World of Warships: Legends ship guide

Cyclone

Also called: 旋风 Beta
France · Tier IV · 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
Heavy HE shellsHigh fire chanceSmokeEngine BoostFast heal cycleStiff AP fuse
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Community Data

Cyclone Community Stats

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Playstyle

Overview

Cyclone is a Tier IV French 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 130mm guns reload in 6 s, so the damage comes from staying in the trade rather than from any one salvo. Standout traits: best fast heal cycle in T4 DDs (1,445 HP) and best HE alpha in T4 DDs (2,050).

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 km of reach against 6 km of detection leaves about 4 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 2.3 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.7 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 3.7 km) reads straight in regardless.

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 6 km with 11,700 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+20% speed (about +7.2 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Fast heal cycle

1445 HP restored per minute of cycling, best of T4 DDs. Gets you back into the fight sooner rather than healing more overall.

ELITE MAIN BATTERY
  • Heavy HE shells · 2050 damage
  • High fire chance · 9%
  • Deep-fuse AP · 0.03 s
  • Big-caliber AP overmatch · 9 mm
Stiff AP fuse

22 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow acceleration

~17.9 s to 90% of top speed, bottom decile of T4 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Acquisition

How to get Cyclone

Cyclone is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources
  • Loyalty Reward 2023 Event/store source Start: 2023-04-10 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • 5 Years Strong: Loyalty Reward for All Captains! Event/store source Start: 2024-03-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • 7 Years Strong: New Golden Anchor Event & Loyalty Rewards Event/store source Start: 2026-03-30 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.

Builds

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

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Cohort position

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Where Cyclone sits among Tier IV DDs (20 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.

BestMain battery caliber130 mm (1 of 8 tied) BestHE shell damage2,050 (1 of 2 tied) BestAP fuse timer0.03 s (1 of 4 tied) Top 25%Fires per minute3.6 (5/21) Top 25%AP shell damage2,450 (5/19) Top 25%Torpedo reaction time6.9 s (5/21) Bottom 25%Acceleration17.9 s (19/21) Bottom 25%Engine power33,000 hp (19/21) Bottom 25%Turn-speed retention58.9 hp/m (19/21) Bottom 25%Power-to-weight17.37 hp/t (17/21) Bottom 25%AA DPS17 (17/21) Bottom 25%AA threat28 (17/21) Bottom 25%Torpedo reload84 s (18/21) WorstAP velocity725 m/s (1 of 4 tied) WorstHE velocity725 m/s (1 of 4 tied) WorstAP arming threshold22 mm (1 of 8 tied) WorstAP pen at 10 km54 mm (1 of 3 tied) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 22 mid-pack stats

