All WoWs Legends Ships
The complete World of Warships: Legends ship list, filterable by tier, nation, class and role. Every ship has a playstyle guide covering what role it fills, where to position, which mistakes to avoid, and how to think about commanders and consumables.
Editor's picks
Latest campaign and Marathon rewards plus standout hand-picked ships.
Somme
Last completed campaign rewardKremlin
Last completed Marathon rewardBismarck
Iconic brawling battleshipDover
New British premium battleshipRattlehead
Megadeth collab premiumDe Zeven Provinciën
Dutch airstrike trailblazerArk Royal
British AP-bomb strike carrierKidd
Anti-CV destroyer with healAL Avrora
Damage comes from sustained HE rather than big AP hits; keep the guns talking.
AL Baltimore
Radar lights the cap for the team; the guns cash in on the spotted targets.
AL Chapayev
HE DPM plus Radar: farm fires while lighting caps for the team.
AL Cheshire
The heal, not the armor, keeps it alive: trade aggressively and patch it back.
AL Formidable
AP bombs citadel broadside heavies; the torpedoes mop up everything else.
AL Fusou
Punish every broadside with main-battery throughput; keep the guns reloading on targets.
AL Harbin
Trade DPM from smoke cover; reward steady fire over rotation.
AL Montpelier
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
AL New Jersey
A sniper: farm AP citadels from range, repositioning before the line closes.
AL Queen Elizabeth
Improved HE means fires and chip damage on anything angled; heal back the trade.
AL Richelieu
A sniper: farm AP citadels from range, repositioning before the line closes.
AL Sov. Rossiya
Top-decile HP holds trades that drain peer battleships first.
AL Tallinn
Surveillance Radar sets cap fights; the guns farm on top.
AL Vittorio Veneto
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
AL Yukikaze
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
AL Z24
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
AL Zara
High-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
ARP Haguro
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
ARP Haruna
A health pool that outlasts the line: soak trades peers cannot afford to take.
ARP Kirishima
Built to absorb; the HP bar holds a lane long after peer battleships fold.
ARP Musashi
Burn the enemy line with improved-HE salvos, then heal through the return fire.
ARP Nachi
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Abruzzi
High-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Acasta
Use the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Achilles
Damage from sustained main-battery pressure, not torpedo dumps.
Adriatico
Main guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
Agano
Long torpedoes are the real threat; the guns just chip while the tubes reload.
Agincourt
A brawler: close the distance and the secondaries work alongside the mains.
Aigle
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Akatsuki
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Aki
Airstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Aki SE 25
Airstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Akizuki
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Al Ägir
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Alabama
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Alabama B
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Alaska
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Alaska B
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Albany
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Albemarle
The heal, not the armor, keeps it alive: trade aggressively and patch it back.
Algérie
Sonar-first support: contest islands and smoke without spending detection.
Algérie W
Lean on Sonar to win vision around cover, then farm where the team needs it.
Allen M. Sumner
Damage from sustained main-battery pressure, not torpedo dumps.
Almirante Barroso
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Almirante Cervera
Lean on Sonar to win vision around cover, then farm where the team needs it.
Almirante Cochrane
Trade DPM from smoke cover; reward steady fire over rotation.
Almte. Oquendo
Lean on Sonar to win vision around cover, then farm where the team needs it.
Alsace
Speed lets it rotate flanks like no other battleship and open fights on its terms.
Amagi
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Amalfi
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Anchorage
Sonar contests islands and smoke without exposing the hull to vision cycles.
Andalucía
Lean on Sonar to win vision around cover, then farm where the team needs it.
Andrea Doria
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Anhalt
High gun throughput: keep the mains firing and bleed every broadside that shows.
Anshan
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Aoba
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Arizona
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Ark Royal
Saturate decks with mass HE drops; trade volume for precision.
Arkansas
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Arkansas FE
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Arleigh Burke
No main battery: strike at range with missiles and keep torpedoes for anything that closes.
Asashio
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Asashio B
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Ashitaka
AP into broadsides, HE for chip pressure when no broadsides show.
Asturias
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Atago
Its improved AP fuse citadels cruisers other heavies over-pen; commit to AP and hunt broadsides.
Atago B
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Atlanta
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Atlanta B
HE DPM plus Radar: farm fires while lighting caps for the team.
Atlântico
A brawler: close the distance and the secondaries work alongside the mains.
Attilio Regolo
Fires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
August von Parseval
Citadel broadside heavies with AP bombs; torpedoes handle the rest.
