Malevolent Treeman vs Treeman
For the same gold, the melee goes to Treeman: 298.2 s to cut down the other side's gold worth, against 318.4 s the other way. Base stats, patch 9.0.4; no charge or abilities.
| Malevolent Treeman | Treeman | |
|---|---|---|
| 1,550 | 1,500 | |
| 9,828 | 9,828 | |
| 1 | 1 | |
| 110 | 110 | |
| 52 / 56 | 52 / 56 | |
| 520 (380) | 520 (380) | |
| 4 s | 4 s | |
| 31.9 | 31.9 | |
| 308.2 s | 308.2 s | |
| 318.4 s | 298.2 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 Malevolent Treeman and Treeman. Blow by blow, with charge and shields: combat calculator. Wood Elf units ranked.

