World of Warships: Legends ship guide

Danae

Also called: 达娜厄 Beta
AP-only cruiserAP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Playstyle
  • Sit 10-13 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Wide always-pen zoneLobs over islandsSonarLate auto-bounceHeavy citadel beltPattern widens fast with range
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Community Data

Danae Community Stats

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Playstyle

Overview

Danae is a Tier III British AP-only cruiser with strong AP DPM (139,200): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (3.5 km on ships and 2.5 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP always-pen window in T3 CAs (65°) and best AP guaranteed-ricochet angle in T3 CAs (80°).

Positioning

Sit 10-13 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 7.5 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

LOBBING BATTERY
  • Wide always-pen zone · 65°
  • Late auto-bounce · 80°
  • High-arc AP shells · 27.88°
  • Fast turret traverse · 10°
  • Big-caliber AP overmatch · 10.6 mm
Heavy citadel belt

76 mm citadel belt, best of T3 CAs. Citadels through angle are rare.

MIXED MAIN BATTERY
  • Pattern widens fast with range
  • Quick-fuse AP · 0.0 s
Acquisition

How to get Danae

Danae is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Danae sits in the Skirmishing Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

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 Danae sits among Tier III CAs (11 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.

BestTurning circle540 m (1 of 2 tied) BestAcceleration8.5 s (1/12) BestAP arming threshold12 mm (1/12) BestAP ricochet start65° (1/12) BestAP auto-bounce angle80° (1/12) BestTurn speed retained93% (1/12) BestCitadel belt76 mm (1 of 4 tied) Top 10%Stealth profile9.55 km / 5.73 km (2/12 / 2/12) Top 10%Main dispersion119.7 m (2/12) Top 25%Traverse-to-turn ratio6.11 × (3/12) Top 25%Main battery caliber152 mm (4/12) Top 25%Displacement6,090 t (4/12) Top 25%AA DPS153 (3/12) Top 25%AA threat344 (4/12) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Main battery range12.57 km (11/12) Bottom 25%Power-to-weight6.57 hp/t (10/12) WorstNo secondaries (8 of 12 in cohort) WorstAP fuse timer0 s (12/12) WorstEngine power40,000 hp (1 of 2 tied) WorstTurn-speed retention74.1 hp/m (1 of 2 tied) WorstAA range2.5 km (1 of 2 tied) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied) WorstDeck armor10 mm (1 of 3 tied)
See 15 mid-pack stats

Not standouts for Danae -- 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 points23,000 HP(8/12) Max speed30 kt(9/12) Smoke fire bloom4.21 km(5/12) Rudder shift6.1 s(6/12) Main battery reload7.5 s(7/12) AP shell damage2,900(6/12) AP DPM139,200(6/12) AP velocity853 m/s(7/12) AP pen at 10 km62 mm(7/12) Torpedo range6 km(7/11) Torpedo damage≈11,067(5/11) Torpedo reaction time7.6 s(5/11) Torpedo reload71 s(8/11) Max armor76 mm(5/12) NormSigma2(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 20,300 → 23,000
Displacement6,090 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.
144.4 x 14.9 m (measured from the ship model)
Armor range10–76 mm
Plate armor thicknesses10, 13, 15, 16, 19, 25, 38, 57, 76 mm
Armor material/layer entries41
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 (2,070 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 (2,300 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.
11,500
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.
6,900
Effective HP
ƒBase 23,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 3,220 HP per charge, x2 charges = 6,440 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.
29,440
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/45 CPXIV
Mounts / barrels6 mounts / 6 barrels
Reload time7.5 s
Firing range (base)11.4 km
Firing range (top fire control)12.6 km
Turret traverse10 °/s
Turret armor76 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.
±143°, 2x ±145°, ±141°, 2x ±150°
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.
39° off bow / 39° off stern
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 =(12569.730·81.11000+1.1)·30=119.7m
119.7 m at 12.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.7·0.6=71.8m
71.8 m at 12.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =119.7·0.62=35.9m
35.9 m at 12.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =71.8·0.62=21.6m
21.6 m at 12.6 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7.5 s base reload = 48.
48
AP shells
AP Damage2,900
AP Velocity853 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
236.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 273.6 m/s: P=107·2045·45.360.69·0.1521.07·273.61.38=49.3mm.
49.3 mm at 12.6 km
AP full-salvo alpha
ƒ2,900 AP damage x 6 broadside guns = 17,400.
17,400
AP DPM
ƒ17,400 AP full-salvo alpha x 60 / 7.5 s base reload = 139,200.
139,200
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 Mk V
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 62 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 71×0.85=60.4 s.
71 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 59 kt); the stock torpedo module runs 53 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
59 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=33,200·0.333=11,067.
≈ 11,067
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.
11,967
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 km59 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 1.96 per hit, shown as 1.96×100=196%. 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.
196%
Torpedo launcher traverse25 °/s
Launch arcs150° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
66,402
AA Defense
AA mount pointsInitial: 8 → 6
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.
2.5 km
40 mm Vickers 2-pdr. Mk VIIIInitial: 40 mm Vickers 2-pdr. QF Mk II (2×1) → 40 mm Vickers 2-pdr. Mk VIII (2×8)
12.7 mm Mk III4×4 13mm
76.2 mm/45 HA Mk IV (stock hull only)2×1 76mm
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 0.9 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range2.5 km
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.85 hit probability = 30 - the same in-game units as the Close-range AA DPS headline.
Initial: 39 → 30
Range1.2 km
Total DPS in Aura
ƒMedium 123 + Near 30 = 153
153
Maneuverability
Engine power40,000 hp
Maximum speed30 kt
Turning circle radius540 m
Rudder shift time6.1 s
Engine power-boost threshold27.9 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 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.
12.4 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.
25.9 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).
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
8.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
27.7 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·30.0·0.5144540=1.64°/s, so ratio=ωturretωhull=101.64=6.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.1× slow
Concealment
Detectability by sea9.55 km
Detectability by air5.73 km
Smoke firing penalty4.21 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.
12.57 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.77 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.
11.55 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.
8.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 3,220 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.
· 6,440 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.
· 115 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (23,000 HP) per second = 115 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar Hull B only2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Module options (3)

