World of Warships: Legends ship guide

Duke of York

Also called: 约克公爵 Beta
U.K. · Tier VI · Battleship · Premium
Fire-starter battleshipBurn the enemy line with improved-HE salvos, then heal through the return fire.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Pressing the secondary booster before you have somewhere to be
Key characteristics
2 sigma accuracyHigh HE / fire outputImproved HE penWide always-pen zoneStrong AASluggish rudder
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Community Data

Duke of York Community Stats

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Playstyle

Overview

Duke of York is a Tier VI British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. AA (656 AA DPS at 4.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. 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: best AP always-pen window in T6 BBs (60°) and top-decile sigma in T6 BBs (2).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 60,500 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. With 17.5 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pressing the secondary booster before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 9/32 T6 BBs.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60°
  • Tight grouping
  • Late auto-bounce · 67.5°
  • High fire pressure · 8.34 fires
Top-tier AA

656 AA DPS, best of T6 BBs (median 404).

Heavy citadel belt

381 mm citadel belt, top decile of T6 BBs. Citadels through angle are rare.

Sluggish rudder

17.5 s rudder shift, worst of T6 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Duke of York

Duke of York is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.514706% Tier VI Premium ship Archived · Santa Level 5 · 1 of 34 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 20 containers (17 more)
  • Santa Level 4 0.198529% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 34 ships
    Show 2 paths
    • Santa Level 40.147059%
    • Santa Level 4 → Santa Level 50.051471%
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 3 0.14375% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Santa Level 30.088235%
    • Santa Level 3 → Santa Level 50.025735%
    • Santa Level 3 → Santa Level 40.022059%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007721%
  • Summer Big Crate 0.133333% Tier VI Premium ship Common · Summer Big Crate · 1 of 3 ships
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.060901% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 34 ships
    Show 7 paths
    • Santa Level 20.029412%
    • Santa Level 2 → Santa Level 30.013235%
    • Santa Level 2 → Santa Level 40.007353%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00386%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003309%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002574%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001158%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.02875% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 34 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017647%
    • Champion's Box → Santa Level 3 → Santa Level 50.005147%
    • Champion's Box → Santa Level 3 → Santa Level 40.004412%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001544%
  • Santa Level 1 0.014892% Tier VI Premium ship Archived · Santa Level 1 · 10 paths combined · 1 of 34 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004412%
    • Santa Level 1 → Santa Level 20.004412%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001985%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001287%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001103%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000579%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000496%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000174%
    • Santa Level 10.000059%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
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

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Cohort position

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Where Duke of York sits among Tier VI BBs (31 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.

BestAP ricochet start60° (1 of 2 tied) BestAA DPS656 (1/32) Top 10%Fires per minute8.34 (3/31) Top 10%AP auto-bounce angle67.5° (3/32) Top 10%Citadel belt381 mm (3/32) Top 25%Sigma2 (5/32) Top 25%HE shell damage6,100 (7/31) Top 25%AP arming threshold59 mm (7/32) Top 25%Effective HE DPM (incl. fire)186,435 (5/31) Top 25%AA threat1,662 (7/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%AP shell damage10,500 (25/32) Bottom 25%Secondary DPM (per side)136,732 (27/32) Bottom 25%AP velocity757 m/s (25/32) Bottom 25%HE velocity757 m/s (27/31) Bottom 25%AP fuse timer0.01 s (27/32) Bottom 25%AP pen at 10 km427 mm (27/32) Bottom 25%AA range4.5 km (25/32) WorstRudder shift17.5 s (32/32) WorstSecondary range4.5 km (1 of 7 tied) WorstNo torpedoes (26 of 32 in cohort)
See 29 mid-pack stats