Aurora
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Aurora B
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Aviere
Fires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Azuma
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
BA Binah
Main guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels
BA Hovercraft
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
BA Montana
Punish every broadside with main-battery throughput; keep the guns reloading on targets.
BA Tirpitz
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
BA Utnapishtim's Ship
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Baleares
Guns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Baltimore
Radar lights the cap for the team; the guns cash in on the spotted targets.
Bayard
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Bayern
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Belfast
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Belfast '43
HE DPM plus Radar: farm fires while lighting caps for the team.
Bellerophon
Improved HE means fires and chip damage on anything angled; heal back the trade.
Benham
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
Benson
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Bismarck
Turtleback armor shrugs close-range AP; brawl in with secondaries firing.
Bismarck B
A brawler: close the distance and the secondaries work alongside the mains.
Black
Drop torps on probable lanes from outside detection; guns chip between waves.
Black B
Drop torps on probable lanes from outside detection; guns chip between waves.
Blazing Dread
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Blücher
Lean on Sonar to win vision around cover, then farm where the team needs it.
Boevoi
Damage from sustained main-battery pressure, not torpedo dumps.
Bogatyr
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Boise
Durability comes from a heavy Repair Party, not armor; sustain the trades.
Borodino
Long main-battery reach lands AP citadels from positions peers must push to reach.
Bourgogne
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Bourrasque
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Brandenburg
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Brest
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Bretagne
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Brindisi
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Brisbane
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Brisbane B
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Budyonny
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Buffalo
AP citadels into broadsides, with Radar to set the cap fight up top.
Bulletproof
Stealth is the kit; hold cap edges unseen and disengage before the trade turns.
Burrows
A radar gunboat: scan the cap yourself and out-trade what you light.
Błyskawica
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Błyskawica B
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Caledon
No glaring weakness: pick AP, HE, or cap support to fit the team and the map.
California
Built to absorb; the HP bar holds a lane long after peer battleships fold.
Cambridge
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Campbeltown
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Campbeltown A
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Caprice
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
Carnot
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Castilla
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
Cataluña
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Cavour
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Celebes
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
Celtic
The heal, not the armor, keeps it alive: trade aggressively and patch it back.
Centurion
Main guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels
Champagne
A sniper: farm AP citadels from range, repositioning before the line closes.
Chapayev
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Charlemagne
Sonar contests islands and smoke without exposing the hull to vision cycles.
Charles F. Hughes
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Charles Martel
Sonar contests islands and smoke without exposing the hull to vision cycles.
Charleston
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Charleston M
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Cherbourg
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Cheshire
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Chikuma
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Chkalov
Ricochet bombs into hulls; pick isolated ships and stay out of heavy AA.
Christopher
A radar gunboat: scan the cap yourself and out-trade what you light.
Chumphon
Trade DPM from smoke cover; reward steady fire over rotation.
Chung Mu
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Chungking
Trade DPM from smoke cover; reward steady fire over constant repositioning.
Clemson
Damage from sustained main-battery pressure, not torpedo dumps.
Cleveland
Stack HE damage and use Radar to break DD vision at the cap.
Colbert
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Collingwood
An outsized Repair Party holds trades peers have to disengage from.
Colorado
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Congress
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Connecticut
Airstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Conqueror
Improved HE means fires and chip damage on anything angled; heal back the trade.
Constellation
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Constellation W
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Coronel Bolognesi
Trade DPM from smoke cover; reward steady fire over rotation.
Cossack
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Cossack '38
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Courbet
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Courbet 1944
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Cristoforo Colombo
Push into secondary range so the auto-battery adds to your main-gun damage.
Cross of Dorn
AP into broadside cruisers and chip pressure on battleships; not a brawler.
Curtatone
Fires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Cyclone
Damage from sustained main-battery pressure, not torpedo dumps.
Córdoba
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
D'kyr
Push into secondary range so the auto-battery adds to your main-gun damage.
Daisen
Speed lets it rotate flanks like no other battleship and open fights on its terms.
Dalian
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Dallas
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Danae
AP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Dante Alighieri
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Dante Alighieri B
Main guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels
Daring
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
De Grasse
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
De Ruyter
An HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
De Zeven Provinciën
Main battery up front plus airstrike pressure on distant caps.
Defence
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Delaware
Airstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Delny
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Derfflinger
Push into secondary range so the auto-battery adds to your main-gun damage.
Derzki
Out-range peer DDs and kite cruisers; HE spam from open water.
Des Moines
Guns earn citadels on broadsides; Surveillance Radar sets cap fights on top.
Desert Falcon
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Devonshire
Lean on Sonar to win vision around cover, then farm where the team needs it.
