World of Warships: Legends ship guide

Grom

Also called: 雷霆 Beta
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 72 kt closes the gap fast, though at about 8.3 s of warning the wall works by denying lanes rather than by catching anyone unaware
  • Avoid: Holding 7.5-km torpedoes for a perfect shot
Key characteristics
Improved HE penSmokeEngine BoostHigh fire chanceQuick accelerationWeak torpedoes
Related variants

Grom variants in WoWs Legends

These ships share a base hull or event lineage with Grom, but GamingDiver keeps their community stats and ship pages separate when the in-game identity, nation, tier, or premium context differs.

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Community Data

Grom Community Stats

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Playstyle

Overview

Grom is a Tier VI European torpedo destroyer reaching 7.5 km. The torpedoes travel at 72 kt, so target reaction time is short - but WG builds her as a gun-and-torpedo hybrid: four hard-hitting HE guns provide the steady damage while the quick, short-lane torpedoes punish anyone who closes. Standout traits: top-decile quick acceleration in T6 DDs (8 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 72 kt closes the gap fast, though at about 8.3 s of warning the wall works by denying lanes rather than by catching anyone unaware. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.

Potato Avoidance

Holding 7.5-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

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 5/41 T6 DDs.

Engine Boost

+5% speed (about +2 kt), 100 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

9% fire chance per HE shell, top decile of T6 DDs.

ELITE MOBILITY
  • Quick acceleration
  • Fast for the class · 41 kt
WEAK TORPEDOES
  • Weak torpedoes · 6833 damage
  • Visible torps · 1.6 km
Acquisition

How to get Grom

Grom is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Grom sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Grom sits among Tier VI DDs (40 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.

Top 10%Max speed41 kt (5/41) Top 10%Acceleration8 s (3/41) Top 10%Turn speed retained95.1% (2/41) Top 25%Smoke fire bloom2.45 km (9/41) Top 25%Rudder shift3.2 s (11/41) Top 25%Fires per minute5.82 (10/41) Top 25%HE velocity900 m/s (9/41) Top 25%Torpedo speed72 kt (7/41) Top 25%Torpedo reload75 s (11/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Main battery reload6.5 s (34/41) Bottom 25%Displacement3,383 t (32/41) Bottom 25%Torpedo range7.5 km (33/41) Bottom 25%Torpedo reaction time8.3 s (32/41) Bottom 10%Power-to-weight15.96 hp/t (39/41) WorstNo secondaries (37 of 41 in cohort) WorstTorpedo damage≈6,833 (1 of 2 tied)
See 20 mid-pack stats