Not standouts for Duke of York -- 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 points60,500 HP(10/32) Max speed28 kt(15/32) Concealment14.48 km(13/32) Smoke fire bloom12.54 km(11/32) Air detection11.58 km(14/32) Turning circle790 m(20/32) Traverse-to-turn ratio3.83 ×(21/32) Main battery range15.94 km(20/32) Main battery reload29.5 s(15/32) HE DPM124,068(9/31) AP DPM213,559(13/32) Main dispersion219.4 m(15/32) Secondary HE alpha1,900(16/31) Secondary fire chance8%(19/31) Secondary HE pen22 mm(19/31) Acceleration35.6 s(17/32) Engine power111,700 hp(13/32) Turn-speed retention141.4 hp/m(15/32) Displacement42,076 t(21/32) Power-to-weight2.65 hp/t(16/32) Flak per wave (expected)788(17/32) Repair charges3(15/32) Repair heal rate0.6 %/s(13/32) Max armor381 mm(11/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) Deck armor51 mm(17/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value)
Survivability
Hit Points60,500
Displacement42,076 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.
227.1 x 31.4 m (published figure)
Armor range13–381 mm
Plate armor thicknesses13, 16, 25, 26, 32, 40, 44, 51, 64, 76, 80, 102, 114, 120, 127, 152, 235, 260, 280, 310, 320, 325, 356, 381 mm
Armor material/layer entries68
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.
30%
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 (10,890 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 (12,100 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.
22%
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 60,500 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 10,164 HP per charge, x3 charges = 30,492 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.
90,992
Repairable: penetration75%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm/45 Mk VII
Mounts / barrels3 mounts / 10 barrels
Reload time29.5 s
Firing range15.9 km
Turret traverse4 °/s
Turret armor330 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.
±142°, ±138°, ±144°
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.
42° off bow / 38° off stern
AP pen max range355 mm
HE fire DPM vs T6 BB62360
Effective HE DPM vs T6 BB186428
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 =(1594330·1221000+2)·30=219.4m
219.4 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =219.4·0.6=131.7m
131.7 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =219.4·0.62=65.8m
65.8 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131.7·0.62=39.5m
39.5 m at 15.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ10 broadside guns x 60 / 29.5 s base reload = 20.3.
20.3
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 10 broadside guns = 61,000.
61,000
HE DPM
ƒ61,000 HE full-salvo alpha x 60 / 29.5 s base reload = 124,068.
124,068
Fires/min
ƒ20.3 shells/min x 41% fire chance = 8.34.
8.34
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 (15.9 km), where the shell has slowed to 511.3 m/s: P=107·2295·7210.69·0.3561.07·511.31.38=355.4mm.
355.4 mm at 15.9 km
AP full-salvo alpha
ƒ10,500 AP damage x 10 broadside guns = 105,000.
105,000
AP DPM
ƒ105,000 AP full-salvo alpha x 60 / 29.5 s base reload = 213,559.
213,559
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.
90
AA Defense
AA mount points63
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 II2×4 40mm
40 mm/39 QF Mark VII6×4 40mm
40 mm/39 QF Mark VIII8×8 40mm
20 mm Oerlikon Mk IV39×1 20mm
20 mm Oerlikon Mk V8×2 20mm
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 58 from dual-purpose secondaries firing as AA in this range band.
58
Range4.5 km
Outer Medium aura
Guns40 mm Bofors Mk II
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.75 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range3.5 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 = 97
97
Inner Medium aura
Guns40 mm/39 QF Mark VII + 40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 112 raw aura damage × 3.5 × 0.75 hit probability = 294 - the same in-game units as the Close-range AA DPS headline.
294
Range2.5 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 + Inner Medium 294 = 391
391
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 108 raw aura damage × 3.5 × 0.7 hit probability = 265 - the same in-game units as the Close-range AA DPS headline.
265
Range2 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 + Inner Medium 294 + Near 265 = 656
656
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 × 210 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.
210
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 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 range4.5 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power111,700 hp
Maximum speed28 kt
Turning circle radius790 m
Rudder shift time17.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
11.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
35.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
8.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
35.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 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.
57.4 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·28.0·0.5144790=1.04°/s, so ratio=ωturretωhull=41.04=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.48 km
Detectability by air11.58 km
Smoke firing penalty12.54 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.
15.94 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.
18.7 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.
16.48 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.
14.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 10,164 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.
· 30,492 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.
· 363 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (60,500 HP) per second = 363 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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
Max Horiz Disp219.4 m at 15.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1594330·1221000+2)·30=219.4m
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 Disp131.7 m at 15.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =219.4·0.6=131.7m
Shell scatter height @ 10 km84.1 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=0.5·15943=7972 m, and radiusOnMax=0.6 at 15943 m. Above the kink: k=0.5+(0.60.5)·100007972159437972=0.5254, so σV=σH·k=160·0.5254=84.1m.
Med Horiz Disp65.8 m at 15.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =219.4·0.62=65.8m
Med Vert Disp39.5 m at 15.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =131.7·0.62=39.5m
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 Far355.4 mm at 15.9 km
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 511.3 m/s: P=107·2295·7210.69·0.3561.07·511.31.38=355.4mm.
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 Radius90
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha61,000
6,100 HE damage x 10 broadside guns = 61,000.
AP full-salvo alpha105,000
10,500 AP damage x 10 broadside guns = 105,000.
HE DPM124,068
61,000 HE full-salvo alpha x 60 / 29.5 s base reload = 124,068.
AP DPM213,559
105,000 AP full-salvo alpha x 60 / 29.5 s base reload = 213,559.
Shells/min20.3
10 broadside guns x 60 / 29.5 s base reload = 20.3.
Fires/min8.34
20.3 shells/min x 41% fire chance = 8.34.

AA defense

AA DPS at max range58
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 6x4 -> 126 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 8x8 -> 168 DPS @ 2.5 km; 40mm Bofors Mk2 2x4 -> 39 DPS @ 3.5 km; 20mm Oerlikon MK4 39x1 -> 220 DPS @ 2 km; 20mm Oerlikon MK V 8x2 -> 45 DPS @ 2 km; 5 25in 50 QF MK I 8x2 -> 58 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 range58 DPS @ 4.5 km, 97 DPS @ 3.5 km, 391 DPS @ 2.5 km, 656 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-blank656
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1662
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 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 60,500, 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 & stern26 mm

Overmatched by 80+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel381 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–325 mm)3,500 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)320 mm primary (range 13–381 mm)45,400 (75% of HP)
No common AP caliber overmatches320 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–310 mm)3,000 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 32–381 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 mm3,200 (5% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.75
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

Balance History

Balance updates affecting Duke of York. Cards are condensed; use each source link for full context.

Buff ×8Consumable ×4
2023-06-15

Ministry of Balance: Italian Concerto

  • After much investigation, we were able to move the citadel locations on these ships back to their original locations while keeping the updated turret model. Their armor should now perform as it used to.
Read the full official post
2023-04-06

Ministry of Balance Reports: German Commander Refit & More

  • Due to updates that were required to fix holes in their turret armor, King George V and Duke of York became more vulnerable. They have received an improved Repair Party to balance this:
  • Extra charge added (Duke of York).
  • Repair Party cooldown reduced from 80 to 60 seconds.
  • HP restoration per second increased by ~25%.
  • Ship parts have more HP restored, making them a little harder to saturate after Repair Party is used compared to the old consumable.
  • , we’ve improved the duration of Black and Orkan's radars.
  • Orkan's Radar duration increased from 15 to 20 seconds.
  • Black's Radar duration increased from 13 to 19 seconds.
  • The following ships have received minor updates to their armor models:
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Duke of York 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.