World of Warships: Legends ship guide

Gdańsk

Also called: 格但斯克 Beta
Pan-Europe · Tier ★ · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Radar (9 km)SmokeEngine BoostDefensive AAHigh fire chanceSlow reload
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Playstyle

Overview

Gdańsk is a Legendary European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Surveillance Radar is what sets her apart here: she can open a cap fight by revealing the defender instead of trading blind. AA (275 AA DPS at 4 km, +300% Defensive AA flak burst) ranks 6 of 12 in Legendary DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE fire chance in Legendary DDs (10) and top-decile high HP pool in Legendary DDs (24,400 HP).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11.1 km of reach against 7.1 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. Shooting from the cloud gives you away at 2.9 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (9 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. The helm answers fast (4.2 s) but the circle is wide (810 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.1 km with 24,400 HP to spend, so the second ship to join the trade decides it.

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 3/12 Legendary DDs.

Surveillance Radar

9 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

Engine Boost

+5% speed (about +2.1 kt), 90 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.

High fire chance

10% fire chance per HE shell, best of Legendary DDs.

Heavy Defensive AA flak

+300% Defensive AA flak damage, best of Legendary DDs. Each activated burst deletes more aircraft.

Slow reload

6.3 s reload, worst of Legendary DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Gdańsk

Gdańsk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

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 Gdańsk sits among Legendary DDs (11 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.

BestMain battery caliber139 mm (1 of 2 tied) BestHE fire chance10% (1 of 2 tied) BestTurn speed retained94.9% (1/12) Top 10%Hit points24,400 HP (2/12) Top 10%Acceleration7.8 s (2/11) Top 10%Torpedo speed82 kt (2/12) Top 25%Max speed43 kt (3/12) Top 25%Rudder shift4.2 s (3/12) Top 25%Torpedo reaction time7.3 s (3/12) Bottom 25%Traverse-to-turn ratio8.95 × (10/12) Bottom 25%HE DPM133,333 (11/12) Bottom 25%Displacement4,790 t (11/12) Bottom 25%Effective HE DPM (incl. fire)188,008 (10/12) Bottom 25%AA range4 km (11/12) WorstTurning circle810 m (12/12) WorstMain battery reload6.3 s (1 of 2 tied) WorstTorpedo damage≈10,200 (12/12)
See 18 mid-pack stats

Not standouts for Gdańsk -- 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.

