Tomb Scorpion vs Ushabti
For the same gold, the melee goes to Ushabti: 80.2 s to cut down the other side's gold worth, against 281.6 s the other way. One unit against one, the edge goes to Ushabti as well (Tomb Scorpion cost 1,000 gold, Ushabti 900). Base stats, patch 9.0.4; no charge or abilities.
| Tomb Scorpion | Ushabti | |
|---|---|---|
| 1,000 | 900 | |
| 6,020 | 8,128 | |
| 1 | 16 | |
| 90 | 90 | |
| 35 / 33 | 23 / 35 | |
| 420 (300) | 79 (57) | |
| 3.7 s | 3.8 s | |
| 32.1 | 67.5 | |
| 253.5 s | 89.2 s | |
| 281.6 s | 80.2 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 Tomb Scorpion and Ushabti. Blow by blow, with charge and shields: combat calculator. Tomb Kings units ranked. Undead Legions units ranked.

