World of Warships: Legends ship guide

Defence

Also called: 防卫 Beta
U.K. · Tier ★ · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
356 mm AP overmatchHeavy, fast torpedoesHeavy AP penHeavy HE shellsWide always-pen zoneSlow AP shells
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Community Data

Defence Community Stats

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Playstyle

Overview

Defence is a Legendary British super-cruiser: a battleship-sized hull with a 356mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (2%/s, for 20 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. Sonar (5 km on ships and 3.5 km on torpedoes, 100 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: top-decile AP overmatch threshold in Legendary CAs (24.8 mm) and best fast heal cycle in Legendary CAs (24,240 HP).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. Shooting from the cloud gives you away at 11 km, wider than a destroyer's own concealment here (about 7.1 km), so one can watch you shoot for 3.9 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (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.

Potato Avoidance

Trading the super-heal advantage in open water Parking in smoke to trade

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes. Your gunfire shows at 11 km while a destroyer at this tier is only spotted at about 7.1 km, so it can sit inside your bloom watching you shoot with no way for you to see it, and the whole point of farming from smoke is that you are stopped and side-on. That is a free torpedo solution on a stationary broadside. Keep moving and use the cloud to break off, not to stand and fight.

Signature Traits

ELITE MAIN BATTERY
  • Big-caliber AP overmatch · 24.8 mm
  • Heavy HE shells · 6100 damage
  • High fire chance · 41%
  • Wide always-pen zone · 60°
Fast heal cycle

24240 HP restored per minute of cycling, best of Legendary CAs. Gets you back into the fight sooner rather than healing more overall.

Punchy HE secondaries

1900 max HE alpha per secondary shell, best of Legendary CAs. Bigger per-shell damage than peers.

MIXED MAIN BATTERY
  • Slow AP shells · 757 m
  • Stiff AP fuse · 59 mm
Acquisition

How to get Defence

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

Best listed chance for this ship

  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
Official WG availability sources
  • "To tame a Dreadnought" campaign breakdown Campaign Start: 2020-04-13 · End: 2020-05-03 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • "The Best Form of Offence" Campaign Breakdown Campaign Start: 2024-12-16 · End: 2025-01-26 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Defence Ship feature / release Start: 2024-12-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

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

Builds

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

Bruce Fraser

WG official

WG official build from Through the Spy Glass: Defence.

Source: Through the Spy Glass: Defence

Open in Build Tool →

Commanders frequently paired with this ship Bruce Fraser

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 Defence sits among Legendary CAs (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.

BestHE shell damage6,100 (1/19) BestHE fire chance41% (1/19) BestSecondary HE alpha1,900 (1/13) BestSecondary HE pen22 mm (1 of 2 tied) BestAP ricochet start60° (1 of 5 tied) BestTurn speed retained94.5% (1/21) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Main battery caliber356 mm (2/21) Top 10%Acceleration11.2 s (3/21) Top 10%AP auto-bounce angle67.5° (3/21) Top 25%Hit points60,600 HP (6/21) Top 25%Stealth profile12.59 km / 7.55 km (6/21 / 5/21) Top 25%Main battery range16 km (6/21) Top 25%Secondary fire chance8% (3/13) Top 25%AP pen at 10 km427 mm (4/21) Top 25%Torpedo damage≈19,567 (3/13) Top 25%Torpedo speed67 kt (3/13) Top 25%Torpedo reload90 s (3/13) Top 25%Citadel belt229 mm (4/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%Smoke fire bloom11 km (19/21) Bottom 25%AP DPM233,333 (19/21) Bottom 25%Secondary DPM (per side)136,732 (12/14) Bottom 25%AP fuse timer0.01 s (17/21) Bottom 25%Turn-speed retention155.8 hp/m (17/21) Bottom 25%Effective HE DPM (incl. fire)210,232 (16/19) Bottom 25%AA range4.5 km (19/21) Bottom 25%Torpedo reaction time9.4 s (11/13) Bottom 10%AP arming threshold59 mm (20/21) Bottom 10%Power-to-weight4.33 hp/t (20/21) Bottom 10%Flak per wave (expected)1,512 (19/20) WorstTraverse-to-turn ratio3.96 × (21/21) WorstAP velocity757 m/s (21/21) WorstHE velocity757 m/s (19/19)
See 19 mid-pack stats

Not standouts for Defence -- 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.

