Beast of Nurgle vs Chaos Spawn
For the same gold, the melee goes to Chaos Spawn: 48.7 s to cut down the other side's gold worth, against 178.6 s the other way. One unit against one, the edge goes to Chaos Spawn as well (Beast of Nurgle cost 800 gold, Chaos Spawn 950). Base stats, patch 9.0.4; no charge or abilities.
| Beast of Nurgle | Chaos Spawn | |
|---|---|---|
| 800 | 950 | |
| 6,388 | 8,768 | |
| 1 | 16 | |
| 50 | 10 | |
| 42 / 34 | 36 / 28 | |
| 320 (215) | 170 (50) | |
| 3.7 s | 3.8 s | |
| 41.3 | 155.8 | |
| 212.1 s | 41 s | |
| 178.6 s | 48.7 s |
COMPUTEDMelee damage per second = models × expected damage per attack (the combat calculator's hit chance 35 + melee attack − defence, damage after armour and resistances, bonus vs large or infantry) ÷ the weapon's attack interval (melee_weapons.melee_attack_interval). One unit each: the other's hit points ÷ that. Same gold: the other's hit points per gold ÷ damage per second per gold — the side that needs less time wins (within 1%: even). Multiplayer costs, patch 9.0.4.
ASSUMPTIONS
- Every model fights at once at its weapon's attack interval; in battle only the front ranks reach and animations set the pace.
- No charge, mass, splash attacks, flanking, fatigue, leadership (no one routs), abilities, spells, skills, technologies or items.
- Missiles: every projectile hits, the target's shield faces away; accuracy and range are not in this.
- 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.
Side by side with every number: compare Beast of Nurgle and Chaos Spawn. Blow by blow, with charge and shields: combat calculator. Nurgle units ranked. Daemons of Chaos units ranked. Warriors of Chaos units ranked.

