World of Warships: Legends ship guide

Gaede

Also called: 恩斯特-盖德 · Ernst Gaede Beta
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • Push deep into caps with 6.4 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.4 km concealment advantage on guns
Key characteristics
Heavy AP penHeavy HE shellsStrong AASmoke + SonarEngine BoostStiff AP fuse
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Community Data

Gaede Community Stats

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Playstyle

Overview

Gaede is a Tier V German stealth destroyer with cohort-best surface detection (6.4 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. AA (155 AA DPS at 3.5 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. Standout traits: best engine power in T5 DDs (80,000 HP).

Positioning

Push deep into caps with 6.4 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.4 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY
  • Close-range AP brick · 189.1 mm
  • Long-range AP brick · 81.38 mm
  • Heavy HE shells · 2200 damage
  • Deep-fuse AP · 0.03 s
Top-tier AA

156 AA DPS, best of T5 DDs (median 95).

Heavy powerplant

80000 hp engine, best of T5 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Stiff AP fuse

25 mm AP arming threshold, worst of T5 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Gaede

Gaede is available in the Area-Control Destroyers branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 660,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Gaede sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds

Build for concealment, survivability, gun handling, torpedo utility, and cap-control tools.

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Cohort position

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Where Gaede sits among Tier V DDs (24 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 shell damage3,700 (1 of 2 tied) BestAP fuse timer0.03 s (1 of 5 tied) BestEngine power80,000 hp (1 of 2 tied) BestTurn-speed retention115.9 hp/m (1 of 2 tied) BestPower-to-weight26.47 hp/t (1 of 2 tied) BestAA DPS156 (1 of 2 tied) Top 10%HE fire chance12% (2/25) Top 10%Acceleration15.7 s (3/25) Top 10%AA threat375 (3/25) Top 25%Hit points15,700 HP (5/25) Top 25%Stealth profile6.38 km / 3.19 km (5/25 / 5/25) Top 25%Main dispersion91.8 m (4/25) Bottom 25%Main battery range10.25 km (23/25) Bottom 25%Main battery reload7.5 s (22/25) Bottom 25%Displacement3,022 t (21/25) Bottom 25%AP pen at 10 km44 mm (21/23) Bottom 25%Effective HE DPM (incl. fire)99,320 (23/25) Bottom 25%Torpedo reload90 s (20/25) Bottom 25%Deck armor10 mm (17/21) Bottom 10%HE DPM70,400 (24/25) WorstTurning circle690 m (1 of 2 tied) WorstAP arming threshold25 mm (1 of 2 tied)
See 21 mid-pack stats