Rudder shift12.7 s(15/21) Turning circle770 m(9/21) Main battery reload16.2 s(14/21) Sigma2.05(13/21) Fires per minute9.11(13/19) HE DPM135,556(15/19) Main dispersion143.4 m(13/21) Engine power120,000 hp(15/21) Displacement27,733 t(16/21) AA DPS624(8/21) AA threat2,253(11/21) Torpedo range9.99 km(9/13) Max armor229 mm(7/21) Bow armor25 mm(13/21) Stern armor25 mm(13/21) Deck armor38 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points60,600
Displacement27,733 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.
220.5 x 26.8 m
Armor range16–229 mm
Plate armor thicknesses16, 19, 20, 25, 30, 38, 40, 45, 51, 76, 89, 102, 127, 152, 178, 203, 210, 229 mm
Armor material/layer entries61
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 duration45 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 45 s, so one unattended fire burns 13.5% of the pool (8,181 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 (6,060 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.
21%
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.
30,300
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.
18,200
Effective HP
ƒBase 60,600 HP plus everything Repair Party can restore: 2%/s x 20 s = 24,240 HP per charge, x2 charges = 48,480 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.
109,080
Repairable: penetration60%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm/45 Mk.VII
Mounts / barrels3 mounts / 6 barrels
Reload time18 s
Firing range16 km
Turret traverse5 °/s
Turret armor305 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.
2x ±155°
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.
25° off bow / 25° off stern
AP pen max range355 mm
HE fire DPM vs T8 BB67217
Effective HE DPM vs T8 BB189217
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
143.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.05=42m
42 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.05=25.2m
25.2 m at 16 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 18 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 16.2 s all-upgrades reload = 22.2.
Initial: 20 → 22.2
HE shells
HE Damage6,100
HE Velocity757 m/s
Fire Chance41%
HE penetration
ƒ89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
89 mm
HE full-salvo alpha
ƒ6,100 HE damage x 6 broadside guns = 36,600.
36,600
HE DPM
ƒZero upgrades: 36,600 HE full-salvo alpha x 60 / 18 s base reload = 122,000. All upgrades (Main Battery Mod. 3 = -10% reload): 36,600 HE full-salvo alpha x 60 / 16.2 s all-upgrades reload = 135,556.
Initial: 122,000 → 135,556
Fires/min
ƒZero upgrades: 20 shells/min x 41% fire chance = 8.2. All upgrades (Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 41% fire chance = 9.11.
Initial: 8.2 → 9.11
AP shells
AP Damage10,500
AP Velocity757 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.015 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2295·7210.69·0.3561.07·7571.38=610.7mm. Matches the in-game spec card.
610.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 510.7 m/s: P=107·2295·7210.69·0.3561.07·510.71.38=354.8mm.
354.8 mm at 16 km
AP full-salvo alpha
ƒ10,500 AP damage x 6 broadside guns = 63,000.
63,000
AP DPM
ƒZero upgrades: 63,000 AP full-salvo alpha x 60 / 18 s base reload = 210,000. All upgrades (Main Battery Mod. 3 = -10% reload): 63,000 AP full-salvo alpha x 60 / 16.2 s all-upgrades reload = 233,333.
Initial: 210,000 → 233,333
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.
175
Torpedoes
ModuleTorpedoes: 622 mm PR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed67 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=58,700·0.333=19,567.
≈ 19,567
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.
21,067
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km67 kt×2.6855=9.4 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.
9.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268.
78,268
AA Defense
AA mount points14
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.
4.5 km
40 mm Bofors Mk VI8×6 40mm
40 mm Bofors Mk IV6×2 40mm
134 mm/50 QF Mk I (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 134mm
Far aura
Guns134 mm/50 QF Mk I (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 69 from dual-purpose secondaries firing as AA in this range band.
69
Range4.5 km
Medium aura
Guns40 mm Bofors Mk IV + 40 mm Bofors Mk VI
Continuous DPS
ƒEffective DPS: 176 raw aura damage × 3.5 × 0.9 hit probability = 554 - the same in-game units as the Close-range AA DPS headline.
554
Range3.5 km
Total DPS in Aura
ƒFar 69 + Medium 554 = 623
623
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
134 mm/50 QF Mk I (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 134mm
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius770 m
Rudder shift time12.7 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 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.
13.2 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.
33.5 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).
11 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
11.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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 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·33.0·0.5144770=1.26°/s, so ratio=ωturretωhull=51.26=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea12.59 km
Detectability by air7.55 km
Smoke firing penalty11 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.
16 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
14.67 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.
14.59 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.
10.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 24,240 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 48,480 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 1,212 HP/s (2% of max HP) heal per second
ƒ2% of max HP (60,600 HP) per second = 1,212 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active · 600 m radius

