Age of Mythology: Retold · Unit reference
Unit Statistics
Compare the damage, durability and resource investment behind your army.
Tech TreeBase units · upgrades and god bonuses excluded. Game data · Build 19.17020.
Metric Guide · How to read these statistics
Base values
All values describe base units. Available by Age is cumulative through the chosen age on the same pantheon/god availability path. Unknown ages do not imply availability. Technologies that unlock units earlier, civilization bonuses and upgrades are excluded. DPS measures direct sustained damage; abilities, splash victim counts, accuracy, chained hits, movement and on-hit damage are excluded. Alternative attacks are evaluated separately. Conditional attacks with unsupported projectile counts or scaling give N/A.
Max DPS
Max DPS checks game unit and building classifications. Bonuses multiply using the shared combat stat rules, only where the classifications coexist. The counter case beside each unit identifies the normal attack and matching classes. It never depends on the units selected for comparison.
Relative value
Muted green marks the most favorable fifth and muted red the least favorable fifth of all units matching the current unit pool, filters and search before pagination; typical values use the neutral surface. Ties share a midrank percentile. Higher HP, DPS, EHP, speed, range and sight trend favorable; lower cost index, cost per population, population, training time and attack interval trend favorable. Raw damage, resource components and armor percentages are uncolored because they need more context. N/A is always neutral. This is relative metric desirability, not an overall verdict on a unit.
Unit Pool
Unit Pool uses game classifications and unit availability, never zero cost or population. Standard has a normal train entry at a playable building. Special / Granted has an explicit spawn, summon, transformation or AnimalOfSet reference and no normal train queue. Scenario / Cheat and Nature follow the game classifications. Unclassified has no established normal or special source; it can include legitimate starting or engine-created units. All includes every unit that the current Compendium allows to open, excluding hidden helpers.
- HP
- Maximum base hitpoints.
- DPS
- Direct damage per attack ÷ attack interval. Highest supported normal attack path; paths are never added together. Before armor, accuracy, splash, chained hits or on-hit effects.
- Max DPS
- Highest normal attack DPS × applicable built-in bonus multiplier. Only combinations co-occurring on a playable unit/building are allowed. Before armor; special abilities are excluded.
- Pop
- Base population cost. Zero or missing population gives N/A for per-population metrics.
- Cost index
- Food + Wood + Gold + (Favor × 10). Population and Devotion are not resources in this total. A resource-value index, not equal gathering time or an exchange rate.
- DPS / Pop
- Normal DPS ÷ positive population cost.
- Max DPS / Pop
- Max DPS ÷ positive population cost.
- Speed
- Base movement speed.
- Range
- Maximum range of the normal attack used for DPS. Other normal attack ranges are listed in attack details.
- LoS
- Base line of sight.
- Train time
- Base training time in seconds. Actual production can vary with bonuses.
- Attack damage
- Sum of direct damage components in the normal attack used for DPS. See attack details for damage types.
- Interval
- Seconds between attacks for the normal attack used for DPS.
- Cost / Pop
- Resource-value cost index ÷ positive population cost.
- DPS / 100 cost
- 100 × normal DPS ÷ positive resource-value cost index.
- Max DPS / 100 cost
- 100 × Max DPS ÷ positive resource-value cost index.
- Food
- Base food cost; absent components of a known priced unit are zero.
- Food / Pop
- Component resource cost ÷ positive population cost.
- Wood
- Base wood cost; absent components of a known priced unit are zero.
- Wood / Pop
- Component resource cost ÷ positive population cost.
- Gold
- Base gold cost; absent components of a known priced unit are zero.
- Gold / Pop
- Component resource cost ÷ positive population cost.
- Favor
- Base favor cost; absent components of a known priced unit are zero.
- Favor / Pop
- Component resource cost ÷ positive population cost.
- Hack armor
- Fraction of Hack damage reduced, displayed as a percentage.
- Hack EHP
- HP ÷ (1 − Hack armor). Direct damage of this type required before other modifiers. Missing or invalid armor gives N/A.
- Hack EHP / Pop
- Hack EHP ÷ positive population cost.
- Hack EHP / 100 cost
- 100 × Hack EHP ÷ positive resource-value cost index.
- Pierce armor
- Fraction of Pierce damage reduced, displayed as a percentage.
- Pierce EHP
- HP ÷ (1 − Pierce armor). Direct damage of this type required before other modifiers. Missing or invalid armor gives N/A.
- Pierce EHP / Pop
- Pierce EHP ÷ positive population cost.
- Pierce EHP / 100 cost
- 100 × Pierce EHP ÷ positive resource-value cost index.
- Crush armor
- Fraction of Crush damage reduced, displayed as a percentage.
- Crush EHP
- HP ÷ (1 − Crush armor). Direct damage of this type required before other modifiers. Missing or invalid armor gives N/A.
- Crush EHP / Pop
- Crush EHP ÷ positive population cost.
- Crush EHP / 100 cost
- 100 × Crush EHP ÷ positive resource-value cost index.
- Divine armor
- Fraction of Divine damage reduced, displayed as a percentage.
- Divine EHP
- HP ÷ (1 − Divine armor). Direct damage of this type required before other modifiers. Missing or invalid armor gives N/A.
- Divine EHP / Pop
- Divine EHP ÷ positive population cost.
- Divine EHP / 100 cost
- 100 × Divine EHP ÷ positive resource-value cost index.
Unknown or zero denominators give N/A. State-dependent units use their base state; damage from unsupported actions remains unavailable.