Not standouts for Cyclone -- 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 points11,700 HP(13/21) Max speed36 kt(15/21) Concealment5.98 km(10/21) Smoke fire bloom2.31 km(13/21) Air detection2.99 km(11/21) Rudder shift3.1 s(15/21) Turning circle560 m(13/21) Traverse-to-turn ratio5.28 ×(10/21) Main battery range10.02 km(9/21) Main battery reload6 s(10/21) HE DPM82,000(7/21) AP DPM98,000(10/19) Main dispersion90.1 m(13/21) Displacement1,900 t(9/21) Effective HE DPM (incl. fire)108,049(8/21) AA range3 km(13/21) Torpedo range6 km(15/21) Torpedo damage≈11,233(14/21) Torpedo speed65 kt(8/21) NormSigma2(20 of 21 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value) NormRepair heal rate0.5 %/s(2 of 3 tied at this value)
Survivability
Hit Points11,700
Displacement1,900 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.
105.4 x 10.9 m (measured from the ship model)
Armor range10–10 mm
Plate armor thicknesses10 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.
16.6%
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 (1,053 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 (1,170 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.
5,900
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.
3,500
Effective HP
ƒBase 11,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 1,638 HP per charge, x2 charges = 3,276 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
14,976
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/40 Mle 1919
Mounts / barrels4 mounts / 4 barrels
Reload time
patched
  1. baseline6
    In-game data
  2. 2024-03-216.5
    Ministry of Balance: Spring Changes Main Battery Reload Time decreased from 10 to 6.5 seconds.
  3. 2025-04-036
    April Update: The Bonds of Loyalty Main battery reload time reduced from 6.5 to 6.0 s.
6 s
Firing range10 km
Turret traverse10 °/s
Turret armor3 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.
±130°, 2x ±131°, ±134°
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.
50° off bow / 49° off stern
HE fire DPM vs T4 BB26049
Effective HE DPM vs T4 BB108049
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 =(1002030·80.51000+0.5)·30=90.1m
90.1 m at 10 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.1·0.6=54.1m
54.1 m at 10 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =90.1·0.62=27m
27 m at 10 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.1·0.62=16.2m
16.2 m at 10 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 6 s base reload = 40.
40
HE shells
HE Damage2,050
HE Velocity725 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ2,050 HE damage x 4 broadside guns = 8,200.
8,200
HE DPM
ƒ8,200 HE full-salvo alpha x 60 / 6 s base reload = 82,000.
82,000
Fires/min
ƒ40 shells/min x 9% fire chance = 3.6.
3.6
AP shells
AP Damage2,450
AP Velocity725 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1803·32.050.69·0.131.07·7251.38=155mm. Matches the in-game spec card.
155 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10 km), where the shell has slowed to 335.3 m/s: P=107·1803·32.050.69·0.131.07·335.31.38=53.5mm.
53.5 mm at 10 km
AP full-salvo alpha
ƒ2,450 AP damage x 4 broadside guns = 9,800.
9,800
AP DPM
ƒ9,800 AP full-salvo alpha x 60 / 6 s base reload = 98,000.
98,000
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: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time84 s
Projectile speed65 kt
Range6 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=33,700·0.333=11,233.
≈ 11,233
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.
12,233
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km65 kt×2.6855=6.9 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.
6.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.99 per hit, shown as 1.99×100=199%. 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.
199%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,233 = 67,398.
67,398
AA Defense
AA mount points4
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
37 mm/50 CA Mle 19252×1 37mm
13.2 mm/76 CAD Mle 19292×2 13mm
Medium aura
Guns37 mm/50 CA Mle 1925
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
Guns13.2 mm/76 CAD Mle 1929
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range1.2 km
Total DPS in Aura
ƒMedium 4 + Near 13 = 17
17
Maneuverability
Engine power33,000 hp
Maximum speed36 kt
Turning circle radius560 m
Rudder shift time3.1 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 = 36 / 4 + 4.9 = 13.9 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.
13.9 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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·36.0·0.5144560=1.89°/s, so ratio=ωturretωhull=101.89=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea5.98 km
Detectability by air2.99 km
Smoke firing penalty2.31 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.
10.02 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.59 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.
7.98 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.
5.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 73 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Repair Party2 charges · 80 s reload · 28 s active · 1,638 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 3,276 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 58 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (11,700 HP) per second = 58 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 Disp90.1 m at 10 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1002030·80.51000+0.5)·30=90.1m
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 Disp54.1 m at 10 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.1·0.6=54.1m
Shell scatter height @ 10 km54 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=0.5·10020=5010 m, and radiusOnMax=0.6 at 10020 m. Above the kink: k=0.5+(0.60.5)·100005010100205010=0.5996, so σV=σH·k=90·0.5996=54m.
Med Horiz Disp27 m at 10 km
50%-hit horizontal radius: σH,50=σH·0.6σ =90.1·0.62=27m
Med Vert Disp16.2 m at 10 km
50%-hit vertical radius: σV,50=σV·0.6σ =54.1·0.62=16.2m
AP Pen Close155 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1803·32.050.69·0.131.07·7251.38=155mm. Matches the in-game spec card.
AP Pen Far53.5 mm at 10 km
Same formula at the ship's max firing range (10 km), where the shell has slowed to 335.3 m/s: P=107·1803·32.050.69·0.131.07·335.31.38=53.5mm.
AP pen 5 km89 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 km54 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 km7.72 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·0.3225·0.1328·32.05=6.68×105. That runs from a 725 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 km7.44 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·0.3225·0.1328·34.85=6.14×105. That runs from a 725 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 penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha8,200
2,050 HE damage x 4 broadside guns = 8,200.
AP full-salvo alpha9,800
2,450 AP damage x 4 broadside guns = 9,800.
HE DPM82,000
8,200 HE full-salvo alpha x 60 / 6 s base reload = 82,000.
AP DPM98,000
9,800 AP full-salvo alpha x 60 / 6 s base reload = 98,000.
Shells/min40
4 broadside guns x 60 / 6 s base reload = 40.
Fires/min3.6
40 shells/min x 9% fire chance = 3.6.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time6.9 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 speed65 kt
Travel time to max range34.4 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
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 count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage67,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,233 = 67,398.
Per-side salvo damage67,398
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,233 = 67,398.

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: 37 50 Mle 1925 2x1 -> 4 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 2x2 -> 13 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, 17 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-blank17
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index28
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 11,700, 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 134+ 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 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,800 (15% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)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 mm1,100 (9% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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.
Superstructure10 mm600 (5% 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 HP5,900 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 (37 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 HP3,500 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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Ship Charts

Balance History

Balance updates affecting Cyclone. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×2Torpedo ×2Consumable ×2
2025-04-03

April Update: The Bonds of Loyalty

  • Maximum speed increased from 30 to 36 kts.
  • Main battery reload time reduced from 6.5 to 6.0 s.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Main Battery Reload Time decreased from 10 to 6.5 seconds.
  • Torpedo speed increased from 57 to 65 knots.
  • Repair Party moved from slot 2 to slot 4, making this an additional consumable for the ship.
  • Overview traits changed: Added Slow trait. Agile trait was changed to Heal Consumable.
  • Italian destroyers from Tier VI and up quickly lose the ability to stand in gun duels and aren't designed for torpedo warfare. We're improving the reload on these SAP gunboats to bridge the gap:
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Cyclone default exterior
    DefaultThe ship’s standard exterior

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.