BW Calculator

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Input a number from 1 to 12.

Note: Calculations assume all units fire simultaneously and all will fire and overkill a unit before moving to the next target (including Nuclear Strike).
Input a number from 1 to 12.

Note: Calculations assume all units fire simultaneously and all will fire and overkill a unit before moving to the next target (including Nuclear Strike).


+2 Armor for Ultralisks
+25 Damage for Reavers

Marines and Firebats attack twice as fast
Defense Matrix is a 250 damage shield which takes full damage from all attacks.
If an attack hits a unit effected by Defense Matrix, it still deals 0.5 damage to the units HP as well.
Defense Matrix is a Terran spell, but it will apply to all units in these calculations if selected.
There is no expiration timer for Defense Matrix in this calculation.

Zerglings attack 33% faster (25% less attack cooldown)
WARNING: RANDOM - RESULTS WILL VARY
Calculations for ranged units will randomly miss hits at a rate of 136/256 or 53.125%
Only ranged units can miss (including 0 range SCVs) and only when they are attacking ground units and buildings.
See https://liquipedia.net/starcraft/Distance#List_of_attack_ranges
Input a number from 1 to 3.
Firebat's flames are 3 linear attacks that deal 8 damage each.
Multiple attacks can hit the same unit. Most of the time, only 2 hit.
Attacking buildings or some large units may be able to land 3 hits.
Input a number from 1 to 8.
Changes amount of interceptors attacking for a carrier.
Calculations assume all interceptors hit simultaneously
and the first attack is instantaneous.
Input a number from 0 to 9.
Increases damage taken by air units +1 for each spore.
Acid Spore is a Zerg Devourer effect, but it will apply to all units in these calculations.
Calculation does not account for spores decreasing attack speed of any unit.

Both tables below display as percent difference when compared to zero upgrades

Notes about calculations:
Calculations account for health/shield regeneration and burn damage.
Looking for unit # required to oneshot? Keep upping attacker count until it is same as hits to kill.
If the table is empty, the attacker cannot attack the target.
Calculations stop at 1,000 hits because it is no longer meaningful (displays 9,999).
Hit counts listed are full attacks. A Zealot hits a target twice at once, but this will display as 1 hit below.
Multiple attackers attacking will count each unit's hit, but the time to kill will change.
Multiple attackers can change hits to kill due to hp and shield regeneration mechanics.
Splash damage and glaives bounces are not accounted for in calculations.
Time to kill is calculated from first hit to final hit (excluding unit turn, first animation, and ranged attack travel time).



Unit 1
Health
Shields
Base Armor
Base Damage
Damage Modifier
Hits Per Atk
Final Damage
Upgrade Damage
Armor Reduction
Unit 2
Health
Shields
Base Armor
Base Damage
Damage Modifier
Hits Per Atk
Final Damage
Upgrade Damage
Armor Reduction

Hits-to-Kill
Armor Upgrades 0 1 2 3
Shield Upgrades 0 0 0 0
Attack Upgrades
0
1
2
3
Time-to-Kill
Armor Upgrades 0 1 2 3
Shield Upgrades 0 0 0 0
Attack Upgrades
0
1
2
3
Hits-to-Kill
Armor Upgrades 0 1 2 3
Shield Upgrades 0 0 0 0
Attack Upgrades
0
1
2
3
Time-to-Kill
Armor Upgrades 0 1 2 3
Shield Upgrades 0 0 0 0
Attack Upgrades
0
1
2
3

Explanation of Calculation Assumptions and Potential Inaccuracies


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