Dewa
Airstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Dido
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Dm. Donskoi
Guns earn citadels on broadsides; Surveillance Radar sets cap fights on top.
Dmitry Pozharsky
Every shell is AP; punish exposed sides and dodge between salvos.
Dover
Long main-battery reach lands AP citadels from positions peers must push to reach.
Drake
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Dresden
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Druid
The smoke cycle holds cap edges and trades gunfire from cover.
Duca d'Aosta
High-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Duca d'Aosta B
High-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Duchaffault
Stealth is the kit; hold cap edges unseen and disengage before the trade turns.
Ducklinger
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Duguay-Trouin
Sonar contests islands and smoke without exposing the hull to vision cycles.
Duke of York
Improved HE means fires and chip damage on anything angled; heal back the trade.
Duncan
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Dunkerque
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Dunkerque B
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Dupleix
Lean on Sonar to win vision around cover, then farm where the team needs it.
Eastern Dragon
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Edinburgh
No HE shells: every salvo is AP into broadsides, dodge in open water.
Eendracht
Guns up front, airstrikes for the caps you cannot reach with the hull.
Elbing
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Elephant
No HE shells: every salvo is AP into broadsides, dodge in open water.
Emerald
AP-only: there is no HE, so hunt broadsides and stay mobile in the open.
En. Gabolde W
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Enseigne Gabolde
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Enterprise
Citadel broadside heavies with AP bombs; torpedoes handle the rest.
Erie
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Exeter
Lean on Sonar to win vision around cover, then farm where the team needs it.
Exeter B
Lean on Sonar to win vision around cover, then farm where the team needs it.
F. D. Roosevelt
Repeated HE dive-bomber runs; farm broadsides and angles, manage planes.
FR25
Fires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Farragut
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Felix Schultz
Out-range peer DDs and kite cruisers; HE spam from open water.
Fenyang
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Ferrante Gonzaga
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Fiji
No HE shells: every salvo is AP into broadsides, dodge in open water.
Flandre
Built to absorb; the HP bar holds a lane long after peer battleships fold.
Fletcher
Damage from sustained main-battery pressure, not torpedo dumps.
Flint
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Florida
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Flying Dutchman
Flying Dutchman is the Legends Pirate variant based on Neptune. Neptune is the closest playstyle reference
Francesco Caracciolo
A brawler: close the distance and the secondaries work alongside the mains.
Francesco Ferruccio
High-alpha SAP cruiser: chunk broadsides and superstructures, angle hard, avoid armor your SAP shatters on.
Friant
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Friedrich der Große
Close inside secondary range and let the auto-fire battery work with the mains.
Friesland
Pure gunboat: no torpedoes, so every cap fight is won on main-battery uptime.
Fubuki
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Furious
Saturate decks with mass HE drops; trade volume for precision.
Furutaka
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Fushun
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Fusilier
Damage from sustained main-battery pressure, not torpedo dumps.
Fusō
High gun throughput: keep the mains firing and bleed every broadside that shows.
G-101
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
G-101 Alpha
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Gadjah Mada
Damage from sustained main-battery pressure, not torpedo dumps.
Gaede
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Galicia
Sonar contests islands and smoke without exposing the hull to vision cycles.
Gallant
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Gangut
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Gascogne
A sniper: farm AP citadels from range, repositioning before the line closes.
Gdańsk
Damage from sustained main-battery pressure, not torpedo dumps.
Gearing
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Gelderland
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Genova
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Georgia
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Georgia W
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Giulio Cesare
No standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Giuseppe Verdi
Outlast the line on heals, not armor; commit to fights peers cannot sustain.
Giussano
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Gneisenau
Sloped armor bounces close-range shells; brawl with secondaries inside the citadel-safe band.
Gnevny
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Gokase
Long torpedoes are the real threat; the guns just chip while the tubes reload.
Gorizia
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Gorky
Sonar-first support: contest islands and smoke without spending detection.
Gouden Leeuw
Main battery up front plus airstrike pressure on distant caps.
Graf Spee
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Graf Spee B
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Graf Zeppelin
Drop AP on exposed cruiser and battleship decks; torpedoes cover the rest.
Graf Zeppelin B
AP bombs citadel broadside heavies; the torpedoes mop up everything else.
Gremyashchy
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Gremyashchy FE
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Grom
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Großer Kurfürst
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Gryf
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Gustav Julius Maerker
Out-range peer DDs and kite cruisers; HE spam from open water.
Guépard
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Guépard W
Damage from sustained main-battery pressure, not torpedo dumps.
