itself cannot fill that job.
These milestones explain the current Yeti mechanics, levels and research values. Older costs and training timers are historical and should not be used for current upgrade planning.
| Date | Change | What it means now |
|---|---|---|
| 9 December 2019 | Yeti added to the Home Village. | The troop starts at TH12 with Barracks level 14. |
| 27 September 2021 | Level 4 Yeti added. | TH14 progression reaches level 4. |
| 27 June 2022 | Elixir training cost removed. | Research still uses Elixir; deployment no longer has a troop training resource cost. |
| 12 June 2023 | Level 5 Yeti added. | TH15 progression reaches level 5. |
| 17 April 2024 | Level 6 Yeti added. | TH16 progression reaches level 6. |
| 2 October 2024 | Damage-threshold spawning was improved. | A large hit can release one Yetimite for each 600-damage threshold crossed. |
| 24 March 2025 | Level 7 Yeti added. | TH17 progression reaches level 7. |
| 27 March 2025 | Training time removed. | Yeti no longer waits in a troop training queue. |
| 6 October 2025 | Remaining Yetimites began spawning in a circular formation on Yeti defeat. | Death-release positioning became more even around the Yeti. |
| 17 November 2025 | Level 7 research reduced to 17M Elixir and 10d. | The current level 7 row uses the reduced figures. |
| 27 April 2026 | Level 8 became available with the matching level 8 Yetimite. | The current normal Yeti maximum is level 8. |
TRAINING MILESTONE • CLASH ANYTIME
Yeti no longer has a troop training wait. Laboratory research still takes time, and housing space still limits how many Yetis fit in an army or Clan Castle.
Level 8. It requires TH18 and Laboratory level 16 for permanent research.
Yeti unlocks at Town Hall 12 when the Barracks reaches level 14.
Level 2. TH12 has Laboratory level 10, which is the requirement for Yeti level 2.
A level 8 Yeti carries 14 Yetimites.
It releases one for every 600 damage taken while Yetimites remain. When the Yeti is destroyed, all remaining Yetimites are released.
The Yeti itself attacks ground only. Yetimites can hit both ground and air targets.
They deal 4× their base damage to defenses. Resource buildings take half base damage; an activated Town Hall receives 2× base damage because it is both a defense and a resource building.
27,500,000 Elixir with a base research time of 15d 12h at Laboratory level 16.
92,500,000 Elixir and 55d 18h of sequential base Laboratory time.
You need Yeti level 3. The standard boost costs 25,000 Dark Elixir or a Super Potion and lasts 3 days.
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