World of Warships: Legends ship guide

Karlsruhe

Also called: 卡尔斯鲁厄 Beta
AP citadel cruiserAn AP citadel threat with Sonar for safe vision around cover and torpedoes.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Improved HE penHigh AP DPMLobs over islandsSonarSlowWeak AA
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Community Data

Karlsruhe Community Stats

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Playstyle

Overview

Karlsruhe is a Tier III German light cruiser whose 150mm guns earn citadels on broadsides (170,769 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best Sonar ship range in T3 CAs (5 km) and best Sonar torpedo range in T3 CAs (3.5 km).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5 km on ships, 3.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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

Pushing in blind because the kit says brawler

5-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

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, unique in T3 CAs.

LOBBING BATTERY
  • AP DPM machine · 170769 AP
  • High-arc HE shells · 26.86°
ELITE SONAR
  • Long-range sonar · 5 km
  • Wide torpedo · 3.5 km
  • Long-duration sonar · 110 s
Thick deck armor

90 mm armor deck, best of T3 CAs. Eats plunging fire and HE that peers don't.

Slow AP shells

835 m/s AP muzzle velocity, bottom decile of T3 CAs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Karlsruhe

Karlsruhe is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Karlsruhe sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Karlsruhe sits among Tier III CAs (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.

BestAP DPM170,769 (1/12) BestDeck armor90 mm (1/12) Top 25%Main dispersion120.1 m (4/12) Top 25%Max armor100 mm (3/12) Bottom 25%Stealth profile10.52 km / 6.31 km (10/12 / 10/12) Bottom 25%Smoke fire bloom4.72 km (11/12) Bottom 25%HE shell damage1,800 (10/11) Bottom 25%Engine power45,000 hp (10/12) Bottom 25%Turn-speed retention76.3 hp/m (10/12) WorstMax speed27.5 kt (12/12) WorstSecondary HE alpha1,000 (4/4) WorstSecondary fire chance4% (4/4) WorstSecondary HE pen15 mm (4/4) WorstAP velocity835 m/s (12/12) WorstHE velocity835 m/s (11/11) WorstPower-to-weight6.01 hp/t (12/12) WorstAA DPS6 (12/12) WorstAA threat18 (12/12) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied)
See 30 mid-pack stats

Not standouts for Karlsruhe -- 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 points22,700 HP(9/12) Rudder shift6.9 s(7/12) Turning circle590 m(7/12) Traverse-to-turn ratio5.1 ×(8/12) Main battery caliber150 mm(7/12) Main battery range12.63 km(9/12) Main battery reload6.5 s(5/12) HE fire chance10%(7/11) Fires per minute4.62(6/11) HE DPM83,077(9/11) Secondary DPM (per side)15,000(3/4) Acceleration24.3 s(7/12) AP arming threshold25 mm(9/12) Displacement7,486 t(5/12) AP pen at 10 km60 mm(9/12) Effective HE DPM (incl. fire)113,389(9/11) Secondary range3.5 km(3/4) AA range3 km(9/12) Flak per wave (expected)198(5/7) Torpedo range6 km(7/11) Torpedo damage≈10,200(7/11) Torpedo speed57 kt(7/11) Torpedo reaction time9.1 s(9/11) Torpedo reload53 s(5/11) Citadel belt60 mm(8/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 19,700 → 22,700
Displacement7,486 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.
152.8 x 15.5 m (measured from the ship model)
Armor range10–100 mm
Plate armor thicknesses10, 15, 20, 30, 40, 60, 90, 100 mm
Armor material/layer entries38
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: 6.7% → 10%
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 (2,043 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 (2,270 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.
11,400
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.
6,800
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 150 mm L/45 MPL C/16
Mounts / barrels8 mounts / 8 barrels
Reload time6.5 s
Firing range (base)11.5 km
Firing range (top fire control)12.6 km
Turret traverse7 °/s
Turret armor50 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±143°, 150° port-only, 150° starboard-only, 163° starboard-only, 163° port-only, 2x 211° arc
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.
all guns bear at the bow
HE fire DPM vs T3 BB30282
Effective HE DPM vs T3 BB113358
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 =(12626.930·81.11000+1.1)·30=120.1m
120.1 m at 12.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.1·0.6=72.1m
72.1 m at 12.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =120.1·0.62=36m
36 m at 12.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =72.1·0.62=21.6m
21.6 m at 12.6 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒ5 broadside guns x 60 / 6.5 s base reload = 46.2.
46.2
HE shells
HE Damage1,800
HE Velocity835 m/s
Fire Chance10%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 6.5 s base reload = 83,077.
83,077
Fires/min
ƒ46.2 shells/min x 10% fire chance = 4.62.
4.62
AP shells
AP Damage3,700
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1925·45.30.69·0.151.07·8351.38=219.1mm. Matches the in-game spec card.
219.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 277.8 m/s: P=107·1925·45.30.69·0.151.07·277.81.38=48mm.
48 mm at 12.6 km
AP full-salvo alpha
ƒ3,700 AP damage x 5 broadside guns = 18,500.
18,500
AP DPM
ƒ18,500 AP full-salvo alpha x 60 / 6.5 s base reload = 170,769.
170,769
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.
10
Torpedoes
ModuleTorpedoes: 8 tubes
Launchers / tubes4 launchers × 2 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 42 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 53×0.85=45 s.
53 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 57 kt); the stock torpedo module runs 58 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
57 kt
Range6 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 detectability1.4 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 km57 kt×2.6855=9.1 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.
9.1 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
Launch arcs148° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,200 = 40,800.
40,800
AA Defense
AA mount points0
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×1 88mm
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
3 km
Far aura
Guns88 mm L/45 MPL C/13 (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 6 from dual-purpose secondaries firing as AA in this range band.
6
Range3 km
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 × 110 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.
110
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
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 3 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.
2.5-3 km
S
Secondary Battery
Mounts2 → 3
Firing range3.5 km
Shell Grouping (σ)1
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
2×1 88mm
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power45,000 hp
Maximum speed27.5 kt
Turning circle radius590 m
Rudder shift time6.9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 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.
11.8 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.
24.8 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).
8.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.8 kt of 27.5 kt), from our in-house acceleration model.
24.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
39.5 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·27.5·0.5144590=1.37°/s, so ratio=ωturretωhull=71.37=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea10.52 km
Detectability by air6.31 km
Smoke firing penalty4.72 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.
12.63 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.31 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.
12.52 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.
9.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar Hull B only2 charges · 180 s reload · 110 s active · 4.98 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 166×301000=4.98 km
· 3.48 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
Module options (3)