Haarlem
Pairs main-battery fire with a bomber alt-strike to pressure distant objectives.
Haida
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Hakuryū
Repeated squadron strikes; manage planes and positioning.
Halland
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Hampshire
Every shell is AP; punish exposed sides and dodge between salvos.
Harbin
Trade DPM from smoke cover; reward steady fire over constant repositioning.
Hatsuharu
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Hawke
Top-decile HP holds trades that drain peer battleships first.
Hawkins
Lean on Sonar to win vision around cover, then farm where the team needs it.
Hayate
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Heat Ray
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Hector
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Helena
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Henri IV
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Hermes
Big squadrons saturate with HE; attrition over single-target alpha.
Hermes W
Saturate decks with mass HE drops; trade volume for precision.
Hill
Damage from sustained main-battery pressure, not torpedo dumps.
Hindenburg
Guns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Hipper
Sonar-first support: contest islands and smoke without spending detection.
Hizen
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Hood
Top-decile HP holds trades that drain peer battleships first.
Hsienyang
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Huanghe
Sonar contests islands and smoke without exposing the hull to vision cycles.
Hughes
A radar gunboat: scan the cap yourself and out-trade what you light.
Huron
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Hyūga
Built to absorb; the HP bar holds a lane long after peer battleships fold.
Hyūga W
A health pool that outlasts the line: soak trades peers cannot afford to take.
Hércules
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Hōshō
Repeated squadron strikes: cycle bombers and torpedoes, and manage your plane reserves.
I.K.S. Bortas
AP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Ibuki
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Ibuki B
Its improved AP fuse citadels cruisers other heavies over-pen; commit to AP and hunt broadsides.
Icarus
Use the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Ignacio Allende
Durability comes from a heavy Repair Party, not armor; sustain the trades.
Ignis Purgatio
Burn the enemy line with improved-HE salvos, then heal through the return fire.
Implacable
Big squadrons blanket targets with HE; win on attrition, not single-target alpha.
Inamura
High gun throughput: keep the mains firing and bleed every broadside that shows.
Incomparable
Speed lets it rotate flanks like no other battleship and open fights on its terms.
Incomparable SE 25
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Indefatigable
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Independence
Repeated HE dive-bombs chip everything; pick soft targets and keep squadrons alive.
Indiana
A brawler: close the distance and the secondaries work alongside the mains.
Indianapolis
A radar platform first: reveal DDs and caps, then farm what you exposed.
Indianapolis B
Surveillance Radar sets cap fights; the guns farm on top.
Iowa
Long main-battery reach lands AP citadels from positions peers must push to reach.
Irian
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Iron Duke
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Ise
Airstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Ishizuchi
A health pool that outlasts the line: soak trades peers cannot afford to take.
Isokaze
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Iwaki
A long-range torpedo battery is the threat tool; guns earn damage between drops.
Iwaki FE
Long torpedoes are the real threat; the guns just chip while the tubes reload.
Iwami
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Iwami B
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Izmail
No standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Izumo
High gun throughput: keep the mains firing and bleed every broadside that shows.
Izyaslav
Out-range peer DDs and kite cruisers; HE spam from open water.
Jaguar
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Java
Anchors the team's AA umbrella; match value is air denial as much as direct damage.
Jean Bart
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Jervis
The smoke cycle holds cap edges and trades gunfire from cover.
Jianwei
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Jinan
Trade DPM from smoke cover; reward steady fire over constant repositioning.
Johan de Witt
Guns up front, airstrikes for the caps you cannot reach with the hull.
Jurien
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Juruá
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Jutland
The smoke cycle holds cap edges and trades gunfire from cover.
Jäger
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Júpiter
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Kaga
Repeated squadron strikes: cycle bombers and torpedoes, and manage your plane reserves.
Kagerō
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Kaiser
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Kamikaze
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Kamikaze BS
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Kane
A radar gunboat: scan the cap yourself and out-trade what you light.
Kansas
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Karl XIV Johan
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Karl von Schönberg
Damage from sustained main-battery pressure, not torpedo dumps.
Karlsruhe
Guns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Katori
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Katori A
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Kawachi
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Khabarovsk
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Kheper
AP into broadsides, HE for chip pressure when no broadsides show.
Kidd
Damage from sustained main-battery pressure, not torpedo dumps.
Kiev
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Kii
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Kijkduin
Pairs main-battery fire with a bomber alt-strike to pressure distant objectives.
King George V
Punish every broadside with main-battery throughput; keep the guns reloading on targets.
Kirisame
Drop torps on probable lanes from outside detection; guns chip between waves.
