World of Warships: Legends ship guide

König

Also called: 国王 Beta
Turtleback brawlerTurtleback armor shrugs close-range AP; brawl in with secondaries firing.
Playstyle
  • Push to within secondary range (~4.5 km) so the auto-fire battery starts contributing
  • Avoid: Sniping from the back line
Key characteristics
15 km gun rangeImproved HE penTurtleback armorPunch-through secondariesFlat AP shellsSluggish rudder
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Community Data

König Community Stats

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Playstyle

Overview

König is a Tier IV German turtleback brawler: her angled deck armor roofs the citadel and deflects low-angle fire up and away, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 4.5 km that punish anyone who closes. 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 punch-through secondaries in T4 BBs (38 mm) and top-decile AP shell velocity in T4 BBs (850).

Positioning

Push to within secondary range (~4.5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge. With 15.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Sniping from the back line

The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does. Your own secondaries reach 4.5 km, which is the distance the whole kit is built around; outside it you are a worse version of a standard battleship.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

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 6/24 T4 BBs.

Punch-through secondaries

38 mm best HE pen across secondary families, best of T4 BBs. Pens hull plates peers' secondaries shatter on.

ELITE MAIN BATTERY
  • Flat AP shells · 850 m
  • Long gun range · 15.3 km
  • Fast AP shells · 5.05 s
Sluggish rudder

15.6 s rudder shift, worst of T4 BBs. Hard to dodge incoming AP; lean on island cover.

Thin deck

13 mm armor deck, bottom quartile of T4 BBs. Plunging fire and HE eat through.

Acquisition

How to get König

König is available in the Brawler Battleships branch of the Germany Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

König sits in the Brawler Battleships 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 BismarckAL Prinz HeinrichAL Scharnhorst

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 König sits among Tier IV BBs (23 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.

BestSecondary HE pen38 mm (1 of 4 tied) Top 10%Main battery range15.33 km (3/24) Top 10%AP velocity850 m/s (3/24) Top 25%Turning circle620 m (7/24) Top 25%Main battery reload26 s (4/24) Top 25%HE velocity850 m/s (5/24) Top 25%Acceleration34.1 s (5/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Secondary range4.5 km (7/24) Top 25%Max armor356 mm (4/24) Top 25%Citadel belt270 mm (6/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%HE DPM80,769 (21/24) Bottom 25%AP shell damage8,100 (21/24) Bottom 25%Effective HE DPM (incl. fire)119,191 (21/24) Bottom 10%Traverse-to-turn ratio2.63 × (23/24) Bottom 10%Main dispersion216.2 m (23/24) WorstRudder shift15.6 s (24/24) WorstHE fire chance23% (1 of 4 tied) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort) WorstDeck armor13 mm (1 of 3 tied)
See 26 mid-pack stats