Not standouts for Gaede -- 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 speed36 kt(15/25) Smoke fire bloom2.39 km(12/25) Rudder shift4 s(19/25) Traverse-to-turn ratio5.2 ×(11/25) Main battery caliber128 mm(10/25) Fires per minute3.84(11/25) AP DPM118,400(15/22) AP velocity835 m/s(11/22) HE velocity835 m/s(13/25) AA range3.5 km(9/25) Torpedo range8.01 km(13/25) Torpedo damage≈12,700(16/25) Torpedo speed65 kt(9/25) Torpedo reaction time7.4 s(10/25) Max armor16 mm(15/25) NormAP ricochet start45°(21 of 22 tied at this value) NormAP auto-bounce angle60°(21 of 22 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value) NormCitadel belt16 mm(24 of 25 tied at this value) NormBow armor16 mm(24 of 25 tied at this value) NormStern armor16 mm(24 of 25 tied at this value)
Survivability
Hit PointsInitial: 15,000 → 15,700
Displacement3,022 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.
131.9 x 12.4 m (measured from the ship model)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries25
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: 20% → 23.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,413 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 (1,570 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.
7,900
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.
4,700
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 150 mm L/48 Tbts KC/36
Mounts / barrels4 mounts / 4 barrels
Reload timeInitial: 5.1 s → 7.5 s
Firing range (base)9.3 km
Firing range (top fire control)10.2 km
Turret traverse8 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±148°, ±142°, ±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.
32° off bow / 38° off stern
HE fire DPM vs T5 BB14460
Effective HE DPM vs T5 BB62460
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 =(10245.430·80.51000+0.5)·30=91.8m
91.8 m at 10.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.8·0.6=55.1m
55.1 m at 10.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =91.8·0.62=27.6m
27.6 m at 10.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.1·0.62=16.5m
16.5 m at 10.2 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 5.1 s base reload = 47.1. All upgrades (top gun): 4 broadside guns x 60 / 7.5 s all-upgrades reload = 32.
Initial: 47.1 → 32
HE shells
HE Damage1,500 → 2,200
HE Velocity830 m/s → 835 m/s
Fire Chance6% → 12%
HE penetration
ƒIn-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 1,500 HE damage x 4 broadside guns = 6,000. All upgrades (top gun): 2,200 HE damage x 4 broadside guns = 8,800.
Initial: 6,000 → 8,800
HE DPM
ƒZero upgrades: 6,000 HE full-salvo alpha x 60 / 5.1 s base reload = 70,588. All upgrades (top gun): 8,800 HE full-salvo alpha x 60 / 7.5 s all-upgrades reload = 70,400.
Initial: 70,588 → 70,400
Fires/min
ƒZero upgrades: 47.1 shells/min x 12% fire chance = 5.65. All upgrades (top gun): 32 shells/min x 12% fire chance = 3.84.
Initial: 5.65 → 3.84
AP shells
AP Damage3,000 → 3,700
AP Velocity830 m/s → 835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
220 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.2 km), where the shell has slowed to 324.8 m/s: P=107·1933·45.30.69·0.151.07·324.81.38=59.8mm.
59.8 mm at 10.2 km
AP full-salvo alpha
ƒZero upgrades: 3,000 AP damage x 4 broadside guns = 12,000. All upgrades (top gun): 3,700 AP damage x 4 broadside guns = 14,800.
Initial: 12,000 → 14,800
AP DPM
ƒZero upgrades: 12,000 AP full-salvo alpha x 60 / 5.1 s base reload = 141,176. All upgrades (top gun): 14,800 AP full-salvo alpha x 60 / 7.5 s all-upgrades reload = 118,400.
Initial: 141,176 → 118,400
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
15
Torpedoes
ModuleTorpedoes: G7 Steinbutt
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65 kt); the stock torpedo module runs 62 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
65 kt
Range8.01 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=38,100·0.333=12,700.
≈ 12,700
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.
13,700
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 km65 kt×2.6855=7.4 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
101,600
AA Defense
AA mount points10
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.
3.5 km
37 mm Flak LM/43Initial: 37 mm Flakzwilling 30 (2×2) → 37 mm Flak LM/43 (2×1)
20 mm Flak 38Initial: 8×1 → 4×1 20mm
20 mm Flakvierling 38 (upgraded hull only)4×4 20mm
Medium aura
Guns37 mm Flak LM/43
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
Initial: 18 → 42
Range3.5 km
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.95 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
Initial: 86 → 113
Range2 km
Total DPS in Aura
ƒMedium 42 + Near 113 = 155
155
Maneuverability
Engine power80,000 hp
Maximum speed36 kt
Turning circle radius690 m
Rudder shift time4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 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.
13.9 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.
13 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).
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
15.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
26.4 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·36.0·0.5144690=1.54°/s, so ratio=ωturretωhull=81.54=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea6.38 km
Detectability by air3.19 km
Smoke firing penalty2.39 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.
10.25 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.19 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.
8.38 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
6.19 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 61 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar Hull B only2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Module options (4)

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

HullUpgrade
  • Hit points15,000 → 15,700
  • Rudder shift7.3 → 5.2 s
  • Close-range AA DPS31 → 46
Fire controlUpgrade
  • Main battery range9,314 → 10245.4 m
ArtilleryUpgrade
  • Base reload5.1 → 7.5 s
TorpedoesUpgrade
  • Range7.5 → 8.01 km
  • Speed62 → 65 kt

