World of Warships: Legends ship guide

Charles F. Hughes

Also called: 查尔斯·休斯 · Charles Hughes Beta
U.S.A. · Tier VI · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
SmokeEngine BoostDefensive AAFast turret traverseFast reloadLow fire chance
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Community Data

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Playstyle

Overview

Charles F. Hughes is a Tier VI American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 127mm guns reload in 3 s, so the damage comes from staying in the trade rather than from any one salvo. AA (160 AA DPS at 5 km, +300% Defensive AA flak burst) ranks 13 of 41 in T6 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best turret traverse rate in T6 DDs (34) and top-decile lingering smoke in T6 DDs (121 s).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.6 km of reach against 7.1 km of detection leaves about 3.5 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 2.7 s and carving a 570 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.1 km with 14,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY
  • Fast turret traverse · 34°
  • Fast reload · 3 s
ELITE AA
  • Long-reach AA · 5 km
  • Heavy Defensive AA flak
Lingering smoke

121 s smoke cloud linger, top decile of T6 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Sharp rudder

2.7 s rudder shift, top quartile of T6 DDs. Snappy weave.

Low fire chance

5% fire chance per HE shell, bottom quartile of T6 DDs. AP carries more weight.

Acquisition

How to get Charles F. Hughes

Charles F. Hughes is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Santa Level 5 0.514706% Tier VI Premium ship Archived · Santa Level 5 · 1 of 34 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Santa Level 4 0.198529% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 34 ships
    Show 2 paths
    • Santa Level 40.147059%
    • Santa Level 4 → Santa Level 50.051471%
Show all 18 containers (15 more)
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 3 0.14375% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Santa Level 30.088235%
    • Santa Level 3 → Santa Level 50.025735%
    • Santa Level 3 → Santa Level 40.022059%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007721%
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.060901% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 34 ships
    Show 7 paths
    • Santa Level 20.029412%
    • Santa Level 2 → Santa Level 30.013235%
    • Santa Level 2 → Santa Level 40.007353%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00386%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003309%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002574%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001158%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.02875% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017647%
    • Champion's Box → Santa Level 3 → Santa Level 50.005147%
    • Champion's Box → Santa Level 3 → Santa Level 40.004412%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001544%
  • Santa Level 1 0.014892% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 34 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004412%
    • Santa Level 1 → Santa Level 20.004412%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001985%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001287%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001103%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000579%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000496%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000174%
    • Santa Level 10.000059%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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Cohort position

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Where Charles F. Hughes sits among Tier VI DDs (40 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestRudder shift2.7 s (1 of 6 tied) BestAA range5 km (1 of 12 tied) Top 10%Turning circle570 m (5/41) Top 10%Traverse-to-turn ratio17.3 × (3/41) Top 10%Main battery reload3 s (3/41) Top 25%HE DPM144,000 (6/41) Top 25%AA threat610 (6/41) Bottom 25%Hit points14,300 HP (35/41) Bottom 25%Concealment7.09 km (32/41) Bottom 25%Fires per minute4 (32/41) Bottom 25%AP shell damage2,100 (32/37) Bottom 25%AP velocity792 m/s (33/37) Bottom 25%HE velocity792 m/s (35/41) Bottom 25%Acceleration18.2 s (33/41) Bottom 25%Torpedo range6.39 km (37/41) Bottom 25%Deck armor13 mm (23/29) WorstNo secondaries (37 of 41 in cohort)
See 29 mid-pack stats

