World of Warships: Legends ship guide

Clemson

Also called: 克莱姆森 Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Push into capture zones to try and spot the enemy destroyer but don't push completely through: your concealment range is high compared to other T3 DDs
  • Use your smoke to escape tough scenarios that you can't easily win
  • Avoid: Taking skills that reduce your HP or increase your detectability will negatively impact your ability to win crucial early-game gunfights against destroyers
Key characteristics
SmokeEngine BoostThickest plateLong-reach AAFlat arc HE shellsSlow acceleration
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Community Data

Clemson Community Stats

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Playstyle

Overview

Clemson is a Tier III American gun-focused destroyer that excels at taking comfortable duels against other destroyers. While her stats may seem average, her hull upgrade provides her strong guns that let her open and control fights against other destroyers. Standout traits: once upgraded, most gun barrels for T3 DDs (8).

Positioning

Push into capture zones to try and spot the enemy destroyer but don't push completely through: your concealment range is high compared to other T3 DDs. Use your smoke to escape tough scenarios that you can't easily win. Be careful turning broadside to get all your guns to bear: it makes you an easy target!

Potato Avoidance

Taking skills that reduce your HP or increase your detectability will negatively impact your ability to win crucial early-game gunfights against destroyers

Your torpedoes are numerous, but are best saved for ambushes or last-ditch scenarios.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE ARMOR
  • Thickest plate · 21 mm
  • Thick deck · 21 mm
Lingering smoke

112 s smoke cloud linger, best of T3 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Long-reach AA

3 km AA reach, top decile of T3 DDs.

Slow acceleration

~17.9 s to 90% of top speed, worst of T3 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Pattern widens fast with range

Shell pattern widens about 9.1 m per km of range, bottom decile of T3 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Clemson

Clemson is available in the Universal Destroyers branch of the U.S. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 17,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Clemson sits in the Universal Destroyers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. destroyers are "jacks-of-all-trades" and masters of none. They can perform in nearly any role needed from a destroyer: spotting the enemy, showering them in fire-starting shells, or unleashing torpedoes.
Advantages
Adaptable, Long-duration Smoke Generator
Disadvantages
Lackluster torpedo armament, Low-velocity shells

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh BurkeBumblebee

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Clemson sits among Tier III DDs (10 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.

BestAP arming threshold17 mm (1 of 2 tied) BestMax armor21 mm (1/11) BestDeck armor21 mm (1/11) Top 10%HE velocity884 m/s (2/10) Top 25%Fires per minute3.09 (3/10) Top 25%HE DPM77,143 (3/10) Top 25%Main dispersion83.4 m (3/11) Top 25%AP velocity884 m/s (2/9) Top 25%Effective HE DPM (incl. fire)97,416 (3/10) Top 25%AA range3 km (3/11) Top 25%Torpedo damage≈10,833 (3/11) WorstMain battery caliber102 mm (1 of 3 tied) WorstAP shell damage1,700 (9/9) WorstAcceleration17.9 s (11/11)
See 26 mid-pack stats

Not standouts for Clemson -- 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.

