World of Warships: Legends ship guide

Emerald

Also called: 翡翠 Beta
AP-only cruiserEvery shell is AP; punish exposed sides and dodge between salvos.
Playstyle
  • Sit 10-13 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Strong secondaries (4 km)Wide always-pen zoneStrong AALobs over islandsSmoke + SonarQuick-fuse AP
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Community Data

Emerald Community Stats

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Playstyle

Overview

Emerald is a Tier IV British AP-only cruiser with strong AP DPM (154,286): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (3.7 km on ships and 2.7 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (230 AA DPS at 3.5 km) ranks 3 of 22 in T4 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP always-pen window in T4 CAs (65°) and best AP guaranteed-ricochet angle in T4 CAs (80°).

Positioning

Sit 10-13 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Shooting from the cloud gives you away at 4.7 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 1.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (3.7 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 3.7 km) reads 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

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 7 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

ELITE MAIN BATTERY
  • Wide always-pen zone · 65°
  • Late auto-bounce · 80°
  • Sensitive AP fuse · 12 mm
  • Flat AP shells · 936 m
Lingering smoke

96 s smoke cloud linger, best of T4 CAs. Each puff stays up longer after you stop laying it, holding the shield.

Quick acceleration

~8.4 s to 90% of top speed, top decile of T4 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Quick-fuse AP

0.0 s AP fuse timer, bottom decile of T4 CAs. Bursts earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Slow torp reload

106 s torpedo reload, bottom decile of T4 CAs. Long wait between drops.

Acquisition

How to get Emerald

Emerald is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

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

Builds

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

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Cohort position

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Where Emerald sits among Tier IV CAs (21 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.

BestAcceleration8.4 s (1/22) BestAP arming threshold12 mm (1/22) BestAP ricochet start65° (1/22) BestAP auto-bounce angle80° (1/22) BestTurn speed retained93% (1/22) BestSecondary range4.5 km (1 of 3 tied) Top 10%Smoke fire bloom4.7 km (3/22) Top 10%Main battery reload7 s (3/22) Top 10%AP velocity936 m/s (2/22) Top 10%AA DPS230 (3/22) Top 10%Bow armor15 mm (3/22) Top 25%Hit points27,100 HP (6/22) Top 25%Stealth profile10.42 km / 6.25 km (4/22 / 4/22) Top 25%Traverse-to-turn ratio6.89 × (5/22) Top 25%Secondary HE alpha1,500 (4/16) Bottom 25%Secondary DPM (per side)33,750 (15/16) Bottom 25%AP pen at 10 km78 mm (19/22) Bottom 25%Torpedo reload106 s (19/21) Bottom 25%Deck armor13 mm (20/22) WorstAP fuse timer0 s (22/22)
See 26 mid-pack stats

Not standouts for Emerald -- 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.

Max speed33 kt(15/22) Rudder shift7 s(11/22) Turning circle670 m(13/22) Main battery caliber152 mm(13/22) Main battery range13.42 km(14/22) AP shell damage3,000(16/22) AP DPM154,286(12/22) Main dispersion125.6 m(9/22) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) Engine power80,000 hp(15/22) Turn-speed retention119.4 hp/m(16/22) Displacement9,350 t(16/22) Power-to-weight8.56 hp/t(17/22) AA range3.5 km(16/22) AA threat520(11/22) Flak per wave (expected)252(9/17) Torpedo range6 km(15/21) Torpedo damage≈14,633(7/21) Torpedo speed59 kt(12/21) Torpedo reaction time7.6 s(11/21) Max armor76 mm(15/22) Citadel belt76 mm(8/22) Stern armor13 mm(11/22) NormSigma2(20 of 22 tied at this value) NormRepair heal rate0.5 %/s(2 of 3 tied at this value)
Survivability
Hit PointsInitial: 24,000 → 27,100
Displacement9,350 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.
173.4 x 17.1 m (measured from the ship model)
Armor range10–76 mm
Plate armor thicknesses10, 13, 15, 16, 19, 25, 38, 57, 76 mm
Armor material/layer entries40
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,439 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,710 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
13,600
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.
8,100
Effective HP
ƒBase 27,100 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 3,794 HP per charge, x2 charges = 7,588 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.
34,688
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/45 CPXIV
Mounts / barrels7 mounts / 7 barrels
Reload time7 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse10 °/s
Turret armor76 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±145°, 175° port-only, ±129°, ±153°, ±132°, 175° starboard-only, ±146°
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.
48° off bow / 51° off stern
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13415.630·81.11000+1.1)·30=125.6m
125.6 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.3m
75.3 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.6·0.62=37.7m
37.7 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.3·0.62=22.6m
22.6 m at 13.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
AP shells
AP Damage3,000
AP Velocity936 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·9361.38=268.9mm. Matches the in-game spec card.
268.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 304.7 m/s: P=107·2045·45.360.69·0.1521.07·304.71.38=57.1mm.
57.1 mm at 13.4 km
AP full-salvo alpha
ƒ3,000 AP damage x 6 broadside guns = 18,000.
18,000
AP DPM
ƒ18,000 AP full-salvo alpha x 60 / 7 s base reload = 154,286.
154,286
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.
12
Torpedoes
ModuleTorpedoes: 533 mm Mk VII
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 71 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 106×0.85=90.1 s.
106 s
Projectile speed59 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,900·0.333=14,633.
≈ 14,633
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.
15,733
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.62 per hit, shown as 2.62×100=262%. 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.
262%
Torpedo launcher traverse25 °/s
Launch arcs133° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.
117,064
AA Defense
AA mount pointsInitial: 8 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
3.5 km
40 mm Vickers 2-pdr. Mk VIIInitial: 40 mm Vickers 2-pdr. QF Mk II (2×1) → 40 mm Vickers 2-pdr. Mk VII (2×4)
20 mm Oerlikon Mk IV (upgraded hull only)6×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)6×2 20mm
12.7 mm Mk III (stock hull only)6×4 13mm
102 mm/45 Mk V (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×1 102mm
Far aura
Guns102 mm/45 Mk V (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 19 from dual-purpose secondaries firing as AA in this range band.
19
Range3.5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.9 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range2.5 km
Total DPS in Aura
ƒFar 19 + Medium 63 = 82
82
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 50 raw aura damage × 3.5 × 0.85 hit probability = 149 - the same in-game units as the Close-range AA DPS headline.
149
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 63 + Near 149 = 231
231
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 140 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts3
Firing range4.5 km
Shell Grouping (σ)1
102 mm/45 Mk V (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×1 102mm
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 power80,000 hp
Maximum speed33 kt
Turning circle radius670 m
Rudder shift time7 s
Engine power-boost threshold30.7 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.
25.6 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).
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
8.4 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.
27.5 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·33.0·0.5144670=1.45°/s, so ratio=ωturretωhull=101.45=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea10.42 km
Detectability by air6.25 km
Smoke firing penalty4.7 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.
13.42 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.29 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.
12.42 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.
9.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 3,794 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 7,588 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 136 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (27,100 HP) per second = 136 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 · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 96 s cloud active · 600 m radius
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