Kirov
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Kitakaze
Damage from sustained main-battery pressure, not torpedo dumps.
Klas Horn
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Kléber
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Knyaz Suvorov
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Kolberg
HE fires and sustained DPM rather than picking AP citadels.
Kolberg A
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Komsomolets
Skip HE bombs along the waterline; hunt distracted targets and dodge AA bubbles.
Kongō
Top-decile HP holds trades that drain peer battleships first.
Kotovsky
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
Krasny Krym
Lean on Sonar to win vision around cover, then farm where the team needs it.
Kremlin
Top-decile HP holds trades that drain peer battleships first.
Kronshtadt
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Kuma
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Kutuzov
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Kutuzov W
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
König
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
König Albert
Turtleback armor shrugs close-range AP; brawl in with secondaries firing.
Königsberg
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
L'Adroit
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
L'Aventurier
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
La Argentina
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
La Foudre
Speed lets it rotate flanks like no other battleship and open fights on its terms.
La Galissonnière
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
La Perla Azul
Lean on Sonar to win vision around cover, then farm where the team needs it.
Laffey
Damage from sustained main-battery pressure, not torpedo dumps.
Lambros Katsonis
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Langley
Repeated HE dive-bomber runs; farm broadsides and angles, manage planes.
Lazo
Stack HE damage and use Radar to break DD vision at the cap.
Le Fantasque
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Le Glorieux
Damage from sustained main-battery pressure, not torpedo dumps.
Le Hardi
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Le Terrible
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Le Terrible B
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Leander
No HE shells: every salvo is AP into broadsides, dodge in open water.
Legate
Punish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Leipzig
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Lenin
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Leningrad
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Leone
A SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Lepanto
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
Leviathan
AP into broadsides, HE for chip pressure when no broadsides show.
Lexington
Rolling HE bomber waves; farm broadsides and angled decks, and nurse your plane reserves.
Lightning
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
Lion
Burn the enemy line with improved-HE salvos, then heal through the return fire.
London
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Longjiang
Damage from sustained main-battery pressure, not torpedo dumps.
Louisiana
Open with no-LoS airstrike pressure, then punish exposed sides with the main battery.
Loyang
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Luca Tarigo
A SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Lugdunum
Close inside secondary range and let the auto-fire battery work with the mains.
Lyon
High gun throughput: keep the mains firing and bleed every broadside that shows.
Lüshun
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Maass
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Maass W
Open detection windows peers can't match; contest caps from concealment edges.
Mackensen
Close inside secondary range and let the auto-fire battery work with the mains.
Madness
Improved HE means fires and chip damage on anything angled; heal back the trade.
Maestrale
A SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Mahan
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Mahtaga
A brawler: close the distance and the secondaries work alongside the mains.
Maine
Long main-battery reach lands AP citadels from positions peers must push to reach.
Mainz
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Mainz CE
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Makarov
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Manfred von Richthofen
AP bombs citadel broadside heavies; the torpedoes mop up everything else.
Marblehead
An HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Marblehead FE
An HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Marcantonio Colonna
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Marceau
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Marceau SE 25
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Marco Polo
Main guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels
Marlborough
High gun throughput: keep the mains firing and bleed every broadside that shows.
Massachusetts
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Massachusetts B
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Maya
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Mecklenburg
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Mecklenburg Golden
Mecklenburg Golden is the golden variant of Mecklenburg and plays identically to it: the same 128 mm secondary brawler with the Secondary Battery Reload Booster
Medea
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Meteor
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Michelangelo
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Midway
Rolling HE bomber waves; farm broadsides and angled decks, and nurse your plane reserves.
Mikasa
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Mikasa '23
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Mikoyan
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
Milwaukee
No glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Minegumo
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
Minekaze
Open detection windows peers can't match; contest caps from concealment edges.
Minnesota
Long-range guns citadel broadsides from a backline peers cannot match.
Minotaur
No HE shells: every salvo is AP into broadsides, dodge in open water.
Minsk
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Mirage
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Missouri
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
Mogador
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Mogami
An improved AP fuse citadels cruisers a normal CA round over-pens; lean on AP, not HE.
Molotov
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Moltke
Push into secondary range so the auto-battery adds to your main-gun damage.
Monaghan
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Monarch
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Montana
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Montecuccoli
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Muavenet
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Murmansk
An HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Musashi
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Mutsu
Push into secondary range so the auto-battery adds to your main-gun damage.
Mutsu B
Close inside secondary range and let the auto-fire battery work with the mains.
