Hermes W
Also called: 竞技神冬季 · Зимний Hermes · Hermes hivernal · Hermes Winter Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
- Launch from positions where the recall path stays inside your team's AA umbrella
- Avoid: Trading a full squadron for one high-value kill
On this page
Hermes W Community Stats
Log in to GamingDiver and upload your data to see Community Data for Hermes W: community win rate, damage, survival, spotting, and your own comparison.
Hermes W Community Stats
Record History
Playstyle
Overview
Hermes W is the Tier III British carrier whose HE dive bombers hit hard for up to 3,500 per drop, so impact comes from picking targets and landing bomb runs rather than volume saturation. Her planes are tough enough to push strikes through contested AA.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 11 km and run at 25 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. With 9.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 270 s at best, and your most fragile squadron flies at 1,900 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.
Signature Traits
1900 HP per plane (weakest squadron), best of T3 CVs. Strikes survive AA pushes that thin peers' squadrons.
76 mm on her single heaviest plate, best of T3 CVs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.
- Heavy secondary DPM · 105750 secondary
- Punch-through secondaries · 23 mm
- Heavy powerplant · 40000 hp
- Holds speed in turns · 53.3 hp
270 s to restore one plane, worst of T3 CVs. Reserves refill slower between sorties.
9.6 s rudder shift, worst of T3 CVs. Hard to dodge incoming AP; lean on island cover.
How to get Hermes W
Hermes W is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Hermes W sits among Tier III CVs (5 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.
See 20 mid-pack stats
Not standouts for Hermes W -- 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.
Peers in this cohort
Compare Tier III Aircraft CarriersShow all 5 peers
Stats & specs
Customize in the Build Tool →ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.ƒ
Effective 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 10 from dual-purpose secondaries firing as AA in this range band.ƒ
Each ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 130 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 1 more gun family
ƒ
top speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (24.8 kt of 25 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.ƒ
Air detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.
AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 4in 45 MK V 3x1 -> 11 DPS @ 3.5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 m.Secondary battery firepower
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 + 6×1 140 mm (3/side) × 60/5 × 2000 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 140 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 140 mm family.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: 23 mm from the 140 mm family.Armor Beta
Hull HP 33,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–76 mm) | ≈ 1,660 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)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) | 13 mm primary (range 10–16 mm) | ≈ 24,900 (~75% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–76 mm) | ≈ 1,660 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 76 mm primary (range 13–76 mm) | 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. |
| Superstructure | 10 mm primary (range 10–76 mm) | no cap | 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). |
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.
Ship Charts
Balance History
Balance updates affecting Hermes W. Cards are condensed; use each source link for full context.
Ministry of Balance: Breaking the Ice
- Hermes is the hidden king of Tier III carriers in terms of performance, as a result we are slightly nerfing her main source of damage, torpedoes.
- Torpedo maximum damage reduced from 5,833 to 5,367.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 170 to 270 s.
- Dive bomber restoration time increased from 170 to 270 s.
Ministry of Balance: Carriers 2.0 – First Wave
- Number of attacking aircraft per strike increased from 1 to 2.
- Maximum HP per aircraft reduced from 2,100 to 1,900 (squadron HP reduced from 8,400 to 7,600).
- Base speed increased from 98 to 108 knots.
- Maximum flight range set to 26 kilometers.
- Maximum hangar aircraft increased from 9 to 12.
- Starting hangar aircraft reduced from 9 to 8.
- Aircraft restoration time increased from 80 to 170 seconds.
- Aircraft restored increased from 1 to 4.
- Torpedo Bombers:
- Maximum HP per aircraft reduced from 2,200 to 2,000 (squadron HP reduced from 8,800 to 8,000).
- +3 more official change lines in the source post.
Ministry of Balance Reports: Carrier Changes
- Since her introduction, Hermes has been lagging behind her peers in total damage dealt, which also affects the ship’s win rate and battle impact. Hermes dishes out damage equally with both weapons normally, so they have been buffed:
- HE bomb damage increased from 3,200 to 3,400.
- Torpedo damage increased from 5,633 to 5,833.
- Torpedo speed increased from 40 to 42 knots.
- Torpedo range increased from 2.4 to 3.0 km.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 10.9 to 11 km; air detectability range changed from 7.6 to 7.7 km.
- Dive bomber HP changed from 2,000 to 2,100; torpedo bomber HP changed from 2,100 to 2,200.
March update: All That is Gold Does Not Glitter
- Maximum bomb damage increased from 2,400 to 3,200.
- Maximum torpedo damage increased from 5,200 to 5,633.
- Speed for torpedo bombers increased by 5 kts.
- Torpedo arming time reduced from 3.5 to 3 s.
- Torpedo speed increased from 35 to 40 kts.
- Torpedo spotting range increased by about 15%.
Skins & permanent camouflages
Every custom exterior Hermes W can equip, from in-game data.
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.