Not standouts for König -- 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 points47,100 HP(15/24) Max speed24 kt(13/24) Concealment13.38 km(15/24) Smoke fire bloom10.22 km(8/24) Air detection10.7 km(15/24) Sigma1.8(11/24) Fires per minute5.31(13/24) AP DPM186,923(9/24) Secondary DPM (per side)133,215(15/24) Secondary HE alpha1,800(15/23) Secondary fire chance10%(7/23) Engine power63,000 hp(11/24) Turn-speed retention101.6 hp/m(10/24) Displacement30,872 t(10/24) Power-to-weight2.04 hp/t(12/24) AP pen at 10 km309 mm(17/24) AA DPS158(12/23) AA range4.5 km(7/23) AA threat545(9/23) Flak per wave (expected)180(12/16) Repair charges3(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 40,700 → 47,100
Displacement30,872 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.
175.4 x 29.5 m (published figure)
Armor range13–356 mm
Plate armor thicknesses13, 19, 20, 25, 30, 50, 60, 80, 100, 120, 135, 140, 150, 170, 175, 180, 200, 265, 270, 350, 356 mm
Armor material/layer entries77
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: 13.3% → 16.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (8,478 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (9,420 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
22%
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.
23,600
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.
14,100
Effective HP
ƒBase 47,100 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,594 HP per charge, x3 charges = 19,782 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.
66,882
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm L/50 Drh LC/1911
Mounts / barrels5 mounts / 10 barrels
Reload time26 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse3 °/s
Turret armor356 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.
±146°, ±143°, ±148°, ±149°, ±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.
37° off bow / 36° off stern
AP pen max range233 mm
HE fire DPM vs T4 BB36736
Effective HE DPM vs T4 BB115197
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15329.630·122.21000+2.2)·30=216.2m
216.2 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =216.2·0.6=129.7m
129.7 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =216.2·0.61.8=72.1m
72.1 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =129.7·0.61.8=43.2m
43.2 m at 15.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 26 s base reload = 23.1.
23.1
HE shells
HE Damage3,400 → 3,500
HE Velocity850 m/s
Fire Chance22% → 23%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒZero upgrades: 3,400 HE damage x 10 broadside guns = 34,000. All upgrades (top hull shells): 3,500 HE damage x 10 broadside guns = 35,000.
Initial: 34,000 → 35,000
HE DPM
ƒZero upgrades: 34,000 HE full-salvo alpha x 60 / 26 s base reload = 78,462. All upgrades (top hull shells): 35,000 HE full-salvo alpha x 60 / 26 s all-upgrades reload = 80,769.
Initial: 78,462 → 80,769
Fires/min
ƒ23.1 shells/min x 23% fire chance = 5.31.
5.31
AP shells
AP Damage8,000 → 8,100
AP Velocity855 m/s → 850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2289·4150.69·0.3051.07·8501.38=576.1mm. Matches the in-game spec card.
576.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 442.6 m/s: P=107·2289·4150.69·0.3051.07·442.61.38=234.1mm.
234.1 mm at 15.3 km
AP full-salvo alpha
ƒZero upgrades: 8,000 AP damage x 10 broadside guns = 80,000. All upgrades (top hull shells): 8,100 AP damage x 10 broadside guns = 81,000.
Initial: 80,000 → 81,000
AP DPM
ƒZero upgrades: 80,000 AP full-salvo alpha x 60 / 26 s base reload = 184,615. All upgrades (top hull shells): 81,000 AP full-salvo alpha x 60 / 26 s all-upgrades reload = 186,923.
Initial: 184,615 → 186,923
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.
50
AA Defense
AA mount pointsInitial: 0 → 16
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.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 386×1 20mm
20 mm Flakvierling 382×4 20mm
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.
6×1 88mm
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 76 from dual-purpose secondaries firing as AA in this range band.
76
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.75 hit probability = 26 - the same in-game units as the Close-range AA DPS headline.
26
Range3.5 km
Total DPS in Aura
ƒFar 76 + Medium 26 = 102
102
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 0.7 hit probability = 56 - the same in-game units as the Close-range AA DPS headline.
56
Range2 km
Total DPS in Aura
ƒFar 76 + Medium 26 + Near 56 = 158
158
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 180 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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.
75%
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts20 → 18
Firing range4.5 km
Shell Grouping (σ)1
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
150 mm L/45 MPL C/06 (×14)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Show 1 more gun family
88 mm L/45 MPL C/13 (×6) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Maneuverability
Engine power63,000 hp
Maximum speed24 kt
Turning circle radius620 m
Rudder shift time15.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 24 / 4 + 4.9 = 10.9 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.
10.9 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.
41 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).
7.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.6 kt of 24 kt), from our in-house acceleration model.
34.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (23.8 kt of 24 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.
55 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·24.0·0.5144620=1.14°/s, so ratio=ωturretωhull=31.14=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea13.38 km
Detectability by air10.7 km
Smoke firing penalty10.22 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.
15.33 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
16.8 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.
15.38 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.
13.7 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,594 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 19,782 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 236 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (47,100 HP) per second = 236 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points40,700 → 47,100
  • Rudder shift27.2 → 20.3 s
  • AA mounts0 → 16
  • Close-range AA DPS0 → 33
  • Maximum AA range0 → 3.5 km
Fire controlUpgrade
  • Main battery range13,936 → 15329.6 m
EngineUpgrade
  • Time to 90% speed36.9 → 34.1 s