Mutsuki
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Mysore
AP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Myōgi
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Myōkō
Its improved AP fuse citadels cruisers other heavies over-pen; commit to AP and hunt broadsides.
Méndez Núñez
An AA anchor: deny the enemy carrier as much as you farm direct damage.
München
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
München B
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Nagato
Built to absorb; the HP bar holds a lane long after peer battleships fold.
Nanuchka
No guns and no torpedoes: everything comes from the missile launcher, so pick targets and manage the reload.
Napoli
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Napoli B
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Nassau
Close inside secondary range and let the auto-fire battery work with the mains.
Navarin
Push into secondary range so the auto-battery adds to your main-gun damage.
Navarra
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Nazario Sauro
A SAP gunboat: high-alpha SAP into broadsides and superstructures, leaning on smoke and speed.
Nebraska
Open with no-LoS airstrike pressure, then punish exposed sides with the main battery.
Nelson
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Nelson W
Burn the enemy line with improved-HE salvos, then heal through the return fire.
Neptune
AP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Neustrashimy
Damage from sustained main-battery pressure, not torpedo dumps.
Neustrashimy '93
No main battery: strike at range with missiles and keep torpedoes for anything that closes.
Nevada
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
New Mexico
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
New Orleans
Sonar contests islands and smoke without exposing the hull to vision cycles.
New Orleans W
Lean on Sonar to win vision around cover, then farm where the team needs it.
New York
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Nicholas
Damage from sustained main-battery pressure, not torpedo dumps.
Nikolai I
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
Nino Bixio
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Niord
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Normandie
Speed lets it rotate flanks like no other battleship and open fights on its terms.
North Carolina
AP into broadsides, HE for chip pressure when no broadsides show.
Northern Dragon
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Nottingham
Lean on Sonar to win vision around cover, then farm where the team needs it.
Novik
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Novorossiysk
AP into broadsides, HE for chip pressure when no broadsides show.
Numancia
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Nürnberg
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Ochakov
A radar platform first: reveal DDs and caps, then farm what you exposed.
Odin
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Ognevoi
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Ohio
Close inside secondary range and let the auto-fire battery work with the mains.
Okhotnik
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Oklahoma
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Okt. Revolutsiya
AP into broadsides, HE for chip pressure when no broadsides show.
Oleg
Damage comes from sustained HE rather than big AP hits; keep the guns talking.
Oleg A
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Oliver Hazard Perry
No main battery: strike at range with missiles and keep torpedoes for anything that closes.
Omaha
An HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Omono
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Orage
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Orion
Burn the enemy line with improved-HE salvos, then heal through the return fire.
Orjen
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Orkan
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Orkan W
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Osborne
A radar gunboat: scan the cap yourself and out-trade what you light.
Paolo Emilio
Main guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
Pensacola
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Perfect 10
No HE shells: every salvo is AP into broadsides, dodge in open water.
Perth
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Petropavlovsk
Radar lights the cap for the team; the guns cash in on the spotted targets.
Phoenix
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Phra Ruang
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Picardie
High gun throughput: keep the mains firing and bleed every broadside that shows.
Plymouth
Every shell is AP; punish exposed sides and dodge between salvos.
Pobeda
Skip HE bombs into hulls; hunt distracted targets, avoid AA.
Podvoisky
A long-arm gunboat: farm from range where shorter-ranged DDs cannot answer.
Poltava
No standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Pommern
Turtleback armor shrugs close-range AP; brawl in with secondaries firing.
Pommern B
Turtleback armor shrugs close-range AP; brawl in with secondaries firing.
Preussen
Sloped armor bounces close-range shells; brawl with secondaries inside the citadel-safe band.
Primal
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
Prinz Eitel Friedrich
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Prinz Eugen
Sonar-first support: contest islands and smoke without spending detection.
Prinz Heinrich
Push into secondary range so the auto-battery adds to your main-gun damage.
Prinz Rupprecht
A brawler: close the distance and the secondaries work alongside the mains.
Provorny
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Puerto Rico
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Pyotr Bagration
Surveillance Radar sets cap fights; the guns farm on top.
Pyotr Bagration B
Surveillance Radar sets cap fights; the guns farm on top.
Pyotr Velikiy
A health pool that outlasts the line: soak trades peers cannot afford to take.
Queen Elizabeth
Burn the enemy line with improved-HE salvos, then heal through the return fire.
Queen Mary
Deck torpedoes back the main guns; the torps are a brawl-range trap.
Ragnarok
Top-decile HP holds trades that drain peer battleships first.
Rahmat
Trade DPM from smoke cover; reward steady fire over rotation.
