Battle Brothers Damage Calculator

Last Updated March 2026. Not affiliated with or endorsed by Overhype Studios. Community tool by BB Fans for BB Fans.

Attacker Traits and Perks

+ Background, Injuries, Status Effects, Attacker Buffs
- none -

Weapon

Swordlance
Damage 60 – 80
Piercing 30%
Armor Damage 90%
Headshot Chance Bonus +0%
✎ Edit Weapon Stats

Skill

Enemy

Orc Young
Hitpoints
Body Armor
Head Armor
Defense Perksnone
Racial Traitnone

Simulate 20,000 attacks to see average # hits to kill

Results

3.08 hits on average to kill Orc Young with Swordlance

Hits to Kill

Average Hits to Kill3.08
Min & Max Hits2 to 5

Hits to Injure

Average Hits to Injure1.97
Min & Max Hits1 to 5

Morale Check at least 15 HP dmg

Average Hits to Trigger1.05
Min & Max Hits1 to 2

Morale Check with Fearsome at least 1 HP dmg

Average Hits to Trigger1.0
Min & Max Hits1 to 1

Damage Stats

Peak Damage on First Hit

120 HP Damage
0 Armor Damage

Peak Damage on Hit

120 HP Damage
72 Armor Damage

Ø Armor Left at Death

5 Body Armor
28 Head Armor

Killing Blow

73.5% Bodyshot
26.5% Headshot

Battle Brothers Damage Mechanics

Damage Calculation

The damage formula has three scenarios:

Attacker Traits and Perks

We model all traits, perks, backgrounds, injuries, and status effects that affect damage output. Damage multipliers (Huge, Drunkard, Killing Frenzy, etc.) stack multiplicatively. For example, Huge (x1.10) combined with Drunkard (x1.10) results in x1.21 total damage. Perks like Duelist add to piercing additively (+25%).

Weapon

Each hit rolls two independent random values within the weapon's damage range: one for HP damage and one for armor damage. Piercing Percentage determines how much HP damage bypasses armor.

Weapon Skills

Each weapon has one or more skills with different effects. Some modify damage, piercing, or apply bleeding.

Headshots and Body Hits

Each hit targets either the head (25% base chance) or the body (75%). Headshots hit the helmet, body hits hit body armor. Headshots deal 150% HP damage.

Armor and HP

Armor durability is tracked separately for head and body and degrades over multiple hits. Each weapon has an Armor Damage % that determines how efficiently it damages armor. Hammers at 150% shred armor fast, while daggers at 50% barely scratch it. Piercing HP damage that bypasses armor is further reduced by 10% of remaining armor on that body part. Once armor reaches zero, that body part takes full damage.

Defender Perks

The simulation applies Battle Forged, Nimble, Steel Brow, Nine Lives, and Resilient automatically based on the selected enemy. For Custom Brother, you can also enable Indomitable, which is then applied to every hit. Units can have other perks, but these would not affect hits to kill, injure or trigger morale.

Racial Traits

Some enemies have immunities to bleeding, injuries or morale checks. Others have more complex resistances to certain attacks. All of these are listed as Racial Traits in the enemy stat card. For enemies with damage resistances, you can click the trait name to see the full resistance table.

Three groups have damage resistances:

Hits to Kill

The average number of hits needed to reduce the enemy's HP to zero.

Hits to Injure

An injury occurs when a single hit deals HP damage equal to or greater than 25% of the enemy's maximum HP. Head injuries require a higher threshold of 31.25% (25% × 1.25), but the 150% headshot damage more than offsets this. Crippling Strikes lowers all injury thresholds by 34%.

Hits to Trigger Morale Check

A morale check is triggered when a single hit deals at least 15 HP damage. With the Fearsome perk, the threshold drops to just 1 HP damage. We simulate when the first morale check occurs, but not whether morale actually drops.

About the Calculator

Simulation

Each calculation runs a Monte Carlo simulation. The total number of simulations depends on the weapon's damage range, but at least 20,000. For the first hit we use "Stratified First-Hit Sampling", see below. From the second hit onward, damage rolls are fully random. Headshot chance and armor loadout are randomly rolled throughout. Simulations are capped at 100 hits. If a matchup consistently exceeds 100 hits, it is likely not a viable combat approach anyhow.

Stratified First-Hit Sampling

For the first hit, every possible combination of the two independent damage rolls (regular damage and armor damage) is sampled an equal number of times. This ensures that all first-hit outcomes are represented fairly, eliminating sampling bias.

Three-Headed Flail is the exception. Multi-hit skills like Cascade do 3 sub-hits per attack, each with its own pair of damage rolls. Fully enumerating all 6 rolls would require millions of combinations, so only the first sub-hit's rolls are stratified. The other two sub-hits use random sampling.

Peak Damage

Peak first-hit damage (both HP and armor) is calculated deterministically, not sampled. We take the maximum damage roll against the weakest armor loadout, for both body and head hits, and report the higher result. This means peak values are always exact regardless of simulation outcome.

Editable Weapon Stats

All weapon stats are editable. If you have a Named Weapon with different damage, armor piercing or headshot bonus, edit the stats directly and the simulation will use your values.

Battle Forged and Nimble

Battle Forged reduces armor damage based on current total armor. As armor is destroyed during the fight, Battle Forged becomes weaker. The percentage shown next to the checkbox is the starting value; the simulation recalculates it after every hit. Battle Forged makes high armor disproportionately strong. 300/300 armor with Battle Forged offers around 713 effective armor. But 360/360 armor with Battle Forged (a 20% raw increase) offers around 893 effective armor (a 25% effective increase).

