Yeti Undertaker: How to Use the New WWE Troop
The Yeti Undertaker costs 80 housing space, comes back twice, and eats walls. Here's where it belongs in an army and where it wastes your camp.

Quick answer
> Quick answer: Use the Yeti Undertaker as a wall breaker that keeps walking. It costs 80 housing space, targets defenses, deals extra damage to walls, and comes back twice with more power plus four skeletons each time. Send it first, not last.
This is a limited time troop for the September season. It's in the camp from the first of the month to the thirtieth, and then it's gone.
I read the season rundown before writing this, because temp troops usually get judged on the wrong axis. People compare raw damage. What actually matters here is how many times the troop dies and what happens when it does. Supercell keeps the live game details on the official Clash of Clans page.
What it costs and what it does
Eighty housing space is a lot. That's most of a golem, and it buys you one unit.
In exchange you get a defense targeting troop that hits walls harder than normal, and two extra lives on top of its first one.
Each time it goes down, it stands back up stronger and spawns four skeletons of darkness alongside it. So one deployment is really three units and twelve skeletons, staggered across the attack.
That staggering is the whole design. It isn't a burst troop. It's a troop that refuses to stop being a problem.
Why the extra lives change everything
Most troops die once and the fight moves on. This one dies and the fight restarts.
Defenses that were free to shoot at your hero suddenly have a bigger, angrier target walking back at them. That's a distraction you get three times from one deployment.
It also means the troop is worth more against slow defense than against fast defense. A single target inferno wastes its whole ramp killing something that gets back up. A set of archer towers just kills it again quickly.
So read the base before you commit the camp space.
Where it belongs in the deployment order
Send it early. That's the single biggest mistake to avoid.
A troop with three lives is a troop that wants time on the clock. Drop it at the two minute mark and you'll only ever see the first life do anything.
Open with it. Let it start eating a wall segment and pulling defense fire while you set your funnel behind it.
By the time your heroes walk in, the Undertaker is on life two, the skeletons are spread out, and half the defenses on that side are already looking the wrong way.
The wall damage is the underrated part
Extra damage to walls sounds like a footnote. It isn't.
Wall breakers die to a single splash hit and often never reach the compartment you wanted. This troop walks in, tanks, and chews the wall while it's being shot at.
That gives you a funnel opening you didn't have to spend wall breakers on, which frees camp space you can put back into damage troops.
I counted the housing space both ways. Four wall breakers and a giant is roughly the same cost, far more fragile, and it does not come back twice.
What it is bad against
It's bad against high damage per second point defense clustered together.
Three lives don't help if all three end in four seconds. A pocket with two infernos and a scattershot will chew through every version of it before the skeletons matter.
It's also bad as a cleanup troop. Eighty housing space to knock down builder huts at the end of an attack is the worst trade in this season.
And it's bad on bases where the outer ring is empty, because there's nothing early for it to be a nuisance to.
Pairing it with the rest of your army
It wants troops that punish distraction. Anything that needs a few free seconds is a good partner.
Queen walks work well. The Undertaker holds attention on one flank while the queen grinds the other.
Hog and miner spam works too, because those armies die to point defense targeting them, and this troop is very good at not letting point defense do that.
What it does not want is another huge tank. Two big slow units in one army usually means one of them is standing around doing nothing while the clock runs.
How to get one in the first place
The temp troop is available across the whole month through the season events.
The battle options prompts are the most direct route. During an attack you get a choice at set destruction thresholds, and one of the options gives you WWE reinforcements instead of extra gold.
The equipment blast event running in the middle of the month is the other main source, and the season chests drop them as well.
So if you want to practice with it, attack more. There's no shop button that fixes a bad month of activity.
Should you take the troops or the gold
The battle options choice is a real decision, not a formality.
Take the gold when the attack is already going well and you're farming. Free loot with no downside beats reinforcements you don't need.
Take the troops when the attack is stalling. A failing attack that suddenly gets an Undertaker at sixty six percent can still find its third star.
The rule I'd use is simple. If you already know you're getting the star, take gold. If you don't, take the help. Guessing wrong costs you one attack, not a war.
How it compares to the other season troops
The season brings four temp troops and they do different jobs.
The Kane variant is a pekka that beelines for the town hall once it goes down, and it comes back with aura damage. That's a finisher.
The Yeta is a thrower variant that spawns tag members to fight alongside it. That's a support unit.
The giant is a giant. It's the filler.
The Undertaker is the opener. If you only learn one of the four this month, learn this one, because it changes how the first thirty seconds of your attack go.
Practicing without wasting attacks
Temp troops disappear at the end of the month, so learning time is short.
Use friendly challenges. Post a base in your clan, run the army, and watch where the Undertaker's second life spawns. That spawn point is the thing you need to predict.
If you want a specific layout to practice against, pull one from our base browser and set it up in a challenge rather than burning real attacks.
Three friendly challenges teach you more about this troop than ten multiplayer attacks where you're also worrying about loot.
Does it belong in war
Yes, with a caveat. It belongs in war attacks where you have scouted the base.
Blind multiplayer attacks are where the housing cost hurts, because you find out the base is a bad matchup after you've already built the army.
In war you know the layout in advance. You can see whether the outer ring gives the troop work to do and whether the core will delete it instantly.
Our super troops guide covers the same logic for permanent boosted troops, and the decision process is identical.
What to do when the season ends
Everything here expires. That's worth planning around.
Don't rebuild your whole attack style around a troop that vanishes on the thirtieth. Learn what it teaches instead.
What it teaches is that early distraction is worth more than late damage, and that a troop which survives being shot at is worth more housing space than a troop that hits harder.
Carry that lesson into your permanent army. The troop leaves. The habit of opening properly does not.
Frequently Asked Questions
How much housing space does the Yeti Undertaker take?
Eighty. That's a large chunk of a camp for a single unit, which is why it belongs in armies where you can use it as an opener rather than as filler or cleanup.
How many times does the Yeti Undertaker come back?
Twice. It has two extra lives beyond its first one, and each time it returns it comes back with increased power and spawns four skeletons of darkness alongside it. One deployment is effectively three units plus twelve skeletons.
When should I deploy it during an attack?
Early. A troop with three lives needs clock time to use them. Open with it, let it pull defense fire and chew a wall segment, then set your funnel and send heroes in behind it while defenses are already distracted.
How do I get the Yeti Undertaker?
Through the September season. The in battle options prompts can hand you WWE reinforcements at set destruction thresholds, the mid month equipment event supplies them, and the season chests drop them too. Attacking regularly is the only real way to stock up.
Is it better than the other WWE season troops?
It's the best opener of the four. The Kane pekka is a finisher that beelines the town hall after its first death, the Yeta is a thrower variant with spawned support, and the giant is filler. If you learn only one this month, learn this one. Our Ruin Witch guide covers a similar spawner unit in more depth.