Ranger
Repeated HE dive-bombs chip everything; pick soft targets and keep squadrons alive.
Rasputin
Close inside secondary range and let the auto-fire battery work with the mains.
Rattlehead
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Renown
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Repulse
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Resistance
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Rhein
AP bombs citadel broadside heavies; the torpedoes mop up everything else.
Rhode Island
Push into secondary range so the auto-battery adds to your main-gun damage.
Richelieu
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Riga
A radar platform first: reveal DDs and caps, then farm what you exposed.
Rio de Janeiro
High gun throughput: keep the mains firing and bleed every broadside that shows.
Rochester
Sonar contests islands and smoke without exposing the hull to vision cycles.
Rodney
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Roma
No standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Romulus
Drop torps on probable lanes from outside detection; the guns chip between waves.
Rooke
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Roon
Punish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Ruggiero di Lauria
Main guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels
Ryūjō
Repeated squadron strikes; manage planes and positioning.
République
A sniper: farm AP citadels from range, repositioning before the line closes.
ST-61
Damage from sustained main-battery pressure, not torpedo dumps.
Saint-Louis
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Saipan
Rolling HE bomber waves; farm broadsides and angled decks, and nurse your plane reserves.
Salem
Durability comes from a heavy Repair Party, not armor; sustain the trades.
Sampson
Open detection windows peers can't match; contest caps from concealment edges.
San Diego
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
San Martín
Durability comes from a heavy Repair Party, not armor; sustain the trades.
Santander
A heavy Repair Party means it outlasts trades thin-skinned cruisers cannot.
Scarlet Thunder
Improved HE means fires and chip damage on anything angled; heal back the trade.
Scharnhorst
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Scharnhorst '43
Burn the enemy line with improved-HE salvos, then heal through the return fire.
Scharnhorst B
Turtleback armor shrugs close-range AP; brawl in with secondaries firing.
Schill
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Schlieffen
Close inside secondary range and let the auto-fire battery work with the mains.
Schröder
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Seattle
HE DPM plus Radar: farm fires while lighting caps for the team.
Sejong
Trade DPM from smoke cover; reward steady fire over constant repositioning.
Serov
Skip HE bombs into hulls; hunt distracted targets, avoid AA.
Sevastopol
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Sharki
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Shchors
HE DPM plus Radar: farm fires while lighting caps for the team.
Shenyang
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Shi An
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Shimakaze
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Shimanto
Long torpedoes are the real threat; the guns just chip while the tubes reload.
Shinonome
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Ship Smasha
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Shiratsuyu
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Shōkaku
Strike, rearm, repeat; position the carrier safely and keep squadrons in the air.
Siegfried
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Siliwangi
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Sims
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Sims Black
Damage from sustained main-battery pressure, not torpedo dumps.
Sinop
Built to absorb; the HP bar holds a lane long after peer battleships fold.
Siroco
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Skåne
Damage from sustained main-battery pressure, not torpedo dumps.
Smith
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Smolensk
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Småland
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Somers CE
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Somme
Built around smoke: hold cap edges and trade gunfire from inside the cloud.
Soobrazitelny
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
South Carolina
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Southern Dragon
Its improved AP fuse citadels cruisers other heavies over-pen; commit to AP and hunt broadsides.
Sov. Soyuz
Top-decile HP holds trades that drain peer battleships first.
Sovremenny
Guns for the close fight, missiles for anything you cannot reach.
Split
Damage from sustained main-battery pressure, not torpedo dumps.
St. Louis
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Stalingrad
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Stord
Damage from sustained main-battery pressure, not torpedo dumps.
Storm Lantern
Storm Lantern is the Legends Pirate variant inspired by Grom. Use Grom as the closest playstyle reference, but account for deep-water torpedoes, added utility
Storozhevoi
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Strasbourg
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Surrey
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Suwo
Open with no-LoS airstrike pressure, then punish exposed sides with the main battery.
Suzuya
Guns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Suzuya Golden
Suzuya Golden is the golden variant of Suzuya and plays identically to it: same 155 mm main battery, torpedoes, Hydro, and concealment
Svietlana
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
T-22
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
T-61
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Tachibana
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Takahashi
A long-range torpedo battery is the threat tool; guns earn damage between drops.
Tallinn
Radar lights the cap for the team; the guns cash in on the spotted targets.
Taranto
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Tashkent
Out-range peer DDs and kite cruisers; HE spam from open water.
Tashkent '39
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Temeraire
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Tennessee
A bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Tenryū
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Texas
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Texas Alpha
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Thunderer
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Ticonderoga
No guns and no torpedoes: everything comes from the missile launcher, so pick targets and manage the reload.
