World of Warships: Legends ship guide

Dover

Also called: 多佛 Beta
U.K. · Tier VII · Battleship · Premium · Hawke Variant
Sniper battleshipLong-range guns citadel broadsides from a backline peers cannot match.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
Long torps (8 km)406 mm AP overmatchHeavy AP pen2 sigma accuracy18 km gun rangeEasily spotted
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Community Data

Dover Community Stats

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Playstyle

Overview

Dover is a Tier VII British sniper battleship (17.6 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best high HP pool in T7 BBs (77,500 HP) and best armored casemates in T7 BBs (152 mm).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos. Both phases of a turn are slow (16.2 s on the rudder, a 910 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

High HP pool

77500 HP, best of T7 BBs.

Armored casemates

152 mm casemate / secondary armor, best of T7 BBs. Brawling secondaries survive volleys that knock out peers.

Quick acceleration

~20.6 s to 90% of top speed, top decile of T7 BBs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

ELITE MAIN BATTERY
  • Tight grouping
  • Fast turret traverse · 6°
  • Flat AP trajectory
Easily spotted

15.6 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Thin armor

305 mm max plate, bottom decile of T7 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Dover

Dover is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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

  • Medieval Chest 3% VII Dover + 2,500 Ship Parts Event · Medieval Chest
Official WG availability sources
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.

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Cohort position

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Where Dover sits among Tier VII BBs (48 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.

BestHit points77,500 HP (1/49) BestAcceleration20.6 s (1/49) Top 10%Traverse-to-turn ratio6.39 × (4/49) Top 25%Main battery range17.6 km (7/49) Top 25%Sigma2 (7/49) Top 25%Fires per minute8 (10/48) Top 25%AP DPM277,200 (9/49) Top 25%AP pen at 10 km600 mm (10/49) Top 25%Torpedo range8.5 km (5/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/49) Bottom 25%Max speed29 kt (39/49) Bottom 25%Stealth profile15.56 km / 12.44 km (45/49 / 45/49) Bottom 25%Smoke fire bloom15.02 km (45/49) Bottom 25%Rudder shift16.2 s (41/49) Bottom 25%Turning circle910 m (42/49) Bottom 25%Main dispersion236 m (41/49) Bottom 25%AP velocity747 m/s (43/49) Bottom 25%AP fuse timer0.01 s (43/49) Bottom 25%Displacement50,529 t (41/49) Bottom 25%Flak per wave (expected)1,050 (43/49) WorstHE velocity792 m/s (1 of 4 tied) WorstMax armor305 mm (1 of 4 tied) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 27 mid-pack stats

Not standouts for Dover -- 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.

