AoE2 DB

Battle Simulator

Pit any two units against each other and see who wins, how many walk away, and what the fight costs. Every number — damage through armor, fire rate, hit chance and the resource trade — is the game's own, so the verdict stays true across balance patches.

Your army2700 res
Knight
20× Knight
100 HP · 2/2 armor · 60 food, 75 gold
How many?
Blacksmith upgrades
Attack
Armor
VS
Enemy army1200 res
Halberdier
20× Halberdier
60 HP · 0/0 armor · 35 food, 25 wood
How many?
Blacksmith upgrades
Attack
Armor

8× Halberdier survive Halberdier wins in 14.8s

20× Knight (0 left) vs 20× Halberdier (8 left)

Knight Halberdier
Knightvs Halberdier
Damage per hit10
Damage per second5.6
Hits to kill one6
Time to kill one10.8s
Halberdiervs Knight
Damage per hit36(4 base +32 vs Cavalry)
Damage per second12.0
Hits to kill one3
Time to kill one8.3s

Resource trade

Knight army1,200 food · 1,500 gold
Resources lost2,700
Halberdier army700 food · 500 wood
Resources lost720

Halberdier trades up — Knight loses 375 resources for every 100 of Halberdier destroyed.

How this is calculated

Every number here is computed live from the units' in-game stats — the same damage, armor, fire-rate and cost values the game uses — so it stays faithful across balance patches.

Damage per hit

AoE2 subtracts armor flatly, never as a percentage. A hit deals its base melee or pierce attack minus the defender's matching armor, plus any “bonus vs class” amount for each armor class the defender belongs to — and always at least 1.

HalberdierKnight
6 melee2 armor = 4
+ 32 vs Cavalry
= 36 damage

Resolving the fight

  • Discrete attacks. Each unit lands a hit on its real reload timer (1.8s for Knight, 3s for Halberdier), not a smoothed-out damage stream.
  • Focus fire, overkill wasted. The army concentrates fire on one target at a time; HP spilling past zero on a kill is lost, and the next hit starts on a fresh unit — exactly how a clump trades in-game.
  • Accuracy is a miss rate. Melee hits always connect (100%); ranged units land their listed hit chance and the rest miss.

Where it approximates

Some things the game files don't put a number on, so the sim leaves them out rather than guessing — treat it as the raw stat matchup, not a substitute for micro:

  • • Splash damage (Mangonels, Onagers, Scorpions)
  • • Monk healing & conversion
  • • Secondary projectiles (Chu Ko Nu, Kipchak)
  • • Charge attacks (Coustillier, Leitis)
  • • Kiting, surrounding & other micro
  • • Civ bonuses beyond the blacksmith toggles
  • • Attack wind-up / projectile travel time
  • • Terrain, elevation & formations