Tiger
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Tiger '59
Every shell is AP; punish exposed sides and dodge between salvos.
Tirpitz
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Tirpitz B
Built to brawl: the sloped belt bounces point-blank shells while secondaries work.
Tokachi
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Toulon
Outguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Tracy
Main guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
Trento
Competent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Tsurugi
Mobility rotates flanks battleship-fast and picks fights with the first salvo.
Tulsa
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Turbine
Fires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Turenne
AP into broadsides, HE for chip pressure when no broadsides show.
Tátra
Best-in-class concealment: win caps from detection ranges peers cannot reach.
U.S.S. Voyager
No HE shells: every salvo is AP into broadsides, dodge in open water.
Udaloi
Damage from sustained main-battery pressure, not torpedo dumps.
V-170
Damage from sustained main-battery pressure, not torpedo dumps.
V-25
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Valkyrie
Damage from sustained main-battery pressure, not torpedo dumps.
Vallejo
Punish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Vampire
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Vampire II
Damage from sustained main-battery pressure, not torpedo dumps.
Vanguard
Wins on AP volume; prioritise uptime and punish the line shot after shot.
Varyag
A light cruiser: win on HE fires and gun uptime, not AP citadels.
Vauquelin
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Velos
Damage from sustained main-battery pressure, not torpedo dumps.
Venezia
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Vermont
A sniper: farm AP citadels from range, repositioning before the line closes.
Vicente Guerrero
No glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Victoria
Angle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Viribus Unitis
Push into secondary range so the auto-battery adds to your main-gun damage.
Visby
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Vittorio Cuniberti
Main guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
Vittorio Veneto
A jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Vladivostok
A health pool that outlasts the line: soak trades peers cannot afford to take.
Von Der Tann
Improved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Vrijheid
Main battery up front plus airstrike pressure on distant caps.
Vuk
Vuk is the Legends Pirate variant based on Brandenburg. Use Brandenburg as the closest playstyle reference
Västerås
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Wakatake
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Wakeful
Use the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Warspite
No single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Warspite B
No standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Weimar
Stack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Weser
Citadel broadside heavies with AP bombs; torpedoes handle the rest.
West Virginia
Hold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
West Virginia '44
A brawler: close the distance and the secondaries work alongside the mains.
Weymouth
Learn the fundamentals: movement, aim, shell travel, and reading the minimap.
Wichita
A radar platform first: reveal DDs and caps, then farm what you exposed.
Wichita CE
Radar lights the cap for the team; the guns cash in on the spotted targets.
Wickes
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Wisconsin
A fast-mover: reposition between lanes and strike first where peers cannot reach.
Worcester
Guns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Wukong
Sonar-first support: contest islands and smoke without spending detection.
Wyoming
Punish every broadside with main-battery throughput; keep the guns reloading on targets.
Yahagi
A long-range torpedo battery is the threat tool; guns earn damage between drops.
Yamato
Improved HE means fires and chip damage on anything angled; heal back the trade.
Yorck
An AP citadel threat with Sonar for safe vision around cover and torpedoes.
Yoshino
Battleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Yukikaze
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Yukon
An outsized Repair Party holds trades peers have to disengage from.
Yūbari
A flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Yūdachi
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Yūgumo
Lives on its torpedoes; deal damage from concealment rather than the gun duel.
Z-23
Use the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Z-31
Out-range peer DDs and kite cruisers; HE pressure from outside their reach.
Z-35
Open detection windows peers can't match; contest caps from concealment edges.
Z-39
Damage from sustained main-battery pressure, not torpedo dumps.
Z-39 B
Damage from sustained main-battery pressure, not torpedo dumps.
Z-44
Open detection windows peers can't match; contest caps from concealment edges.
Z-46
Best-in-class concealment: win caps from detection ranges peers cannot reach.
Z-52
Fast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
ZF-6
Built around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
ZF-6 Golden
ZF-6 Golden is the golden variant of ZF-6 and plays identically to it: same guns, torpedoes, concealment, and consumables
Zara
Trade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Zaō
Built around an AP fuse that punishes cruiser sides; skip HE and fish citadels.
Zieten
Sloped armor bounces close-range shells; brawl with secondaries inside the citadel-safe band.
Zuihō
Repeated squadron strikes; manage planes and positioning.
Ägir
Heavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Émile Bertin
Sonar-first support: contest islands and smoke without spending detection.
Öland
Wins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Östergötland
A gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Östergötland W
Damage from sustained main-battery pressure, not torpedo dumps.
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