Not standouts for Grom -- 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 points15,500 HP(21/41) Concealment6.9 km(21/41) Air detection3.45 km(20/41) Turning circle610 m(17/41) Traverse-to-turn ratio6.06 ×(16/41) Main battery range10.67 km(19/41) HE shell damage1,900(13/41) HE DPM122,769(17/41) Main dispersion95 m(23/41) Engine power54,000 hp(17/41) Turn-speed retention88.5 hp/m(20/41) Effective HE DPM (incl. fire)166,292(17/41) AA DPS131(28/41) AA range3.5 km(23/41) AA threat360(27/41) Deck armor16 mm(14/29) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit PointsInitial: 12,900 → 15,500
Displacement3,383 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.
114 x 11.01 m
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries21
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: 26.6% → 30%
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 (1,395 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 (1,550 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.
7,800
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: 120 mm wz. 34/36 Bofors double
Mounts / barrels4 mounts / 7 barrels
Reload timeInitial: 7 s → 6.5 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverseInitial: 10 °/s → 12 °/s
Turret armor7 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°, ±147°
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 T6 BB43488
Effective HE DPM vs T6 BB166257
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 =(1067030·80.51000+0.5)·30=95m
95 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95·0.6=57m
57 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95·0.62=28.5m
28.5 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57·0.62=17.1m
17.1 m at 10.7 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 7 broadside guns x 60 / 7 s base reload = 60. All upgrades (top gun): 7 broadside guns x 60 / 6.5 s all-upgrades reload = 64.6.
Initial: 60 → 64.6
HE shells
HE Damage1,900
HE Velocity900 m/s
Fire Chance9%
HE penetration
ƒ30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
30 mm
HE full-salvo alpha
ƒ1,900 HE damage x 7 broadside guns = 13,300.
13,300
HE DPM
ƒZero upgrades: 13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000. All upgrades (top gun): 13,300 HE full-salvo alpha x 60 / 6.5 s all-upgrades reload = 122,769.
Initial: 114,000 → 122,769
Fires/min
ƒZero upgrades: 60 shells/min x 9% fire chance = 5.4. All upgrades (top gun): 64.6 shells/min x 9% fire chance = 5.82.
Initial: 5.4 → 5.82
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed72 kt
Range7.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=20,500·0.333=6,833.
≈ 6,833
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.
7,533
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 km72 kt×2.6855=8.3 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.
8.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.19 per hit, shown as 1.19×100=119%. 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.
119%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.
40,998
AA Defense
AA mount points6
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
40 mm/56 Bofors № 3Initial: 40 mm/60 Bofors M1936 (2×1) → 40 mm/56 Bofors № 3 (2×2)
13.2 mm Hotchkiss wz. 304×2 13mm
Medium aura
Guns40 mm/56 Bofors № 3
Continuous DPS
ƒEffective DPS: 25 raw aura damage × 3.5 × 1 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
Initial: 49 → 88
Range3.5 km
Near aura
Guns13.2 mm Hotchkiss wz. 30
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.95 hit probability = 43 - the same in-game units as the Close-range AA DPS headline.
Initial: 50 → 43
Range1.2 km
Total DPS in Aura
ƒMedium 88 + Near 43 = 131
131
Maneuverability
Engine power54,000 hp
Maximum speed41 kt
Turning circle radius610 m
Rudder shift time3.2 s
Engine power-boost threshold39 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 41 / 4 + 4.9 = 15.2 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.
15.2 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.
18 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).
14.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (36.9 kt of 41 kt), from our in-house acceleration model.
8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (40.6 kt of 41 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.
19 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·41.0·0.5144610=1.98°/s, so ratio=ωturretωhull=101.98=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 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.
10.67 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.85 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.
8.9 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.
6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Choose one
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×3 flak burst boost
ƒRepeats the flak burst pattern ×3 within each wave - more clouds in the air over the wave, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points12,900 → 15,500
  • Rudder shift6.5 → 4.2 s
  • Close-range AA DPS29 → 38
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range9,700 → 10,670 m
ArtilleryUpgrade
  • Base reload7 → 6.5 s

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 Disp95 m at 10.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1067030·80.51000+0.5)·30=95m
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 Disp57 m at 10.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95·0.6=57m
Shell scatter height @ 10 km52.9 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=0.5·10670=5335 m, and radiusOnMax=0.6 at 10670 m. Above the kink: k=0.5+(0.60.5)·100005335106705335=0.5874, so σV=σH·k=90·0.5874=52.9m.
Med Horiz Disp28.5 m at 10.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =95·0.62=28.5m
Med Vert Disp17.1 m at 10.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =57·0.62=17.1m
HE flight time @ 10 km6.54 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·0.3177·0.1228·24=7.49×105. That runs from a 900 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 penetration30 mm
30 mm ≈ 120 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 ~30mm armor instead of ~20mm. 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,300
1,900 HE damage x 7 broadside guns = 13,300.
HE DPMInitial: 114,000 → 122,769
Zero upgrades: 13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000. All upgrades (top gun): 13,300 HE full-salvo alpha x 60 / 6.5 s all-upgrades reload = 122,769.
Shells/minInitial: 60 → 64.6
Zero upgrades: 7 broadside guns x 60 / 7 s base reload = 60. All upgrades (top gun): 7 broadside guns x 60 / 6.5 s all-upgrades reload = 64.6.
Fires/minInitial: 5.4 → 5.82
Zero upgrades: 60 shells/min x 9% fire chance = 5.4. All upgrades (top gun): 64.6 shells/min x 9% fire chance = 5.82.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.3 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 speed72 kt
Travel time to max range38.8 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage700
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 count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage40,998
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.
Per-side salvo damage40,998
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.

AA defense

AA DPS at max range88
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm 56 Bofors N3 2x2 -> 88 DPS @ 3.5 km; 13mm Hotchkiss wz30 4x2 -> 43 DPS @ 1.2 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 range88 DPS @ 3.5 km, 131 DPS @ 1.2 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-blank131
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index360
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 range1.2 km

Armor Beta

Hull HP 12,90015,500 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 125+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 15–16 mm)11,600 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 6–16 mm)1,200 (8% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 mm primary (range 10–16 mm)1,100 (7% 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 HP7,800 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 (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 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

Exteriors

Skins & permanent camouflages

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

  • Grom 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.