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

HullUpgrade
  • Hit points19,700 → 22,700
  • Rudder shift12.5 → 8.9 s
Fire controlUpgrade
  • Main battery range11,479 → 12626.9 m
TorpedoesTrade-off
  • Range4.02 → 6 km
  • Reload42 → 53 s
  • Alpha damage28,900 → 30,600
  • Display damage9,633 → 10,200
  • Speed58 → 57 kt

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 Disp120.1 m at 12.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(12626.930·81.11000+1.1)·30=120.1m
Shell scatter width @ 5 km67.5 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 km102 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 Disp72.1 m at 12.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.1·0.6=72.1m
Shell scatter height @ 10 km57 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=0.5·12626.9=6313 m, and radiusOnMax=0.6 at 12626.9 m. Above the kink: k=0.5+(0.60.5)·10000631312626.96313=0.5584, so σV=σH·k=102·0.5584=57m.
Med Horiz Disp36 m at 12.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =120.1·0.62=36m
Med Vert Disp21.6 m at 12.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =72.1·0.62=21.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close219.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1925·45.30.69·0.151.07·8351.38=219.1mm. Matches the in-game spec card.
AP Pen Far48 mm at 12.6 km
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 277.8 m/s: P=107·1925·45.30.69·0.151.07·277.81.38=48mm.
AP pen 5 km111 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 km60 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.36 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·0.4145·0.1528·45.3=8.08×105. That runs from a 835 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km7.29 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·0.4074·0.1528·45.3=7.95×105. That runs from a 835 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 penetration38 mm
38 mm ≈ 150 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) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha9,000
1,800 HE damage x 5 broadside guns = 9,000.
AP full-salvo alpha18,500
3,700 AP damage x 5 broadside guns = 18,500.
HE DPM83,077
9,000 HE full-salvo alpha x 60 / 6.5 s base reload = 83,077.
AP DPM170,769
18,500 AP full-salvo alpha x 60 / 6.5 s base reload = 170,769.
Shells/min46.2
5 broadside guns x 60 / 6.5 s base reload = 46.2.
Fires/min4.62
46.2 shells/min x 10% fire chance = 4.62.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time9.1 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 speed57 kt
Travel time to max range39.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
4 launchers x 2 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage81,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 10,200 = 81,600.
Per-side salvo damage40,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,200 = 40,800.

AA defense

AA DPS at max range6
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 88mm45 SK L45 3x1 -> 6 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
AA DPS layered by range6 DPS @ 3 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-blank6
Sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index18
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

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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)15,000
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: 2×1 88 mm (1/side) × 60/4 × 1000 = 15,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor Beta

Hull HP 19,70022,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 95+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–60 mm)1,000 (4% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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)10 mm primary (range 10–40 mm)17,000 (75% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–60 mm)400 (2% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 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 10–100 mm)1,100 (5% 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 HP11,400 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 (88 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.
Rudder (module)separate HP pool, does not drain ship HP6,800 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 Karlsruhe. Cards are condensed; use each source link for full context.

Buff ×2
2026-07-30

Anniversary Update: Tides of Adventure

  • Increased earnings: Karlsruhe, Kuma, Phoenix, Svietlana, Nürnberg, New Orleans, Myōkō, Hipper, Ibuki, Ibuki B, Sejong, Brindisi, Roon, Buffalo, Alaska, Alaska B, Worcester, Yoshino, Småland, Yūgumo, Z-46, A. M. Sumner, Tennessee, Iowa, AL Sov. Rossiya, Iwami, Iwami B, Pommern, Pommern B, Karl XIV Johan, Hizen, Niord, Alsace, Delaware, F. der Große, Izumo, Lepanto, Maine, Minnesota, Prinz Rupprecht, Sov. Soyuz, Temeraire.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Karlsruhe 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.