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

HullUpgrade
  • Hit points24,000 → 27,100
  • Rudder shift12.8 → 9.1 s
  • AA mounts8 → 14
  • Close-range AA DPS28 → 70
  • Maximum AA range2 → 2.5 km
Fire controlUpgrade
  • Main battery range12,196 → 13415.6 m
TorpedoesTrade-off
  • Reload71 → 106 s
  • Alpha damage33,200 → 43,900
  • Display damage11,067 → 14,633

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 Disp125.6 m at 13.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13415.630·81.11000+1.1)·30=125.6m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp75.3 m at 13.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.3m
Shell scatter height @ 10 km56 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=0.5·13415.6=6708 m, and radiusOnMax=0.6 at 13415.6 m. Above the kink: k=0.5+(0.60.5)·10000670813415.66708=0.5491, so σV=σH·k=102·0.5491=56m.
Med Horiz Disp37.7 m at 13.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =125.6·0.62=37.7m
Med Vert Disp22.6 m at 13.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =75.3·0.62=22.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close268.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·9361.38=268.9mm. Matches the in-game spec card.
AP Pen Far57.1 mm at 13.4 km
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 304.7 m/s: P=107·2045·45.360.69·0.1521.07·304.71.38=57.1mm.
AP pen 5 km142 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 km78 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.33 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·0.3786·0.15228·45.36=7.57×105. That runs from a 936 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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
Barrels that can bear on one beam (6 of 7); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha18,000
3,000 AP damage x 6 broadside guns = 18,000.
AP DPM154,286
18,000 AP full-salvo alpha x 60 / 7 s base reload = 154,286.
Shells/min51.4
6 broadside guns x 60 / 7 s base reload = 51.4.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed59 kt
Travel time to max range37.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module 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 count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage234,128
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 14,633 = 234,128.
Per-side salvo damage117,064
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.

AA defense

AA DPS at max range19
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 63 DPS @ 2.5 km; 20mm Oerlikon MK4 6x1 -> 74 DPS @ 2 km; 20mm Oerlikon MK V 6x2 -> 74 DPS @ 2 km; 4in 45 MK V 3x1 -> 19 DPS @ 3.5 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range19 DPS @ 3.5 km, 82 DPS @ 2.5 km, 230 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-blank230
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index520
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)33,750
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: 3×1 102 mm (1.5/side) × 60/4 × 1500 = 33,750. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor Beta

Hull HP 24,00027,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern15 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow15 mm primary (range 13–38 mm)3,000 (11% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm20,300 (75% of HP)
Overmatched by 380mm+ AP (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–38 mm)1,700 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm3,400 (13% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP13,600 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 (102 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 HP8,100 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 Emerald. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×1
2025-11-27

Holiday Update: Christmas on the Waves

  • Main battery reload time reduced from 7.5 to 7.0 seconds.
Read the full official post
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull rudder-shift time reduced from 10.9 to 9.8 s.
  • Upgraded Hull rudder-shift time reduced from 7.8 to 7.0 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Emerald 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.