World of Warships: Legends ship guide

Huron

Also called: 休伦 Beta
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
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
Strong secondaries (5 km)Wide always-pen zoneLobs over islandsSonarEngine BoostThin end plates
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Community Data

Huron Community Stats

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Playstyle

Overview

Huron is a Tier VII Commonwealth 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. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 120mm guns reload in 3.6 s. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best AP always-pen window in T7 DDs (60°) and best AP guaranteed-ricochet angle in T7 DDs (67.5°).

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: 10.9 km of reach against 6.9 km of detection leaves about 4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

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. With no smoke to break the trade you cannot choose when it ends, and 17,700 HP is the whole budget.

Signature Traits

Engine Boost

+15% speed (about +5.5 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
  • Gun-boat DD
  • High-arc howitzer
Quick acceleration

~10.5 s to 90% of top speed, top decile of T7 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Thin end plates

16 mm bow and stern plating, both in the bottom bracket of T7 DDs. AP above 96 mm of caliber cannot arm on 16 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 234 mm AP and up overmatches it at any angle.

Acquisition

How to get Huron

Huron 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.

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Commanders frequently paired with this ship Hector Waller

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Cohort position

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Where Huron sits among Tier VII DDs (39 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 ricochet start60° (1 of 6 tied) BestAP auto-bounce angle67.5° (1 of 6 tied) BestSecondary range5 km (1 of 2 tied) Top 10%Acceleration10.5 s (3/40) Top 25%Smoke fire bloom2.47 km (9/40) Top 25%HE DPM176,000 (8/34) Top 25%AP DPM250,000 (5/31) Top 25%AP arming threshold20 mm (7/31) Top 25%Displacement2,745 t (11/40) Top 25%Effective HE DPM (incl. fire)227,925 (8/34) Top 25%AA range5 km (11/40) Bottom 25%Main battery caliber120 mm (30/35) Bottom 25%AP velocity808 m/s (27/31) Bottom 25%HE velocity808 m/s (31/34) Bottom 25%Engine power44,000 hp (31/40) Bottom 25%Turn-speed retention69.8 hp/m (33/40) Bottom 25%Power-to-weight16.03 hp/t (33/40) Bottom 25%Torpedo reaction time8.4 s (28/36) WorstSecondary fire chance6% (1 of 2 tied) WorstSecondary HE pen17 mm (1 of 2 tied) WorstFlak per wave (expected)380 (1 of 2 tied) WorstEnd plates16 mm (38/40 / 1 of 3 tied)
See 30 mid-pack stats

Not standouts for Huron -- 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 points17,700 HP(24/40) Max speed36.5 kt(15/40) Concealment6.93 km(20/40) Air detection3.47 km(20/40) Rudder shift3.8 s(17/40) Turning circle630 m(21/40) Traverse-to-turn ratio8.78 ×(15/35) Main battery range10.89 km(22/35) Main battery reload3.6 s(13/35) HE shell damage1,760(25/34) HE fire chance7%(22/34) Fires per minute7(11/34) AP shell damage2,500(14/31) Main dispersion96.7 m(16/35) Secondary DPM (per side)30,000(5/7) Secondary HE alpha1,500(5/7) AP pen at 10 km57 mm(23/32) AA DPS166(21/40) AA threat404(25/40) Torpedo range8.3 km(22/36) Torpedo damage≈16,450(16/36) Torpedo speed62 kt(23/36) Torpedo reload96 s(20/36) Max armor20 mm(25/40) Citadel belt20 mm(25/40) NormSecondary sigma1(5 of 7 tied at this value) NormAP fuse timer0.01 s(23 of 31 tied at this value) NormTurn speed retained81%(38 of 40 tied at this value) NormRepair charges2(7 of 9 tied at this value) NormRepair heal rate1 %/s(5 of 9 tied at this value)
Survivability
Hit Points17,700
Displacement2,745 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.
108.3 x 11.43 m
Armor range10–20 mm
Plate armor thicknesses10, 15, 16, 19, 20 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.
36.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,593 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 (1,770 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.
8,900
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.
5,300
Effective HP
ƒBase 17,700 HP plus everything Repair Party can restore: 1%/s x 10 s = 1,770 HP per charge, x2 charges = 3,540 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
21,240
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/45 CPXIX
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range10.9 km
Turret traverse15 °/s
Turret armor6 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.
±139°, ±142°
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.
41° off bow / 38° off stern
HE fire DPM vs T7 BB46732
Effective HE DPM vs T7 BB205132
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 =(1089030·80.51000+0.5)·30=96.7m
96.7 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.7·0.6=58m
58 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.7·0.62=29m
29 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Initial: 90 → 100
HE shells
HE Damage1,760
HE Velocity808 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,760 HE damage x 6 broadside guns = 10,560.
10,560
HE DPM
ƒZero upgrades: 10,560 HE full-salvo alpha x 60 / 4 s base reload = 158,400. All upgrades (Main Battery Mod. 3 = -10% reload): 10,560 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 176,000.
Initial: 158,400 → 176,000
Fires/min
ƒZero upgrades: 90 shells/min x 7% fire chance = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 7% fire chance = 7.
Initial: 6.3 → 7
AP shells
AP Damage2,500
AP Velocity808 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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 =107·2438·22.680.69·0.121.07·8081.38=208.9mm. Matches the in-game spec card.
208.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 294.3 m/s: P=107·2438·22.680.69·0.121.07·294.31.38=51.8mm.
51.8 mm at 10.9 km
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
AP DPM
ƒZero upgrades: 15,000 AP full-salvo alpha x 60 / 4 s base reload = 225,000. All upgrades (Main Battery Mod. 3 = -10% reload): 15,000 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 250,000.
Initial: 225,000 → 250,000
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.
8
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time96 s
Projectile speed62 kt
Range8.3 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=49,350·0.333=16,450.
≈ 16,450
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.
17,550
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km62 kt×2.6855=8.4 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.
8.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,450 = 65,800.
65,800
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm/39 QF Mark VII1×4 40mm
20 mm Oerlikon Mk V6×2 20mm
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 18 from dual-purpose secondaries firing as AA in this range band.
18
Range5 km
Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.
35
Range2.5 km
Total DPS in Aura
ƒFar 18 + Medium 35 = 53
53
Near aura
Guns20 mm Oerlikon Mk V
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.
113
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 35 + Near 113 = 166
166
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEvery 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.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts1
Firing range5.0 km
Shell Grouping (σ)1
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
1×2 102mm
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power44,000 hp
Maximum speed36.5 kt
Turning circle radius630 m
Rudder shift time3.8 s
Engine power-boost threshold29.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14 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.
14 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.
16.1 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).
5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
10.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
23.9 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·36.5·0.5144630=1.71°/s, so ratio=ωturretωhull=151.71=8.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.8× ok
Concealment
Detectability by sea6.93 km
Detectability by air3.47 km
Smoke firing penalty2.47 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.
10.89 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.
5.87 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.
8.93 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.
6.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 10 s active · 1,770 HP (10% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (10 s) = up to 10% of max HP restored per charge.
· 3,540 HP (20% of max HP) total heal (all charges)
ƒ10% per charge x 2 charges = up to 20% of max HP if the whole Repair Party loadout is used.
· 177 HP/s (1% of max HP) heal per second
ƒ1% of max HP (17,700 HP) per second = 177 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost3 charges · 120 s reload · 120 s active · +15% speed bonus
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km

