Health268 · per modelThis determines how many hits a unit can withstand alongside armour and melee defence.Attila build 25370302 · battle_entities.hit_points (soldier + mount) + land_units.bonus_hit_points · per model, as Attila's card shows it
Health
per model
268
top 24% of class
Armour
30
bottom 32% of class
Missile block chance
25%
bottom 26% of class
Morale
43
bottom 35% of class
Speed
80
bottom 44% of class
Melee attack
29
bottom 15% of class
Melee Defence53This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!Attila build 25370302 · land_units.melee_defence + unit_shield_types.shield_defence_value · melee defence + shield defence
Melee defence
53
top 19% of class
Weapon damage
24 base + 8 armour-piercing, +20 vs cavalry, +20 vs elephants
32
bottom 6% of class
Charge Bonus43This increases a unit's melee attack and damage when charging. This does not represent the physical impact of the charge.Attila build 25370302 · land_units.charge_bonus
Charge bonus
43
bottom 26% of class
Ranged
Missile damage
70 base + 20 armour-piercing
90
bottom 30% of class
Range80 mA long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.Attila build 25370302 · projectiles.effective_range
Range
80 m
bottom 1% of class
Ammunition
1
bottom 1% of class
Reload time
14 s
bottom 1% of class
Attributes

Hide (forest)
This unit can hide in forests until enemy units get too close.
Where these numbers come from
Read from Total War: ATTILA's own database tables (main_units, land_units, battle_entities, unit_armour_types, unit_shield_types, melee_weapons, projectiles…) in the data packs of the installed game, Steam build 25370302. The formulas that turn table values into card values reproduce the Total War Fandom wiki's unit infoboxes before anything is shown — how the numbers are checked.