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Analysis

Battle simulator

Two stacks, real armour classes, real reload timers. Overkill is wasted and out-ranged units eat free shots while they close.

Side ACastle
650F200G
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Side BCastle
350F250W
550 total HP
Civilization
ForgingIron CastingBlast FurnaceScale Mail ArmorChain Mail ArmorPlate Mail ArmorSquiresArson
Upgrade bill
1420F620G
Upgrades

Result

Urumi Swordsman wins

9 left standing · 12s

Counter analysis
Duration

12s

Trade ratio

6.32×

resources destroyed per resource lost, side A

A lost

1/10

95 res

B lost

10/10

600 res

Surviving units over time
0s · 10 v 1012s · 9 v 0
■ Urumi Swordsman■ Pikeman

Engagement detail

What each side does to the other, per hit and per second.

Urumi Swordsman

vs Pikeman
Damage / hit
10
Hits to kill
6
DPS
5
Free shots
0s
Attack
13 +4
Armour
4/4
Speed
1.21

Pikeman

vs Urumi Swordsman
Damage / hit
4
Hits to kill
14
DPS
1.33
Free shots
0s
Attack
8 +4
Armour
3/4
Speed
1.1

10 Urumi Swordsman beat up to 18 Pikeman.

Both stacks are assumed to be in contact and focused on one target at a time. Kiting after contact, collision, splash radius, healing, conversion and terrain are not modelled — treat the result as the maths of the trade, not a replay.