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 Disp96.7 m at 10.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1089030·80.51000+0.5)·30=96.7m
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 m at 10.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.7·0.6=58m
Shell scatter height @ 10 km52.5 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=0.5·10890=5445 m, and radiusOnMax=0.6 at 10890 m. Above the kink: k=0.5+(0.60.5)·100005445108905445=0.5837, so σV=σH·k=90·0.5837=52.5m.
Med Horiz Disp29 m at 10.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =96.7·0.62=29m
Med Vert Disp17.4 m at 10.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =58·0.62=17.4m
AP Pen Close208.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2438·22.680.69·0.121.07·8081.38=208.9mm. Matches the in-game spec card.
AP Pen Far51.8 mm at 10.9 km
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 294.3 m/s: P=107·2438·22.680.69·0.121.07·294.31.38=51.8mm.
AP pen 5 km105 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 km57 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.
HE flight time @ 10 km7.69 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·0.33·0.1228·22.68=8.23×105. That runs from a 808 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km7.69 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·0.33·0.1228·22.68=8.23×105. That runs from a 808 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 penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha10,560
1,760 HE damage x 6 broadside guns = 10,560.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
HE DPMInitial: 158,400 → 176,000
Zero upgrades: 10,560 HE full-salvo alpha x 60 / 4 s base reload = 158,400. All upgrades (Main Battery Mod. 3 = -10% reload): 10,560 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 176,000.
AP DPMInitial: 225,000 → 250,000
Zero upgrades: 15,000 AP full-salvo alpha x 60 / 4 s base reload = 225,000. All upgrades (Main Battery Mod. 3 = -10% reload): 15,000 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 250,000.
Shells/minInitial: 90 → 100
Zero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.6 s all-upgrades reload = 100.
Fires/minInitial: 6.3 → 7
Zero upgrades: 90 shells/min x 7% fire chance = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 7% fire chance = 7.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.4 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 speed62 kt
Travel time to max range49.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage65,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 16,450 = 65,800.
Per-side salvo damage65,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,450 = 65,800.

AA defense

AA DPS at max range18
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 1x4 -> 35 DPS @ 2.5 km; 20mm Oerlikon MK V 6x2 -> 113 DPS @ 2 km; 4in45 QF Mk XIX 1x2 -> 18 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range18 DPS @ 5 km, 53 DPS @ 2.5 km, 166 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-blank166
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index404
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)30,000
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: 1×2 102 mm (1/side) × 60/3 × 1500 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.

Armor Beta

Hull HP 17,700, 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 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–19 mm)1,900 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)19 mm13,300 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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 15–19 mm)1,000 (6% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 10–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP8,900 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.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,300 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

Exteriors

Skins & permanent camouflages

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

  • Huron 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.