Hellflayers vs Seeker Chariots
For the same gold, the melee goes to Hellflayers: 258.7 s to cut down the other side's gold worth, against 273.3 s the other way. One unit against one, the edge goes to Hellflayers as well (Hellflayers cost 1,100 gold, Seeker Chariots 800). Base stats, patch 9.0.4; no charge or abilities.
| Hellflayers | Seeker Chariots | |
|---|---|---|
| 1,100 | 800 | |
| 5,944 | 5,056 | |
| 4 | 4 | |
| 50 | 50 | |
| 34 / 26 | 28 / 26 | |
| 70 (50) | 48 (34) | |
| 4 s | 4 s | |
| 26.9 | 15.8 | |
| 188.1 s | 375.8 s | |
| 258.7 s | 273.3 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 Hellflayers and Seeker Chariots. Blow by blow, with charge and shields: combat calculator. Slaanesh units ranked. Daemons of Chaos units ranked.

