Dark Elf units ranked in Warhammer 3 — gold for gold, by the numbers
Every Dark Elf melee unit against every other one of its role at equal gold, how many of the game's units it beats for the money, and its missile units by damage per 1,000 gold. Patch 9.0.4.
Gold for gold, the Har Ganeth Executioners wins every duel among Dark Elves infantry and beats 77.5% of all 194 infantry units in the game for the same money.
Infantry (7)
- 1Har Ganeth ExecutionersMelee infantry · 1,150 gold · won 6 of 6Beats Black Guard of Naggarond by the most77.5%of the game's infantry beaten
- 278.8%of the game's infantry beaten
- 339.9%of the game's infantry beaten
- 456.5%of the game's infantry beaten
- 547.2%of the game's infantry beaten
- 615%of the game's infantry beaten
- 7Black Guard of NaggarondMelee infantry · 1,300 gold · won 0 of 6Loses most to Har Ganeth Executioners26.4%of the game's infantry beaten
Monstrous infantry (1)
- 1HarpiesMonstrous infantry · 500 gold84.8%of the game's monstrous infantry beaten
Cavalry and chariots (7)
- 193%of the game's cavalry and chariots beaten
- 285.4%of the game's cavalry and chariots beaten
- 371.9%of the game's cavalry and chariots beaten
- 468.5%of the game's cavalry and chariots beaten
- 546.4%of the game's cavalry and chariots beaten
- 622.5%of the game's cavalry and chariots beaten
- 79.9%of the game's cavalry and chariots beaten
Monsters (5)
- 194.9%of the game's monsters beaten
- 261.6%of the game's monsters beaten
- 351.5%of the game's monsters beaten
- 454.1%of the game's monsters beaten
- 546.9%of the game's monsters beaten
Missile units (7)
- 1Darkshards550 gold · range 125 m · 3,273 vs armour 02,747per 10 s per 1,000 gold vs armour 100
- 2Darkshards (Shields)600 gold · range 125 m · 3,000 vs armour 02,518per 10 s per 1,000 gold vs armour 100
- 3Shades950 gold · range 130 m · 2,526 vs armour 02,147per 10 s per 1,000 gold vs armour 100
- 4Shades (Dual Weapons)1,000 gold · range 130 m · 2,400 vs armour 02,040per 10 s per 1,000 gold vs armour 100
- 5Shades (Greatswords)1,100 gold · range 130 m · 2,182 vs armour 01,855per 10 s per 1,000 gold vs armour 100
- 6Dark Riders (Repeater Crossbows)650 gold · range 115 m · 1,846 vs armour 01,549per 10 s per 1,000 gold vs armour 100
- 7Black Ark Corsairs (Handbows)750 gold · range 70 m · 2,667 vs armour 01,167per 10 s per 1,000 gold vs armour 100
COMPUTEDEach role's units fight every other one of the role at equal gold: the time one side needs to take all of the other's hit points = the other's hit points per gold ÷ its own damage per second per gold, where damage per second = models × expected damage per attack (the combat calculator's hit chance and damage after armour and resistances) ÷ the weapon's attack interval (melee_weapons.melee_attack_interval). The faster side wins; within 1% is a tie. Ranked by duels won, then by the average margin (ln of the time ratio). “Of the game's … beaten” = the share of every unit of that role in the game it beats the same way. Missile units: damage per 10 s per 1,000 multiplayer gold against armour 100. Costs are multiplayer costs; versions with the same numbers and price count once.
ASSUMPTIONS
- Every model of both units fights at once at its weapon's attack interval — in battle only the front ranks reach, and attack animations set the pace; that's why roles are ranked apart.
- No charge, mass, splash attacks, flanking, fatigue, leadership (no unit routs), abilities, spells, skills, technologies or items.
- Missile units: every projectile hits; accuracy, range and ammunition are not in the number.
- Base card values at Ultra unit size, rank 0. The reference target for "lasts" and damage is Chaos Warriors.
- A Tzeentch unit's magic barrier (main_units.barrier_health: Pink Horrors 1,400, a Lord of Change 800) counts as hit points taken before its health: it recovers only while the unit takes no damage, so a fight gets it once. Barrier that skills, items or effects add on top is not counted.
- Race lists count a unit only where it is in the standard roster: units a faction gets only through the extended roster (campaign_exclusive in units_custom_battle_permissions: Custom Battle with Unit caps off, never in ranked) are left out of race comparisons; their numbers are on their unit pages.
Every Dark Elves melee unit
| # | ||||||||
|---|---|---|---|---|---|---|---|---|
| 1 | Kharibdyss | Monsters | 1,600 | 4 | 0 | 94.90% | 34.30 | 32.40 |
| 2 | Cold One Knights | Cavalry and chariots | 1,050 | 6 | 0 | 93% | 68.20 | 32.60 |
| 3 | Cold One Dread Knights | Cavalry and chariots | 1,350 | 5 | 1 | 85.40% | 96.10 | 52 |
| 4 | Harpies | Monstrous infantry | 500 | 0 | 0 | 84.80% | 78 | 38.30 |
| 5 | Bleakswords | Infantry | 450 | 5 | 1 | 78.80% | 216.80 | 61.10 |
| 6 | Har Ganeth Executioners | Infantry | 1,150 | 6 | 0 | 77.50% | 477.60 | 47.90 |
| 7 | Dark Riders | Cavalry and chariots | 450 | 4 | 2 | 71.90% | 54.40 | 34.60 |
| 8 | Dark Riders (Shields) | Cavalry and chariots | 500 | 3 | 3 | 68.50% | 49 | 35.70 |
| 9 | Feral Manticore | Monsters | 800 | 3 | 1 | 61.60% | 24.50 | 25.30 |
| 10 | Dreadspears | Infantry | 450 | 3 | 3 | 56.50% | 105.90 | 82.20 |
| 11 | Bloodwrack Medusa | Monsters | 1,300 | 1 | 2 | 54.10% | 17.60 | 21.10 |
| 12 | War Hydra | Monsters | 1,550 | 1 | 2 | 51.50% | 25.80 | 28.30 |
| 13 | Sisters of Slaughter | Infantry | 1,000 | 3 | 3 | 47.20% | 122.30 | 82.40 |
| 14 | Black Dragon | Monsters | 1,900 | 0 | 4 | 46.90% | 23.60 | 38 |
| 15 | Doomfire Warlocks | Cavalry and chariots | 1,100 | 2 | 4 | 46.40% | 58.50 | 23.50 |
| 16 | Black Ark Corsairs | Infantry | 650 | 3 | 3 | 39.90% | 224 | 48.40 |
| 17 | Black Guard of Naggarond | Infantry | 1,300 | 0 | 6 | 26.40% | 142 | 73 |
| 18 | Cold One Chariots | Cavalry and chariots | 1,100 | 1 | 5 | 22.50% | 26.60 | 31.70 |
| 19 | Witch Elves | Infantry | 750 | 1 | 5 | 15% | 225.20 | 27.50 |
| 20 | Scourgerunner Chariots | Cavalry and chariots | 950 | 0 | 6 | 9.90% | 10.70 | 21 |