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Max Horiz Disp216.2 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15329.630·122.21000+2.2)·30=216.2m
Shell scatter width @ 5 km115 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 km164 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.
Shell scatter width @ 15 km213 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp129.7 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =216.2·0.6=129.7m
Shell scatter height @ 10 km87 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=0.5·15329.6=7665 m, and radiusOnMax=0.6 at 15329.6 m. Above the kink: k=0.5+(0.60.5)·10000766515329.67665=0.5305, so σV=σH·k=164·0.5305=87m.
Med Horiz Disp72.1 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =216.2·0.61.8=72.1m
Med Vert Disp43.2 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =129.7·0.61.8=43.2m
AP Pen Close576.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2289·4150.69·0.3051.07·8501.38=576.1mm. Matches the in-game spec card.
AP Pen Far234.1 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 442.6 m/s: P=107·2289·4150.69·0.3051.07·442.61.38=234.1mm.
AP pen 5 km419 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 km309 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 pen 15 km236 mm
AP penetration at a fixed 15 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 km5.37 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·0.4195·0.30528·405=3.78×105. That runs from a 855 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 km5.38 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·0.414·0.30528·406=3.73×105. That runs from a 850 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 penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alphaInitial: 34,000 → 35,000
Zero upgrades: 3,400 HE damage x 10 broadside guns = 34,000. All upgrades (top hull shells): 3,500 HE damage x 10 broadside guns = 35,000.
AP full-salvo alphaInitial: 80,000 → 81,000
Zero upgrades: 8,000 AP damage x 10 broadside guns = 80,000. All upgrades (top hull shells): 8,100 AP damage x 10 broadside guns = 81,000.
HE DPMInitial: 78,462 → 80,769
Zero upgrades: 34,000 HE full-salvo alpha x 60 / 26 s base reload = 78,462. All upgrades (top hull shells): 35,000 HE full-salvo alpha x 60 / 26 s all-upgrades reload = 80,769.
AP DPMInitial: 184,615 → 186,923
Zero upgrades: 80,000 AP full-salvo alpha x 60 / 26 s base reload = 184,615. All upgrades (top hull shells): 81,000 AP full-salvo alpha x 60 / 26 s all-upgrades reload = 186,923.
Shells/min23.1
10 broadside guns x 60 / 26 s base reload = 23.1.
Fires/min5.31
23.1 shells/min x 23% fire chance = 5.31.

AA defense

AA DPS at max range76
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 8x2 -> 26 DPS @ 3.5 km; 20mm Flak 38 6x1 -> 42 DPS @ 2 km; 20mm Flack 38 quad 2x4 -> 14 DPS @ 2 km; 105 mm SKC 33 4x2 -> 76 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
AA DPS layered by range76 DPS @ 4.5 km, 102 DPS @ 3.5 km, 158 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-blank158
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index545
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)133,215
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: 14×1 150 mm (7/side) × 60/8.57 × 1800 = 88,215 + 6×1 88 mm (3/side) × 60/4 × 1000 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 40,70047,100 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 & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–200 mm)3,000 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)170 mm primary (range 30–356 mm)35,300 (75% of HP)
No common AP caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–200 mm)≈ 2,355 (~5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 25–270 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–350 mm)1,500 (3% 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 HP23,600 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 (150 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP14,100 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 König. Cards are condensed; use each source link for full context.

Nerf ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Removed small gaps between main guns and their barbettes. This doesn't affect the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • König 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.