Elemental Bear vs Incarnate Elemental of Beasts
For the same gold, the melee goes to Elemental Bear: 114.1 s to cut down the other side's gold worth, against 153 s the other way. One unit against one, the edge goes to Elemental Bear as well (Elemental Bear cost 1,800 gold, Incarnate Elemental of Beasts 1,900). Base stats, patch 9.0.4; no charge or abilities.
| Elemental Bear | Incarnate Elemental of Beasts | |
|---|---|---|
| 1,800 | 1,900 | |
| 10,988 | 9,008 | |
| 1 | 1 | |
| 90 | 50 | |
| 50 / 34 | 62 / 30 | |
| 600 (450) | 650 (400) | |
| 4 s | 4 s | |
| 74.8 | 75.8 | |
| 120.5 s | 145 s | |
| 114.1 s | 153 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 Elemental Bear and Incarnate Elemental of Beasts. Blow by blow, with charge and shields: combat calculator. Kislev units ranked. Beastmen units ranked.