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 Disp91.8 m at 10.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(10245.430·80.51000+0.5)·30=91.8m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp55.1 m at 10.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.8·0.6=55.1m
Shell scatter height @ 10 km53.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10245.4=5123 m, and radiusOnMax=0.6 at 10245.4 m. Above the kink: k=0.5+(0.60.5)·10000512310245.45123=0.5952, so σV=σH·k=90·0.5952=53.6m.
Med Horiz Disp27.6 m at 10.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =91.8·0.62=27.6m
Med Vert Disp16.5 m at 10.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =55.1·0.62=16.5m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close220 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1933·45.30.69·0.151.07·8351.38=220mm. Matches the in-game spec card.
AP Pen Far59.8 mm at 10.2 km
Same formula at the ship's max firing range (10.2 km), where the shell has slowed to 324.8 m/s: P=107·1933·45.30.69·0.151.07·324.81.38=59.8mm.
AP pen 5 km81 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 km44 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 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 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 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 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 penetration25 mm
In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alphaInitial: 6,000 → 8,800
Zero upgrades: 1,500 HE damage x 4 broadside guns = 6,000. All upgrades (top gun): 2,200 HE damage x 4 broadside guns = 8,800.
AP full-salvo alphaInitial: 12,000 → 14,800
Zero upgrades: 3,000 AP damage x 4 broadside guns = 12,000. All upgrades (top gun): 3,700 AP damage x 4 broadside guns = 14,800.
HE DPMInitial: 70,588 → 70,400
Zero upgrades: 6,000 HE full-salvo alpha x 60 / 5.1 s base reload = 70,588. All upgrades (top gun): 8,800 HE full-salvo alpha x 60 / 7.5 s all-upgrades reload = 70,400.
AP DPMInitial: 141,176 → 118,400
Zero upgrades: 12,000 AP full-salvo alpha x 60 / 5.1 s base reload = 141,176. All upgrades (top gun): 14,800 AP full-salvo alpha x 60 / 7.5 s all-upgrades reload = 118,400.
Shells/minInitial: 47.1 → 32
Zero upgrades: 4 broadside guns x 60 / 5.1 s base reload = 47.1. All upgrades (top gun): 4 broadside guns x 60 / 7.5 s all-upgrades reload = 32.
Fires/minInitial: 5.65 → 3.84
Zero upgrades: 47.1 shells/min x 12% fire chance = 5.65. All upgrades (top gun): 32 shells/min x 12% fire chance = 3.84.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.4 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed65 kt
Travel time to max range45.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage101,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.

AA defense

AA DPS at max range42
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 LM43 2x1 -> 42 DPS @ 3.5 km; 20mm Flak 38 4x1 -> 57 DPS @ 2 km; 20mm Flack 38 quad 4x4 -> 57 DPS @ 2 km.
Maximum AA range3.5 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 range42 DPS @ 3.5 km, 156 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-blank156
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index375
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

Armor Beta

Hull HP 15,00015,700 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 & stern16 mm

Overmatched by 92+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,100 (13% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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)16 mm primary (range 13–16 mm)11,800 (75% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,300 (8% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure10 mm1,300 (8% 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 HP7,900 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (37 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 HP4,700 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 Gaede. Cards are condensed; use each source link for full context.

Nerf ×12
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP reduced from 15,700 to 15,000.
  • Bow HP reduced from 2,100 to 2,000.
  • Hull HP reduced from 11,800 to 11,300.
  • Magazine HP reduced from 7,900 to 7,500.
  • Steering Gear HP reduced from 4,700 to 4,500.
  • Upgraded Hull HP reduced 16,500 to 15,700.
  • Bow HP reduced from 2,200 to 2,100.
  • Stern HP reduced from 1,400 to 1,300.
  • Hull HP reduced from 12,400 to 11,800.
  • Magazine HP reduced from 8,300 to 7,900.
  • +2 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Gaede 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.