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2.05
Max Horiz Disp143.4 m at 16 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp86 m at 16 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
Shell scatter height @ 10 km53.6 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=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Above the kink: k=0.5+(0.60.5)·100008000160008000=0.525, so σV=σH·k=102·0.525=53.6m.
Med Horiz Disp42 m at 16 km
50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.05=42m
Med Vert Disp25.2 m at 16 km
50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.05=25.2m
AP Pen Close610.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2295·7210.69·0.3561.07·7571.38=610.7mm. Matches the in-game spec card.
AP Pen Far354.8 mm at 16 km
Same formula at the ship's max firing range (16 km), where the shell has slowed to 510.7 m/s: P=107·2295·7210.69·0.3561.07·510.71.38=354.8mm.
AP pen 5 km509 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 km427 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 pen 15 km365 mm
AP penetration at a fixed 15 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 km5.48 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·0.3142·0.35628·721=2.17×105. That runs from a 757 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 km5.48 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·0.3142·0.35628·721=2.17×105. That runs from a 757 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 penetration89 mm
89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~89mm armor instead of ~59mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha36,600
6,100 HE damage x 6 broadside guns = 36,600.
AP full-salvo alpha63,000
10,500 AP damage x 6 broadside guns = 63,000.
HE DPMInitial: 122,000 → 135,556
Zero upgrades: 36,600 HE full-salvo alpha x 60 / 18 s base reload = 122,000. All upgrades (Main Battery Mod. 3 = -10% reload): 36,600 HE full-salvo alpha x 60 / 16.2 s all-upgrades reload = 135,556.
AP DPMInitial: 210,000 → 233,333
Zero upgrades: 63,000 AP full-salvo alpha x 60 / 18 s base reload = 210,000. All upgrades (Main Battery Mod. 3 = -10% reload): 63,000 AP full-salvo alpha x 60 / 16.2 s all-upgrades reload = 233,333.
Shells/minInitial: 20 → 22.2
Zero upgrades: 6 broadside guns x 60 / 18 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 16.2 s all-upgrades reload = 22.2.
Fires/minInitial: 8.2 → 9.11
Zero upgrades: 20 shells/min x 41% fire chance = 8.2. All upgrades (Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 41% fire chance = 9.11.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.4 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 speed67 kt
Travel time to max range55.5 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,500
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 count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
Per-side salvo damage78,268
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 19,567 = 78,268.

AA defense

AA DPS at max range69
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MK VI 8x6 -> 317 DPS @ 3.5 km; 40mm Bofors Mark IV Hazemeyer 6x2 -> 238 DPS @ 3.5 km; 5 25in 50 QF MK I 8x2 -> 69 DPS @ 4.5 km.
Maximum AA range4.5 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 range69 DPS @ 4.5 km, 624 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-blank624
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2253
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 134 mm family.

Armor Beta

Hull HP 60,600, 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 & stern25 mm

Overmatched by 52+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)3,700 (6% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–210 mm)45,500 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)4,800 (8% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 25–229 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.
Superstructure16 mm primary (range 16–229 mm)4,100 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP30,300 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.
Secondary mount (134 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP18,200 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 Defence can equip, from in-game data.

  • Defence 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.