World of Warships: Legends ship guide

Daring

Also called: 果敢 Beta
U.K. · Tier ★ · Destroyer · Premium
Smoke destroyerUse the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Wide always-pen zoneLobs over islandsSmoke + SonarFast turret traverseLate auto-bounceUnderpowered engine
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Community Data

Daring Community Stats

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Playstyle

Overview

Daring is a Legendary British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best turret traverse rate in Legendary DDs (25) and best AP always-pen window in Legendary DDs (60°).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. 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 2.4 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 4.7 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (3.5 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (630 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

LOBBING BATTERY
  • Fast turret traverse · 25°
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
  • High-arc HE shells · 19.35°
Extra smoke charges

6 Smoke Generator charges, best of Legendary DDs.

Long-duration sonar

180 s Sonar duration, best of Legendary DDs.

WEAK MOBILITY
  • Underpowered engine · 54000 hp
  • Bleeds speed in turns · 85.7 hp
Acquisition

How to get Daring

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

Official WG availability sources

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 Ariadne M. DavisGrotmaz Smart

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

Cohort position

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Where Daring sits among Legendary DDs (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 circle630 m (1/12) BestAcceleration7.2 s (1/11) BestAP arming threshold19 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) Top 10%Smoke fire bloom2.42 km (2/12) Top 25%Concealment7.06 km (4/12) Top 25%Traverse-to-turn ratio15.27 × (3/12) Top 25%Main battery reload2.5 s (3/12) Top 25%Fires per minute11.52 (3/12) Top 25%HE DPM244,800 (4/12) Top 25%Turn speed retained92.9% (3/12) Top 25%Effective HE DPM (incl. fire)339,232 (4/12) Bottom 25%Torpedo reload125 s (10/12) WorstMax speed35 kt (1 of 3 tied) WorstMain battery caliber114 mm (1 of 2 tied) WorstAP shell damage2,100 (1 of 3 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied) WorstEngine power54,000 hp (11/11) WorstTurn-speed retention85.7 hp/m (11/11) WorstPower-to-weight14.14 hp/t (11/11) WorstAP pen at 10 km49 mm (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Daring -- 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 points20,800 HP(7/12) Air detection3.53 km(6/12) Rudder shift4.6 s(8/12) Main battery range11.12 km(5/12) HE shell damage1,700(9/12) HE fire chance8%(7/12) AP DPM302,400(4/10) Main dispersion98.4 m(9/12) Displacement3,820 t(7/12) AA DPS206(9/12) AA range5 km(6/12) AA threat836(9/12) Flak per wave (expected)1,200(5/9) Torpedo range9.99 km(9/12) Torpedo damage≈15,667(7/12) Torpedo speed62 kt(9/12) Torpedo reaction time7.8 s(7/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormRepair heal rate1 %/s(2 of 3 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value)
Survivability
Hit Points20,800
Displacement3,820 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.
114.3 x 13.1 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
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.
40%
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 (1,872 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 (2,080 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.
10,400
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.
6,200
Effective HP
ƒBase 20,800 HP plus everything Repair Party can restore: 1%/s x 10 s = 2,080 HP per charge, x2 charges = 4,160 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.
24,960
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: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.8 s
Firing range11.1 km
Turret traverse25 °/s
Turret armor6 mm
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.
23° off bow / 34° off stern
HE fire DPM vs T8 BB84314
Effective HE DPM vs T8 BB302885
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 =(1112530·80.51000+0.5)·30=98.4m
98.4 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
59.1 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =98.4·0.62=29.5m
29.5 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =59.1·0.62=17.7m
17.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 2.8 s base reload = 128.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.5 s all-upgrades reload = 144.
Initial: 128.6 → 144
HE shells
HE Damage1,700
HE Velocity746 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
HE DPM
ƒZero upgrades: 10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 2.5 s all-upgrades reload = 244,800.
Initial: 218,571 → 244,800
Fires/min
ƒZero upgrades: 128.6 shells/min x 8% fire chance = 10.29. All upgrades (Main Battery Mod. 3 = -10% reload): 144 shells/min x 8% fire chance = 11.52.
Initial: 10.29 → 11.52
AP shells
AP Damage2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 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 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
140.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 324.5 m/s: P=107·1600·250.69·0.1131.07·324.51.38=44.4mm.
44.4 mm at 11.1 km
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
AP DPM
ƒZero upgrades: 12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 2.5 s all-upgrades reload = 302,400.
Initial: 270,000 → 302,400
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time125 s
Projectile speed62 kt
Range9.99 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=47,000·0.333=15,667.
≈ 15,667
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.
16,767
