Chaos Knights vs Rot Knights
For the same gold, the melee goes to Chaos Knights: 62.9 s to cut down the other side's gold worth, against 76.6 s the other way. One unit against one, the edge goes to Rot Knights (Chaos Knights cost 1,300 gold, Rot Knights 1,800). Base stats, patch 9.0.4; no charge or abilities.
| Chaos Knights | Rot Knights | |
|---|---|---|
| 1,300 | 1,800 | |
| 8,100 | 8,320 | |
| 60 | 32 | |
| 120 | 100 | |
| 42 / 50 | 42 / 48 | |
| 53 (16) | 60 (38) | |
| 4.6 s | 4 s | |
| 95.5 | 146.4 | |
| 87.1 s | 55.3 s | |
| 62.9 s | 76.6 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 Chaos Knights and Rot Knights. Blow by blow, with charge and shields: combat calculator. Warriors of Chaos units ranked. Nurgle units ranked.

