Complete TH13 Yeti Smash guide for 2026. Yeti Yetimite mechanics, army composition, Witch support, Warden timing, and execution for three-star ground war attacks at Town Hall 13.
Yeti Smash uses Yetis as the primary tank-damage unit -- each Yeti releases Yetimites (small attackers) when taking damage, creating a self-generating swarm effect similar to Witches but with much higher Yeti HP. Yeti Smash is the most HP-dense ground army at TH13, capable of absorbing Scattershot splash and Eagle Artillery burst that would kill Golems or Witches. Combined with Witch Skeleton support and the Grand Warden ability, Yeti Smash overpowers heavily fortified TH13 bases through sheer bulk.
Standard TH13 Yeti Smash (300 housing): 8 to 10 Yetis (160 to 200 housing), 6 Witches (48), Wall Breakers (6), filler Giants or Archers. Spells: 3 Rage, 2 Heal, 1 Freeze, 1 Skeleton Spell. Clan Castle: Witch or Inferno Dragon. The Yeti count (8 to 10) is the defining variable -- more Yetis means more Yetimite generation under fire and more HP to absorb Scattershot and Inferno damage. Eight Yetis with six Witches fills 300 housing almost exactly. The Skeleton Spell on the Town Hall approach adds the final swarm push to overwhelm remaining TH compartment defenses.
Step 1 -- Wide funnel setup: Deploy 2 Giants and 2 Witches on each side of the planned entry point. Witches start Skeleton generation in outer compartments while Giants clear edge buildings, creating a wide approach lane. Step 2 -- Yeti wall deployment: Drop all 8 to 10 Yetis in a wide line at the entry point -- 5 to 7 tiles apart. A wide Yeti line covers more ground than a tight cluster and prevents Scattershot from hitting all Yetis simultaneously. Step 3 -- Wall Breakers: Deploy immediately as Yetis approach the first wall layer. Step 4 -- Witch support: Drop remaining Witches behind the Yeti line. Skeleton generation from Witches adds a second swarm layer behind the Yeti advance. Step 5 -- Hero deployment: King and Queen behind the Yeti-Witch cluster. RC on the edge targeting adjacent wall sections. Warden in ground mode at the center. Step 6 -- Rage on Yeti-Witch cluster when engaging the inner ring defenses. Warden ability when Eagle Artillery fires or when Scattershot burst is most concentrated. Step 7 -- Heal when Yeti HP drops below 50% mid-base. Skeleton Spell on Town Hall compartment approach. Step 8 -- Second Rage on the Town Hall compartment when Yetis are within range.
Yetis release Yetimites (four to six at max level) whenever they take damage above a threshold. Yetimites are small attackers that target the nearest building. Under Scattershot and Inferno fire, a Yeti releases multiple Yetimites per damage cycle, creating an expanding swarm of small attackers that overwhelm defenses from multiple angles simultaneously.
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