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 km62 kt×2.6855=7.8 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.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.
156,670
AA Defense
AA mount points3
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 Mk V1×2 40mm
40 mm STAAG2×2 40mm
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 77 from dual-purpose main battery firing as AA in this range band.
77
Range5 km
Medium aura
Guns40 mm Bofors Mk V + 40 mm STAAG
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 1 hit probability = 130 - the same in-game units as the Close-range AA DPS headline.
130
Range3.5 km
Total DPS in Aura
ƒFar 77 + Medium 130 = 207
207
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 240 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
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 power54,000 hp
Maximum speed35 kt
Turning circle radius630 m
Rudder shift time4.6 s
Engine power-boost threshold32.5 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.
16.3 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).
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
7.2 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.
18.9 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·35.0·0.5144630=1.64°/s, so ratio=ωturretωhull=251.64=15.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.3× snappy
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.42 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.
11.12 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.26 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.79 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.
9.06 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.
6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Sonar3 charges · 120 s reload · 180 s active · 3.5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
· 2.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 83×301000=2.5 km
Repair Party2 charges · 80 s reload · 10 s active · 2,080 HP (10% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (10 s) = up to 10% of max HP restored per charge.
· 4,160 HP (20% of max HP) total heal (all charges)
ƒ10% per charge x 2 charges = up to 20% of max HP if the whole Repair Party loadout is used.
· 208 HP/s (1% of max HP) heal per second
ƒ1% of max HP (20,800 HP) per second = 208 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 Disp98.4 m at 11.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1112530·80.51000+0.5)·30=98.4m
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.
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 Disp59.1 m at 11.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
Shell scatter height @ 10 km52.2 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=0.5·11125=5562 m, and radiusOnMax=0.6 at 11125 m. Above the kink: k=0.5+(0.60.5)·100005562111255562=0.5798, so σV=σH·k=90·0.5798=52.2m.
Med Horiz Disp29.5 m at 11.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =98.4·0.62=29.5m
Med Vert Disp17.7 m at 11.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =59.1·0.62=17.7m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close140.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
AP Pen Far44.4 mm at 11.1 km
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 324.5 m/s: P=107·1600·250.69·0.1131.07·324.51.38=44.4mm.
AP pen 5 km80 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 km49 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.
HE flight time @ 10 km7.46 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·0.329·0.11328·24.95=6.61×105. That runs from a 746 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 flight time @ 10 km7.46 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·0.3296·0.11328·25=6.61×105. That runs from a 746 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 penetration20 mm
20 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
HE DPMInitial: 218,571 → 244,800
Zero upgrades: 10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 2.5 s all-upgrades reload = 244,800.
AP DPMInitial: 270,000 → 302,400
Zero upgrades: 12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 2.5 s all-upgrades reload = 302,400.
Shells/minInitial: 128.6 → 144
Zero upgrades: 6 broadside guns x 60 / 2.8 s base reload = 128.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.5 s all-upgrades reload = 144.
Fires/minInitial: 10.29 → 11.52
Zero upgrades: 128.6 shells/min x 8% fire chance = 10.29. All upgrades (Main Battery Mod. 3 = -10% reload): 144 shells/min x 8% fire chance = 11.52.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 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 speed62 kt
Travel time to max range60 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
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 damage156,670
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.
Per-side salvo damage156,670
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.

AA defense

AA DPS at max range77
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Twin 1x2 -> 43 DPS @ 3.5 km; STAAG MarkV 2x2 -> 86 DPS @ 3.5 km; Far AA (?) -> 77 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 range77 DPS @ 5 km, 206 DPS @ 3.5 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-blank206
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index836
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.

Armor Beta

Hull HP 20,800, 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 & stern19 mm

Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)3,300 (16% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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)19 mm primary (range 16–19 mm)15,600 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,300 (6% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP10,400 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 HP6,200 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Daring 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.