Cannon Yeti: Deadly Ranged Elite
What this page helps you decide: when to close distance on a Cannon Yeti and when closing gets you hit twice, because both are true depending on what it is doing.
The Cannon Yeti is one of only two enemies in the entire official Beastiary rated deadly, the other being the Werewolf, and it is the only ranged enemy with that rating. It has a high health pool and cannot be stunned. The core fact is blunt: standing still against it produces lethal damage. What makes it interesting rather than simply punishing is that the counter is a close-range play with a precise exception. Crowding it while it is loading forces it into a move the Beastiary calls a cannon jump, and if your skill can reach outside the circular indicator that jump leaves, you have effectively pinned it. But hugging it during a basic attack takes two hits rather than one. This page separates those two situations.

Two point-blank situations with opposite answers
This is the most mechanically specific entry in the whole Beastiary and it rewards reading carefully. During the load, close range is correct: the enemy responds with a jump, and the jump has a circular indicator whose edge you can stand outside while still hitting the enemy with a skill that reaches. During a basic attack, close range is wrong: the projectile and its initial explosion are separate damage instances, and at point blank you eat both. The distinguishing signal is therefore what it is currently doing, not how far away you are. Players who learn only the first half of this rule conclude that hugging the Cannon Yeti is safe, then take double damage and conclude the guide was wrong.
Why deadly means something different here
Only two of eleven elites carry the deadly rating. The Werewolf earns it through unpredictability - a move with no indicator, and a side-step that gets you killed. The Cannon Yeti earns it through raw output: the danger is not that you will fail to read it but that failing to move at all is lethal. That distinction matters for what you bring. Against the Werewolf you want a survivability skill held in reserve. Against the Cannon Yeti you want mobility and a reaching skill, because the counter is positional and repeatable. It is the difference between an enemy that punishes mistakes and one that punishes inaction.
What is not published about it
The damage of the cannon shot is not published, only that standing still against it is lethal. The size of the circular indicator on the jump is not published, which matters because the counter depends on your skill reaching past it - so testing which of your skills qualifies is something you have to do in-game. The load time is not published either, unlike the Crossbow Goblin's roughly one-second aim. No health value, no drop table, and no map list beyond Frozen Valley, where the official guide names it as one of two elites. Three competing guide sites carry no entry for this enemy at all.
Step-by-Step
- Never trade at a stand against it. The Beastiary is explicit that standing still results in lethal damage, which makes this the one elite where a stationary rotation is a losing play.
- Close the distance while it is loading a shot. Point-blank pressure during the load forces the cannon jump, which is the move you want it to make.
- Have a skill that reaches beyond the circular indicator the jump leaves. If it does, the Beastiary describes the result as effectively pinning the enemy in place.
- Do not hug it during a basic attack. At point-blank range that attack lands twice - once for the projectile and once for the initial explosion - so the same position that beats the load punishes you here.
- Kill it before the Yetis beside it. It moves at the same speed as its melee escort, so the pair arrives together and the ranged half is the deadly one.
- Accept that stunning is not available. Like the plain Yeti, it is immune, so your crowd control options are positioning and terrain rather than lockdown.
Data Tables
| Enemy | Type | What makes it deadly | The counter |
|---|---|---|---|
| Cannon Yeti | Ranged | Standing still produces lethal damage | Crowd the load to force a jump; stay outside the circle |
| Werewolf | Melee | Hunt has no indicator; side-stepping it can be fatal | Survivability skill, ultimate, or break line of sight |
Both are stun-immune. Source: official wiki Beastiary, last edited 20 July 2026.
Tips & Notes
- Cooldown Reduction is worth more than usual against this enemy, because the counter depends on having a reaching skill available at the moment it starts loading rather than in ten seconds.
- The load-then-jump interaction is the closest thing this game publishes to a hard crowd control on an unstunnable enemy, which is why it is worth practising on a lower difficulty first.
- Frozen Valley's 1,200 maximum health entry requirement exists partly because of this enemy; arriving under it means the lethal-damage warning applies at shorter exposure.
FAQ
How do you beat the Cannon Yeti?
Close on it while it is loading to force a cannon jump, then hit it from outside the circular indicator with a skill that reaches. Never fight it from a standstill: the Beastiary says stationary players take lethal damage.
Is it safe to stand next to a Cannon Yeti?
Only while it is loading. During its basic attack, point-blank range takes two hits, the projectile and the initial explosion, so the same position that beats the load is the worst place to be a second later.
Can the Cannon Yeti be stunned?
No. It is one of the stun-immune elites, which is why the published counter is positional - forcing the jump - rather than locking it down.
Sources
- Official Official Iron Soul Roblox Wiki - Beastiary — The deadly rating, stun immunity, the lethal-damage warning, the cannon jump forced by close pressure, and the double hit at point-blank range.
- Official Official Iron Soul Roblox Wiki - Guide (Frozen Valley) — Its listing as a Frozen Valley elite and the tier's 1,200 maximum health entry requirement.
- Community Iron Soul Wiki (ironsoulwiki.com) - Enemies database — The competing database with five map-grouped entries and no individual enemy names, which is why this counter is not documented elsewhere.