Nimble scales off armor fatigue: lower fatigue means stronger reduction, down to 40% HP damage taken at 15 fatigue. The in-game tooltip rounds the Nimble percentage, but internally it is a float, and our calculator uses the exact value. The multiplier is applied before armor absorption, so both layers stack nicely. This makes Named armor with high durability and low fatigue very strong in preventing Piercing damage. For example, a hit dealing 80 damage with 100% armor damage and 50% piercing:

Attacker Buffs and Champion

Some enemies deal more damage than their weapon stats suggest. These are enemy-only modifiers that player mercenaries cannot have. Orcs have racial damage multipliers that scale with campaign day. Similarly Barbarian King, Hedge Knight, and Executioner have a x120% damage multiplier. Whereas Goblins and Master Archer have increased armor piercing. This can make regular enemies so deadly, that they can one-shot your 300/300 Battle Forged Brothers. See the calculations here:

Orc Berserker (Berserk Chain) with maximum Damage (92 HP Damage)

Orc Warlord (Man Splitter) with maximum Damage (104 HP Damage)

Champion enemies receive x115% damage which stacks multiplicatively with all other damage buffs. They also have increased HP, increased stats and a named item. If the named item is a weapon with a high damage roll and/or high armor piercing roll, a champion becomes especially deadly.

The deadliest combination is an enemy with a damage modifier (e.g. Hedge Knight, Barbarian King or Warlord), that is also Champion and has a Named Weapon with high-rolled damage. He could in theory one-shot your Battle Forged Brother with 300/300 armor and Steel Brow. Brothers with Nimble are less likely to get one-shotted. See the calculations here:

Hedge Knight Champion (Two-Handed Flail) with maximum Damage (110 HP damage through Steel Brow)

Hedge Knight Champion (Two-Handed Hammer) with maximum Damage (121 HP damage through Steel Brow)

Barbarian King Champion (Two-Handed Skull Hammer) with maximum Damage (98 HP damage through Steel Brow)

Orc Warlord Champion (Man Splitter) with maximum Damage (93 HP damage through Steel Brow)

Barbarian King Champion (Heavy Rusty Axe) with maximum Damage (91 HP damage through Nimble)

Bleeding

Cleave and Whip skills apply bleeding (5 per turn, 10 with Weapon Mastery). Bleeding only triggers when the hit deals at least 6 HP damage. Bleed is a 2-turn stacking effect that ticks on the enemy's turn. Multiple bleeds from consecutive hits overlap, so the second qualifying hit onwards causes two stacks to tick simultaneously. Resilient halves bleed duration to 1 turn, preventing stack overlap. Nine Lives clears all bleed.

In actual combat, bleed damage depends on turn order, number of attacks per turn, and whether you miss while bleeds are still ticking. A miss means no new bleed stack, but existing stacks keep ticking. Our simulation assumes one bleed tick between each attack, one attack per turn, and that every hit lands, which is a reasonable approximation but not exact.

Shown Skills

All weapon skills are shown except Split Shield (deals no HP damage). Skills like Riposte that deal the same damage as the basic attack are included for completeness. Spearwall deals 50% damage per counter-hit. Mastery variants are only shown when mastery affects damage-relevant stats (like Cleave's increasing bleed or Pound's increasing Armor Piercing).

Enemy Armor Loadouts

Enemies with variable equipment have multiple possible armor loadouts. Each simulation randomly picks a body armor and helmet combination weighted by spawn probability. For example, a Brigand Raider has 4 body armor options and 6 helmet options, resulting in 24 different possible loadouts. This means results reflect the full range of encounters.

Noble House Equipment

Noble faction enemies (Footman, Billman, Arbalester, etc.) spawn with equipment that varies by noble house. Different houses use different armor styles (kettle hats vs flat tops vs nasal helmets). Since the noble house is random, we average across all houses to produce a single combined loadout table.

DLC Equipment

Some enemies gain additional armor options when DLCs are active (Warriors of the North, Blazing Deserts, etc.). Our loadout data assumes all DLCs are installed. Without certain DLCs, some enemies would have fewer equipment options and slightly different average armor values.

Incompatible Modifier Warnings

The calculator warns you when a selected modifier does not apply to the current weapon or skill. Examples are Duelist with a two-handed weapon or headshot modifiers with Puncture (which never headshots). In all cases the calculator blocks the submission and tells you which modifiers will be ignored.

Not Modeled: Lower Enemies, Champions, Bosses

Some enemies can spawn as lower versions (e.g. lower Brigand Raider) with slightly reduced stats and on average less armor. For example early-game Brigand Parties can have a mixture of regular Raiders and lower Raiders. But overall these lower enemies are rare and only account for roughly 15% of all encounters, so they are not modeled here.

Champions are buffed enemies with a named item. If the named item is a Named Armor, it can have significantly higher durability. This changes survivability drastically, so we do not model champion defenders.

Bosses like the Kraken and the Horned God in Hunting Ground have extremely high HP and armor pools. These fights are too unique to produce meaningful simulation results, so we do not model them.

Caching

Results are cached per unique matchup. The first time you run a specific combination of weapon, skill, enemy, and modifiers, the simulation runs fresh. Subsequent requests for the same matchup return the cached result instantly. If we update the damage engine, the cache is cleared so all matchups use the latest formulas.

Built by Pascal Klein (HeyPashi). Questions or feedback? heypashi@gmail.com