Not standouts for Charles F. Hughes -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed38 kt(15/41) Smoke fire bloom2.64 km(27/41) Air detection3.55 km(31/41) Main battery caliber127 mm(21/41) Main battery range10.61 km(26/41) HE shell damage1,800(20/41) AP DPM168,000(17/37) Main dispersion94.6 m(17/41) AP arming threshold21 mm(20/37) Engine power50,000 hp(27/41) Turn-speed retention87.7 hp/m(23/41) Displacement2,591 t(19/41) Power-to-weight19.3 hp/t(25/41) AP pen at 10 km55 mm(19/35) Effective HE DPM (incl. fire)173,912(13/41) AA DPS160(13/41) Flak per wave (expected)840(7/17) Torpedo damage≈10,833(30/41) Torpedo speed64 kt(24/41) Torpedo reaction time7.6 s(21/41) Torpedo reload100 s(30/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points14,300
Displacement2,591 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
103.9 x 11 m
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries28
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
30%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,287 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,430 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
7,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
4,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time3 s
Firing range10.6 km
Turret traverse34 °/s
Turret armor20 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±150°, 2x ±147°, ±142°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
33° off bow / 38° off stern
HE fire DPM vs T6 BB29912
Effective HE DPM vs T6 BB173912
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1060930·80.51000+0.5)·30=94.6m
94.6 m at 10.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.6·0.6=56.7m
56.7 m at 10.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =94.6·0.62=28.4m
28.4 m at 10.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.7·0.62=17m
17 m at 10.6 km
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Shells/min
ƒ4 broadside guns x 60 / 3 s base reload = 80.
80
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 3 s base reload = 144,000.
144,000
Fires/min
ƒ80 shells/min x 5% fire chance = 4.
4
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 278.8 m/s: P=107·2598·250.69·0.1271.07·278.81.38=51.6mm.
51.6 mm at 10.6 km
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 3 s base reload = 168,000.
168,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
Torpedoes
ModuleTorpedoes: 533 mm quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time100 s
Projectile speed64 kt
Range6.39 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=32,500·0.333=10,833.
≈ 10,833
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
11,733
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6855=7.6 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
192%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,833 = 108,330.
108,330
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk12×2 40mm
20 mm Oerlikon Mk44×1 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 70 from dual-purpose main battery firing as AA in this range band.
70
Range5 km
Medium aura
Guns40 mm Bofors Mk1
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 1 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.
52
Range3.5 km
Total DPS in Aura
ƒFar 70 + Medium 52 = 122
122
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range2 km
Total DPS in Aura
ƒFar 70 + Medium 52 + Near 37 = 159
159
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Maneuverability
Engine power50,000 hp
Maximum speed38 kt
Turning circle radius570 m
Rudder shift time2.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 38 / 4 + 4.9 = 14.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
14.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
15.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38 kt), from our in-house acceleration model.
18.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
31 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·38.0·0.5144570=1.96°/s, so ratio=ωturretωhull=341.96=17.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
17.3× snappy
Concealment
Detectability by sea7.09 km
Detectability by air3.55 km
Smoke firing penalty2.64 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.61 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.54 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.09 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.09 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 27 s emit / 121 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 20 s active · ×4 flak burst boost
ƒRepeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp94.6 m at 10.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1060930·80.51000+0.5)·30=94.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp56.7 m at 10.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.6·0.6=56.7m
Shell scatter height @ 10 km53 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10609=5304 m, and radiusOnMax=0.6 at 10609 m. Above the kink: k=0.5+(0.60.5)·100005304106095304=0.5885, so σV=σH·k=90·0.5885=53m.
Med Horiz Disp28.4 m at 10.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =94.6·0.62=28.4m
Med Vert Disp17 m at 10.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =56.7·0.62=17m
AP Pen Close218 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
AP Pen Far51.6 mm at 10.6 km
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 278.8 m/s: P=107·2598·250.69·0.1271.07·278.81.38=51.6mm.
AP pen 5 km104 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km55 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km8.17 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·25=8.79×105. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km8.28 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·24.5=8.97×105. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
HE DPM144,000
7,200 HE full-salvo alpha x 60 / 3 s base reload = 144,000.
AP DPM168,000
8,400 AP full-salvo alpha x 60 / 3 s base reload = 168,000.
Shells/min80
4 broadside guns x 60 / 3 s base reload = 80.
Fires/min4
80 shells/min x 5% fire chance = 4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed64 kt
Travel time to max range37.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage108,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 10,833 = 108,330.
Per-side salvo damage108,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,833 = 108,330.

AA defense

AA DPS at max range70
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 2x2 -> 53 DPS @ 3.5 km; 20mm Oerlikon MK4 4x1 -> 37 DPS @ 2 km; Far AA (?) -> 70 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range70 DPS @ 5 km, 123 DPS @ 3.5 km, 160 DPS @ 2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank160
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index610
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Armor Beta

Hull HP 14,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 10–16 mm)≈ 715 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm≈ 10,725 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)≈ 715 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure10 mm primary (range 10–13 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Charles F. Hughes. Cards are condensed; use each source link for full context.

Buff ×1Consumable ×1
2023-05-11

Ministry of Balance

  • Added Defensive Anti-Aircraft Fire consumable.
  • 2 Charges, 180 s Cooldown, 30 s Active Time.
  • 400% Anti-Air Damage, bringing the combined Anti-Air Damage Per Second to 320 while active.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Charles F. Hughes can equip, from in-game data.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.