Main battery caliber406 mm(17/49) Main battery reload27 s(33/49) HE shell damage5,355(36/48) HE DPM107,100(25/48) Secondary DPM (per side)206,200(27/49) Secondary HE alpha2,150(18/46) Secondary fire chance9%(21/46) Secondary HE pen25 mm(23/46) AP arming threshold68 mm(35/49) Engine power150,200 hp(29/49) Turn-speed retention165.1 hp/m(35/49) Power-to-weight2.97 hp/t(33/49) Effective HE DPM (incl. fire)166,442(22/48) Secondary range5.5 km(21/49) AA DPS566(21/49) AA range5 km(19/49) AA threat1,789(20/49) Torpedo damage≈14,767(9/16) Torpedo speed61 kt(11/16) Torpedo reaction time7.9 s(11/16) Repair charges3(23/49) Citadel belt305 mm(27/48) Deck armor50 mm(25/46) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value)
Survivability
Hit Points77,500
Displacement50,529 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.
262.5 x 32.29 m
Armor range16–305 mm
Plate armor thicknesses16, 19, 25, 32, 50, 51, 76, 102, 152, 165, 254, 279, 305 mm
Armor material/layer entries53
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.
36.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (13,950 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (15,500 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
20%
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.
36,900
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
23,300
Effective HP
ƒBase 77,500 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 13,020 HP per charge, x3 charges = 39,060 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.
116,560
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm/45 Mk.I Vickers A
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.6 km
Turret traverse6 °/s
Turret armor406 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.
±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.
30° off bow / 39° off stern
AP pen max range515 mm
HE fire DPM vs T7 BB53408
Effective HE DPM vs T7 BB149798
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 =(1760030·1221000+2)·30=236m
236 m at 17.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =236·0.6=141.6m
141.6 m at 17.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =236·0.62=70.8m
70.8 m at 17.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =141.6·0.62=42.5m
42.5 m at 17.6 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Initial: 18 → 20
HE shells
HE Damage5,355
HE Velocity792 m/s
Fire Chance40%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,355 HE damage x 9 broadside guns = 48,195.
48,195
HE DPM
ƒZero upgrades: 48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390. All upgrades (Main Battery Mod. 3 = -10% reload): 48,195 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 107,100.
Initial: 96,390 → 107,100
Fires/min
ƒZero upgrades: 18 shells/min x 40% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 40% fire chance = 8.
Initial: 7.2 → 8
AP shells
AP Damage13,860
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2527·10800.69·0.4061.07·7471.38=758.1mm. Matches the in-game spec card.
758.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.6 km), where the shell has slowed to 564.7 m/s: P=107·2527·10800.69·0.4061.07·564.71.38=515.3mm.
515.3 mm at 17.6 km
AP full-salvo alpha
ƒ13,860 AP damage x 9 broadside guns = 124,740.
124,740
AP DPM
ƒZero upgrades: 124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480. All upgrades (Main Battery Mod. 3 = -10% reload): 124,740 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 277,200.
Initial: 249,480 → 277,200
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.
250
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time80 s
Projectile speed61 kt
Range8.5 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=44,300·0.333=14,767.
≈ 14,767
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.
15,867
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 km61 kt×2.6855=7.9 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. 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.
265%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.
29,534
AA Defense
AA mount points36
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 Vickers 2-pdr. Mk VIII4×8 40mm
40 mm Bofors Mk IV10×2 40mm
20 mm Oerlikon Mk IV8×1 20mm
20 mm Oerlikon Mk V4×2 20mm
20 mm Oerlikon Mk.IIIA10×1 20mm
114 mm/45 Mark II BD (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 114mm
Far aura
Guns114 mm/45 Mark II BD (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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Outer Medium aura
Guns40 mm Bofors Mk IV
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.75 hit probability = 281 - the same in-game units as the Close-range AA DPS headline.
281
Range3.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 = 344
344
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.75 hit probability = 97 - the same in-game units as the Close-range AA DPS headline.
97
Range2.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 = 441
441
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V + 20 mm Oerlikon Mk.IIIA
Continuous DPS
ƒEffective DPS: 51 raw aura damage × 3.5 × 0.7 hit probability = 125 - the same in-game units as the Close-range AA DPS headline.
125
Range2 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 + Near 125 = 566
566
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 × 200 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.
200
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.
75%
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 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
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
114 mm/45 Mark II BD (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Show 1 more gun family
152 mm/50 Mk XXII (×4)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Maneuverability
Engine power150,200 hp
Maximum speed29 kt
Turning circle radius910 m
Rudder shift time16.2 s
Engine power-boost threshold22.4 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 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.
12.2 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.
34.5 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).
10 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
20.63 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
42.1 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·29.0·0.5144910=0.94°/s, so ratio=ωturretωhull=60.94=6.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.4× slow
Concealment
Detectability by sea15.56 km
Detectability by air12.44 km
Smoke firing penalty15.02 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.
17.6 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.53 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.97 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.
17.56 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.
15.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 13,020 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 39,060 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 465 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (77,500 HP) per second = 465 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 Disp236 m at 17.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1760030·1221000+2)·30=236m
Shell scatter width @ 5 km110 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 km160 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 km210 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 Disp141.6 m at 17.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =236·0.6=141.6m
Shell scatter height @ 10 km82.2 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=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Above the kink: k=0.5+(0.60.5)·100008800176008800=0.5136, so σV=σH·k=160·0.5136=82.2m.
Med Horiz Disp70.8 m at 17.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =236·0.62=70.8m
Med Vert Disp42.5 m at 17.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =141.6·0.62=42.5m
AP Pen Close758.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2527·10800.69·0.4061.07·7471.38=758.1mm. Matches the in-game spec card.
AP Pen Far515.3 mm at 17.6 km
Same formula at the ship's max firing range (17.6 km), where the shell has slowed to 564.7 m/s: P=107·2527·10800.69·0.4061.07·564.71.38=515.3mm.
AP pen 5 km673 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 km600 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 km541 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.
AP flight time @ 10 km5.29 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·0.2353·0.40628·1080=1.41×105. That runs from a 747 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.23 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·0.3114·0.40628·929=2.17×105. That runs from a 792 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 penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,195
5,355 HE damage x 9 broadside guns = 48,195.
AP full-salvo alpha124,740
13,860 AP damage x 9 broadside guns = 124,740.
HE DPMInitial: 96,390 → 107,100
Zero upgrades: 48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390. All upgrades (Main Battery Mod. 3 = -10% reload): 48,195 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 107,100.
AP DPMInitial: 249,480 → 277,200
Zero upgrades: 124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480. All upgrades (Main Battery Mod. 3 = -10% reload): 124,740 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 277,200.
Shells/minInitial: 18 → 20
Zero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Fires/minInitial: 7.2 → 8
Zero upgrades: 18 shells/min x 40% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 40% fire chance = 8.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed61 kt
Travel time to max range51.9 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 count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage59,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
Per-side salvo damage29,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 97 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 10x2 -> 281 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 45 DPS @ 2 km; 20mm Oerlikon MK V 4x2 -> 23 DPS @ 2 km; 20mm Oerlikon MK4 10x1 -> 57 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 63 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 range63 DPS @ 5 km, 344 DPS @ 3.5 km, 441 DPS @ 2.5 km, 566 DPS @ 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-blank566
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1789
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 range2 km

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 @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)206,200
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: 8×2 114 mm (8/side) × 60/5 × 1700 = 163,200 + 4×2 152 mm (4/side) × 60/12 × 2150 = 43,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 77,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)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)25 mm primary (range 16–279 mm)≈ 58,125 (~75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–279 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–305 mm)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.
Superstructure19 mmno cap
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).

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 Dover can equip, from in-game data.

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.