Concealment7.13 km(8/12) Smoke fire bloom2.86 km(9/12) Air detection3.57 km(8/12) Main battery range11.05 km(7/12) Fires per minute6.67(9/12) Main dispersion97.9 m(7/12) HE velocity840 m/s(5/12) Engine power92,000 hp(4/11) Turn-speed retention113.6 hp/m(4/11) Power-to-weight19.21 hp/t(7/11) AA DPS275(6/12) AA threat1,067(5/12) Torpedo range9.99 km(9/12) Torpedo reload115 s(9/12) NormSigma2(11 of 12 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points24,400
Displacement4,790 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.
152.5 x 13.79 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries23
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire 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 (2,196 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 (2,440 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.
12,200
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.
7,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels4 mounts / 7 barrels
Reload time7 s
Firing range11.1 km
Turret traverse14 °/s
Turret armor10 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.
±150°, ±140°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 40° off stern
HE fire DPM vs T8 BB49183
Effective HE DPM vs T8 BB169183
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 =(1105030·80.51000+0.5)·30=97.9m
97.9 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.9·0.6=58.7m
58.7 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.9·0.62=29.4m
29.4 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.7·0.62=17.6m
17.6 m at 11.1 km
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Shells/min
ƒZero upgrades: 7 broadside guns x 60 / 7 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 7 broadside guns x 60 / 6.3 s all-upgrades reload = 66.7.
Initial: 60 → 66.7
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ35 mm ≈ 139 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
35 mm
HE full-salvo alpha
ƒ2,000 HE damage x 7 broadside guns = 14,000.
14,000
HE DPM
ƒZero upgrades: 14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,000 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 133,333.
Initial: 120,000 → 133,333
Fires/min
ƒZero upgrades: 60 shells/min x 10% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 66.7 shells/min x 10% fire chance = 6.67.
Initial: 6 → 6.67
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-30
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time115 s
Projectile speed82 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=30,600·0.333=10,200.
≈ 10,200
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.
11,200
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km82 kt×2.6855=7.3 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.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.8 per hit, shown as 1.8×100=180%. 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.
180%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming250 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,200 = 102,000.
102,000
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
4 km
57 mm ZIF-755×4 57mm
25 mm 110-PM 4M-1202×4 25mm
Medium aura
Guns57 mm ZIF-75
Continuous DPS
ƒEffective DPS: 68 raw aura damage × 3.5 × 1 hit probability = 238 - the same in-game units as the Close-range AA DPS headline.
238
Range4 km
Near aura
Guns25 mm 110-PM 4M-120
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range3.1 km
Total DPS in Aura
ƒMedium 238 + Near 37 = 275
275
Maneuverability
Engine power92,000 hp
Maximum speed43 kt
Turning circle radius810 m
Rudder shift time4.2 s
Engine power-boost threshold40.8 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 43 / 4 + 4.9 = 15.7 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.
15.7 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.
17.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
15.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (38.7 kt of 43 kt), from our in-house acceleration model.
7.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.6 kt of 43 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.
18.6 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·43.0·0.5144810=1.56°/s, so ratio=ωturretωhull=141.56=8.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.9× ok
Concealment
Detectability by sea7.13 km
Detectability by air3.57 km
Smoke firing penalty2.86 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.
11.05 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.78 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.35 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.
9.13 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.
6.57 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 97 s cloud active · 450 m radius
Choose one
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×4 flak burst boost
ƒRepeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar3 charges · 120 s reload · 15 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km

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 Disp97.9 m at 11.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1105030·80.51000+0.5)·30=97.9m
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 Disp58.7 m at 11.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.9·0.6=58.7m
Shell scatter height @ 10 km52.3 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=0.5·11050=5525 m, and radiusOnMax=0.6 at 11050 m. Above the kink: k=0.5+(0.60.5)·100005525110505525=0.581, so σV=σH·k=90·0.581=52.3m.
Med Horiz Disp29.4 m at 11.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =97.9·0.62=29.4m
Med Vert Disp17.6 m at 11.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.7·0.62=17.6m
HE flight time @ 10 km5.72 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·0.234·0.13928·39.9=4.45×105. That runs from a 840 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 penetration35 mm
35 mm ≈ 139 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) - 0.252 in this case. Lets HE pen ~34mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha14,000
2,000 HE damage x 7 broadside guns = 14,000.
HE DPMInitial: 120,000 → 133,333
Zero upgrades: 14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,000 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 133,333.
Shells/minInitial: 60 → 66.7
Zero upgrades: 7 broadside guns x 60 / 7 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 7 broadside guns x 60 / 6.3 s all-upgrades reload = 66.7.
Fires/minInitial: 6 → 6.67
Zero upgrades: 60 shells/min x 10% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 66.7 shells/min x 10% fire chance = 6.67.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.3 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 speed82 kt
Travel time to max range45.4 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 count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage102,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 10,200 = 102,000.
Per-side salvo damage102,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,200 = 102,000.

AA defense

AA DPS at max range238
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 57mm ZIF 75 5x4 -> 238 DPS @ 4 km; 25mm 4M120 2x4 -> 37 DPS @ 3.1 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range238 DPS @ 4 km, 275 DPS @ 3.1 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-blank275
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1067
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 range3.1 km

Armor Beta

Hull HP 24,400, 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 & stern19 mm

Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)3,400 (14% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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)19 mm18,300 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)2,400 (10% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm primary (range 13–19 mm)1,500 (6% 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 HP12,200 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 (57 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 HP7,300 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 Gdańsk. Cards are condensed; use each source link for full context.

Nerf ×1Main Battery ×1
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time increased from 5 to 7 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Gdańsk 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.