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

HullTrade-off
  • Hit points20,300 → 23,000
  • Rudder shift11.1 → 7.9 s
  • AA mounts8 → 6
  • Close-range AA DPS31 → 49
  • Maximum AA range3 → 2.5 km
Fire controlUpgrade
  • Main battery range11,427 → 12569.7 m
TorpedoesTrade-off
  • Reload62 → 71 s
  • Alpha damage27,300 → 33,200
  • Display damage9,100 → 11,067
  • Speed53 → 59 kt

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 Disp119.7 m at 12.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(12569.730·81.11000+1.1)·30=119.7m
Shell scatter width @ 5 km67.5 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 km102 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 Disp71.8 m at 12.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.7·0.6=71.8m
Shell scatter height @ 10 km57 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=0.5·12569.7=6285 m, and radiusOnMax=0.6 at 12569.7 m. Above the kink: k=0.5+(0.60.5)·10000628512569.76285=0.5591, so σV=σH·k=102·0.5591=57m.
Med Horiz Disp35.9 m at 12.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =119.7·0.62=35.9m
Med Vert Disp21.6 m at 12.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =71.8·0.62=21.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close236.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
AP Pen Far49.3 mm at 12.6 km
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 273.6 m/s: P=107·2045·45.360.69·0.1521.07·273.61.38=49.3mm.
AP pen 5 km117 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 km62 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 km7.36 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·0.4194·0.15228·45.36=8.39×105. That runs from a 853 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.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha17,400
2,900 AP damage x 6 broadside guns = 17,400.
AP DPM139,200
17,400 AP full-salvo alpha x 60 / 7.5 s base reload = 139,200.
Shells/min48
6 broadside guns x 60 / 7.5 s base reload = 48.

Torpedoes

Torpedo detectability1.2 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 speed59 kt
Travel time to max range37.9 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 salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage132,804
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 11,067 = 132,804.
Per-side salvo damage66,402
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.

AA defense

AA DPS at max range123
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 123 DPS @ 2.5 km; 12mm62 HI 4x4 -> 30 DPS @ 1.2 km.
Maximum AA range2.5 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 range123 DPS @ 2.5 km, 153 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-blank153
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index344
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 20,30023,000 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.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 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 10–38 mm)2,600 (11% 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.
Hull (midship)25 mm primary (range 13–25 mm)17,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–38 mm)1,700 (7% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 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 mm2,600 (11% 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 HP11,500 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 (40 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 HP6,900 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 Danae. Cards are condensed; use each source link for full context.

Buff ×14
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP increased from 18,400 to 20,300.
  • Bow HP increased from 2,100 to 2,300.
  • Stern HP increased from 1,400 to 1,500.
  • Hull HP increased from 13,800 to 15,200.
  • Magazine HP increased from 9,200 to 10,200.
  • Steering Gear HP increased from 5,500 to 6,100.
  • Superstructure HP increased from 2,000 to 2,300.
  • Upgraded Hull HP increased from 20,900 to 23,000.
  • Bow HP increased from 2,400 to 2,600.
  • Stern HP increased from 1,600 to 1,700.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Danae 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.