Hit points10,900 HP(4/11) Max speed35 kt(5/11) Concealment5.92 km(9/11) Smoke fire bloom2 km(5/11) Air detection2.96 km(9/11) Rudder shift2.8 s(7/11) Turning circle520 m(6/11) Traverse-to-turn ratio5.04 ×(7/11) Main battery range9.12 km(8/11) Main battery reload7 s(9/11) HE shell damage1,500(7/10) HE fire chance6%(6/10) AP DPM87,429(5/9) Engine power27,500 hp(7/11) Turn-speed retention52.9 hp/m(9/11) Displacement1,700 t(8/11) Power-to-weight16.18 hp/t(9/11) AA DPS21(7/11) AA threat32(9/11) Torpedo range5.49 km(9/11) Torpedo speed56 kt(8/11) Torpedo reaction time7.3 s(6/11) Torpedo reload66 s(7/11) Citadel belt13 mm(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 8,800 → 10,900
Displacement1,700 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.
95.7 x 9.7 m (measured from the ship model)
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 21 mm
Armor material/layer entries25
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.
Initial: 6.7% → 10%
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 (981 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 (1,090 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.
5,500
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.
3,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 102 mm/50 Mk14
Mounts / barrels4 mounts / 4 barrels
Reload time7 s
Firing range (base)8.3 km
Firing range (top fire control)9.1 km
Turret traverse10 °/s
Turret armor12 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.
169° starboard-only, 169° port-only, ±137°
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.
43° off bow / 30° off stern
HE fire DPM vs T3 BB10123
Effective HE DPM vs T3 BB48694
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 =(9121.230·80.51000+0.5)·30=83.4m
83.4 m at 9.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
50 m at 9.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =83.4·0.62=25m
25 m at 9.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m at 9.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 7 s base reload = 25.7. All upgrades (top gun, 6-gun broadside): 6 broadside guns x 60 / 7 s all-upgrades reload = 51.4.
Initial: 25.7 → 51.4
HE shells
HE Damage1,500
HE Velocity884 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒZero upgrades: 1,500 HE damage x 3 broadside guns = 4,500. All upgrades (top gun, 6-gun broadside): 1,500 HE damage x 6 broadside guns = 9,000.
Initial: 4,500 → 9,000
HE DPM
ƒZero upgrades: 4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571. All upgrades (top gun, 6-gun broadside): 9,000 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 77,143.
Initial: 38,571 → 77,143
Fires/min
ƒZero upgrades: 25.7 shells/min x 6% fire chance = 1.54. All upgrades (top gun, 6-gun broadside): 51.4 shells/min x 6% fire chance = 3.09.
Initial: 1.54 → 3.09
AP shells
AP Damage1,700
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1451·14.970.69·0.1021.07·8841.38=125.7mm. Matches the in-game spec card.
125.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.1 km), where the shell has slowed to 335.9 m/s: P=107·1451·14.970.69·0.1021.07·335.91.38=33.1mm.
33.1 mm at 9.1 km
AP full-salvo alpha
ƒZero upgrades: 1,700 AP damage x 3 broadside guns = 5,100. All upgrades (top gun, 6-gun broadside): 1,700 AP damage x 6 broadside guns = 10,200.
Initial: 5,100 → 10,200
AP DPM
ƒZero upgrades: 5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714. All upgrades (top gun, 6-gun broadside): 10,200 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 87,429.
Initial: 43,714 → 87,429
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.
3
Torpedoes
ModuleTorpedoes: Mark 11
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 40 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 66×0.85=56.1 s.
66 s
Projectile speed56 kt
Range5.49 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 detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 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.
7.3 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
Launch arcs150°, 145° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
129,996
AA Defense
AA mount pointsInitial: 1 → 3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/23 Mk71×1 76mm
12.7 mm Browning M2 mod. 2 (upgraded hull only)2×1 13mm
Far aura
Guns76.2 mm/23 Mk7
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒFar 4 + Near 17 = 21
21
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power27,500 hp
Maximum speed35 kt
Turning circle radius520 m
Rudder shift time2.8 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 = 35 / 4 + 4.9 = 13.7 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.
13.7 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.
15.4 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).
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
30.7 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·35.0·0.5144520=1.98°/s, so ratio=ωturretωhull=101.98=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea5.92 km
Detectability by air2.96 km
Smoke firing penalty2 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.
9.12 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5 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.
7.92 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.
5.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 24 s emit / 112 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points8,800 → 10,900
  • Rudder shift5.4 → 3.6 s
  • AA mounts1 → 3
  • Close-range AA DPS1 → 6
Fire controlUpgrade
  • Main battery range8,292 → 9121.2 m
TorpedoesTrade-off
  • Range5.04 → 5.49 km
  • Reload40 → 66 s
  • Alpha damage27,000 → 32,500
  • Display damage9,000 → 10,833

See all derived stats

Show

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 Disp83.4 m at 9.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9121.230·80.51000+0.5)·30=83.4m
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.
Max Vert Disp50 m at 9.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
Med Horiz Disp25 m at 9.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =83.4·0.62=25m
Med Vert Disp15 m at 9.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
AP Pen Close125.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1451·14.970.69·0.1021.07·8841.38=125.7mm. Matches the in-game spec card.
AP Pen Far33.1 mm at 9.1 km
Same formula at the ship's max firing range (9.1 km), where the shell has slowed to 335.9 m/s: P=107·1451·14.970.69·0.1021.07·335.91.38=33.1mm.
AP pen 5 km59 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.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alphaInitial: 3 → 6
Stock guns: 3 of 4 barrels bear on one beam. Top guns: 6 of 8. Alpha and DPM pair each configuration's salvo with its own reload.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alphaInitial: 4,500 → 9,000
Zero upgrades: 1,500 HE damage x 3 broadside guns = 4,500. All upgrades (top gun, 6-gun broadside): 1,500 HE damage x 6 broadside guns = 9,000.
AP full-salvo alphaInitial: 5,100 → 10,200
Zero upgrades: 1,700 AP damage x 3 broadside guns = 5,100. All upgrades (top gun, 6-gun broadside): 1,700 AP damage x 6 broadside guns = 10,200.
HE DPMInitial: 38,571 → 77,143
Zero upgrades: 4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571. All upgrades (top gun, 6-gun broadside): 9,000 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 77,143.
AP DPMInitial: 43,714 → 87,429
Zero upgrades: 5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714. All upgrades (top gun, 6-gun broadside): 10,200 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 87,429.
Shells/minInitial: 25.7 → 51.4
Zero upgrades: 3 broadside guns x 60 / 7 s base reload = 25.7. All upgrades (top gun, 6-gun broadside): 6 broadside guns x 60 / 7 s all-upgrades reload = 51.4.
Fires/minInitial: 1.54 → 3.09
Zero upgrades: 25.7 shells/min x 6% fire chance = 1.54. All upgrades (top gun, 6-gun broadside): 51.4 shells/min x 6% fire chance = 3.09.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 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 speed56 kt
Travel time to max range36.5 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 count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
Per-side salvo damage129,996
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; Browning M2 Mod2 2x1 -> 17 DPS @ 1.2 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range4 DPS @ 3 km, 21 DPS @ 1.2 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-blank21
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index32
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 range1.2 km

Armor Beta

Hull HP 8,80010,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 95+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–21 mm)1,700 (16% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–13 mm)1,000 (9% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 mm)≈ 165,500 (effectively 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.
Superstructure6 mm primary (range 6–21 mm)600 (6% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,300 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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.

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Exteriors

Skins & permanent camouflages

Every custom exterior Clemson can equip, from in-game data.

  • Clemson default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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