Yeti

__NOEDITSECTION__
"The heavy-hitting furry fellow digs cold weather and his Yetimite buddies. Hurt him, and you'll make the Yetimites real angry. "
----
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
==Summary==
*The Yeti is a single-target damaging Elixir Troop unlocked once the Barracks is upgraded to level 14, which requires Town Hall level 12.
*Yetis possess above-average health and attack compared to most damage units. When deployed, they carry a set amount of Yetimites; for every 600 damage he takes, the Yeti spawns a Yetimite, if he still has any remaining. Once destroyed, the Yeti releases any remaining Yetimites he still has.
*
==Strategies==
===Offensive Strategy===
*The Yetis' above-average health and relatively high attack can help the funnel of the main army, especially when the Yetimites that spawn have a deceptively large amount of health to distract other defenses, they can jump over Walls and do a large amount of damage to defenses, making the funnel even smoother.
*Ensuring that a Yeti gets hit enough to activate Yetimites is essential to increase the damage output of the Yeti, since the Yeti does not deal a lot of damage by himself, but if the Yetis get destroyed, then the Yetimites can be destroyed easily.
*A good strategy with the Yeti is called the Yeti Smash, where you use Yetis and other support troops and heroes to push the Yetis into the base, which is a very effective strategy, since the Yetimites actually do a lot of damage with the Yetis being an effective tank that cannot be easily wiped, and the Yeti himself can actually do some decent damage if left unchecked.
*When paired up with Healers, Yetis can also act as a tank. This is commonly used after a Warden Walk. This works very well since they can spawn Yetimites and make sure the Yeti can tank more, and let them take out the Air Defenses before they target the Healers.
**When not under Healers, they have comparatively low health compared to other troops of similar housing space, so Yetis should be deployed behind other high-health troops such as Golems, Ice Golems, or P.E.K.K.As.
*Due to the high damage output of Yetis, a common and viable strategy is to fill the Battle Blimp with Clan Castle Yetis, then send in the Blimp to drop the Yetis on key defenses such as Inferno Towers and Eagle Artillery, paired with a Rage. The resulting Yetimites will help destroy major defenses such as the X-Bows and Inferno Towers.
===Defensive Strategy===
*The Healers maximize the potential of the Yetis. Protect the hard-hitting Air Defenses and keep them out of the way of possible Yeti attacks to maximize value. One tip is that attackers will try to grant Yetis access to the core.
**The Eagle Artillery and the Scattershot can also destroy both Yetis and their Yetimites, keeping them off-center and away from possible attacks to limit their effectiveness.
*Due to the relatively low health of Yetimites, Poison Spells can be deadly, greatly limiting the effectiveness of a Yeti in the Clan Castle.
*Due to the relatively small health pool and inability to hit air troops without Yetimites, the Yeti makes for a poor defensive choice in Clan Wars or for general.
**However, due to the lack of both at Town Hall 6, Yetis can serve as a decent defending troop, and it is the only Town Hall level where they can.
*Splitting the Yetis can reduce their effectiveness by reducing the amount of Yetimites and also the total HP. Giving too much access is an easy way to do this. Additionally, this will also split the Healers up.
**However, for the Druids, this does not tend to happen often.
==Upgrade Differences==
The Yeti undergoes visual changes at all levels.
*Initially, the Yeti is a large blue creature covered in fur with two magenta horns on his head. He wears a khaki basket and carries a group of Yetimites in it.
**At level 2, the Yeti's fur becomes a darker color. The horns change from magenta to purple. The Yetimites change to a similar color of the horns.
**At level 3, the Yeti's fur and horns becomes an even darker color, and the Yetimites in the backpack change from purple to violet.
**At level 4, the Yeti's blue fur becomes slightly darker, gains purple fur on his feet, and his eyes turn white.
**At level 5, the Yeti gains golden armbands.
**At level 6, the Yeti's horns are now golden, and his Yetimites turn maroon.
==Statistics==
Preferred Target	Attack Type 	 	Movement Speed	Attack Speed	Barracks Level Required	Range
Any 	Melee (Ground Only)	18	12 	1s 	14 	0.8 tiles
Training Time of Yetis	Training Time of Yetis
Barracks available 	Barracks upgrading
3m 	6m
Level	Damage per Second	Damage per Attack	Hitpoints	Yetimites spawned	Research Cost	Research Time	Laboratory Level Required
1 	230 	230 	2,900 	8 	N/A 	N/A 	N/A
2 	250 	250 	3,200 	9 	7,000,000 	6d 	10
3 	270 	270 	3,500 	10 	9,000,000 	7d 	11
4 	290 	290 	3,700 	11 	17,100,000 	11d 	12
5 	310 	310 	3,900 	12 	19,000,000 	12d 	13
6 	330 	330 	4,100 	13 	21,000,000 	15d 	14
==History==
August 16, 2013 	August 16, 2013 	An artist named RockyDavies posted a new troop concept, the Yeti.
December 5, 2019 	December 5, 2019 	Announced the Yeti, with 3 levels.
Patch 	Type 	Description
December 9, 2019 	Update 	Added the Yeti.
June 15, 2021 	Update 	
*Added new Season Challenges task associated with Yeti, "Sasquatch Watch".
*Added Clan Games task associated with Yeti, "Fierce Furballs".
September 27, 2021	Update 	Added the level 4 Yeti.
December 9, 2021 	Maintenance Break	Reduced upgrade time at level 2 from 14d to 11d .
June 27, 2022 	Update 	The Yeti no longer require Elixir to train, same goes with every troop.
June 12, 2023 	Update 	
*Added the level 5 Yeti. 
*Reduced upgrade times for levels 2 and 3.
**Level 2: 7d 12h -> 7d 
**Level 3: 12d -> 10d 
*Reduced upgrade costs for levels 2 and 3.
**Level 2: 7,700,000 -> 7,000,000 
**Level 3: 12,200,000 -> 9,000,000
==Gallery==
Avatar Yeti.png|Yeti's icon
Yeti info 2.png|A Yeti and a Yetimite.
==Trivia==
* 
*Yetis have the most complex subtroop spawning requirements, requiring a certain amount of damage taken to spawn one. All other troops either spawn periodically or on death.
*The Yeti is the only Elixir Troop that can spawn other units (Yetimites), excluding temporary troops.
*The Yeti is one of the few troops to have upgrade differences at each level, the others being the Dragon, P.E.K.K.A, Dragon Rider and the Headhunter.
*The Yeti's description states that hurting him will make the Yetimites angry, but in the Yetimite's description it says they get angsty.
*Like all Elixir Troops unlocked after Town Hall 8, the Yeti's theme corresponds to one Town Hall (13 in this case) but is unlocked at the Town Hall before (12).
*The Yeti, along with the Dragon, Dragon Rider and Headhunter are the only troops in Home Village that do not appear in Clash Royale, excluding Super Troops (with the exception of the Inferno Dragon).
*If the Yeti runs out of Yetimites to spawn (which is possible by the Yeti being healed), his basket will appear empty. Interestingly, the basket will always appear full of Yetimites, regardless of how many Yetimites he actually has remaining.
==Comparisons==
*The Yeti is one of seven troops to be featured as a monster in the game Squad Busters. The others are the Wall Breaker, Baby Dragon, Skeleton, Golem, Bowler, and the Ice Golem.
**The Yeti in Squad Busters resembles the level 1 Yeti in Clash of Clans.
Category:Troops
Category:Elixir Troops
Category:Ground Troops
Category:Home Village
de:Yeti