Kharibdyss vs War Hydra
For the same gold, the melee goes to Kharibdyss: 93.7 s to cut down the other side's gold worth, against 196.3 s the other way. One unit against one, the edge goes to Kharibdyss as well (Kharibdyss cost 1,600 gold, War Hydra 1,550). Base stats, patch 9.0.4; no charge or abilities.
| Kharibdyss | War Hydra | |
|---|---|---|
| 1,600 | 1,550 | |
| 10,400 | 10,400 | |
| 1 | 1 | |
| 60 | 60 | |
| 60 / 38 | 52 / 32 | |
| 500 (350) | 440 (300) | |
| 3.6 s | 3.6 s | |
| 114.6 | 51.3 | |
| 90.7 s | 202.7 s | |
| 93.7 s | 196.3 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 Kharibdyss and War Hydra. Blow by blow, with charge and shields: combat calculator. Dark Elf units ranked.

