Doom-Flayers vs Doomwheel
For the same gold, the melee goes to Doom-Flayers: 222.7 s to cut down the other side's gold worth, against 324 s the other way. One unit against one, the edge goes to Doomwheel (Doom-Flayers cost 1,050 gold, Doomwheel 1,350). Base stats, patch 9.0.4; no charge or abilities.
| Doom-Flayers | Doomwheel | |
|---|---|---|
| 1,050 | 1,350 | |
| 6,128 | 6,420 | |
| 8 | 1 | |
| 90 | 100 | |
| 25 / 26 | 26 / 37 | |
| 60 (45) | 400 (250) | |
| 4 s | 4.3 s | |
| 22.4 | 24.3 | |
| 286.3 s | 252 s | |
| 222.7 s | 324 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 Doom-Flayers and Doomwheel. Blow by blow, with charge and shields: combat calculator. Skaven units ranked.
