Monaghan
Also called: 莫纳汉 Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 9.2 km reach at 55 kt means the wall arrives before targets can react
- Avoid: Holding 9.2-km torpedoes for a perfect shot
On this page
Monaghan Community Stats
Log in to GamingDiver and upload your data to see Community Data for Monaghan: community win rate, damage, survival, spotting, and your own comparison.
Monaghan Community Stats
Record History
Playstyle
Overview
Monaghan is a Tier V American torpedo destroyer. The kit is torpedo spam rather than gun trades: put fish into lanes the enemy has to cross and let the guns fill the gaps between reloads. Smoke plus 9.2 km of reach on a 122 s reload lets her launch from a position the target cannot see. Standout traits: best turret traverse rate in T5 DDs (15) and best AA reach in T5 DDs (5 km).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 9.2 km reach at 55 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. Once the rudder is over she turns tightly for her cohort (560 m), so a committed turn costs less water than most of what she is fighting.
Potato Avoidance
Holding 9.2-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.
Signature Traits
+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.
15°/s turret traverse, best of T5 DDs. Tracks fast-rotating targets peers can't keep up with.
5 km AA reach, best of T5 DDs.
15533 damage per torpedo, top decile of T5 DDs.
122 s torpedo reload, worst of T5 DDs. Long wait between drops.
5% fire chance per HE shell, bottom decile of T5 DDs. AP carries more weight.
How to get Monaghan
Monaghan is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Global XP. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Doubloons5,000 Doubloons in the Legends Store (May 2026).
- Global XP500,000 GXP in the Legends Store (May 2026).
Best listed chance for this ship
-
Super V crate
4.166667%
One of the Tier V Premium ships
Event · Super V crate · 1 of 24 ships
-
Santa Level 4
0.272727%
Tier V Premium ship
Archived · Santa Level 4 · 1 of 22 ships
-
Santa Level 3
0.261364%
Tier V Premium ship
Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
Show 2 paths
- Santa Level 30.220455%
- Santa Level 3 → Santa Level 40.040909%
Show all 18 containers (15 more)
-
Spectral Vault 4.0
0.26087%
Tier V Premium ship
Archived · Spectral Vault 4.0 · 1 of 23 ships
-
Fall Big Crate
0.25%
Tier IV or V Premium ship
Common · Fall Big Crate · 1 of 2 ships
-
Super Santa '22
0.25%
Tier IV or V Premium ship
Archived · Super Santa '22 · 1 of 28 ships
-
Super Santa '23
0.242273%
Tier V Premium ship
Archived · Super Santa '23 · 1 of 22 ships
-
Spectral Vault 3.0
0.239565%
Tier V Premium ship
Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
Show 2 paths
- Spectral Vault 3.00.21087%
- Spectral Vault 3.0 → Spectral Vault 4.00.028696%
-
Mystic Lantern
0.2%
Tier V Premium ship
Event · Mystic Lantern · 1 of 25 ships
-
Mega Santa '23
0.143955%
Tier V Premium ship
Archived · Mega Santa '23 · 1 of 22 ships
-
Santa Level 2
0.116477%
Tier V Premium ship
Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
Show 4 paths
- Santa Level 20.063636%
- Santa Level 2 → Santa Level 30.033068%
- Santa Level 2 → Santa Level 40.013636%
- Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
-
Spectral Vault 2.0
0.090043%
Tier V Premium ship
Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
Show 4 paths
- Spectral Vault 2.00.06087%
- Spectral Vault 2.0 → Spectral Vault 3.00.021087%
- Spectral Vault 2.0 → Spectral Vault 4.00.005217%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
-
Champion's Box
0.052273%
Tier V Premium ship
Archived · Champion's Box · 2 paths combined · 1 of 22 ships
Show 2 paths
- Champion's Box → Santa Level 30.044091%
- Champion's Box → Santa Level 3 → Santa Level 40.008182%
-
Santa Level 1
0.037494%
Tier V Premium ship
Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
Show 6 paths
- Santa Level 1 → Santa Level 30.011023%
- Santa Level 1 → Santa Level 20.009545%
- Santa Level 10.009%
- Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
- Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
-
Ultimate Crate
0.024227%
Tier V Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
-
Spectral Vault 1.0
0.019108%
Tier V Premium ship
Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
Show 7 paths
- Spectral Vault 1.00.008609%
- Spectral Vault 1.0 → Spectral Vault 2.00.005478%
- Spectral Vault 1.0 → Spectral Vault 3.00.002109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
-
Mystic Box
0.012%
Tier V Premium ship
Event · Mystic Box · 1 of 25 ships
-
Secret Santa '23
0.0009%
Tier V Premium ship
Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Battle of Midway: Themed Missions & Historical Ships 500,000 Global XP 2026-05-29 Tier V default; exact price not in source
- June Update: The Ages Betwixt 5,000 Doubloons 2026-05-28 Tier V default; exact price not in source
- Update: June 2020 5,000 Doubloons 2020-06-18 Tier V default; exact price not in source
Show direct source rows
- Fall Big Crate 0.25% · Tier IV or V Premium ship
- Mega Santa '23 0.143955% · Tier V Premium ship
- Mystic Box 0.012% · Tier V Premium ship
- Mystic Lantern 0.2% · Tier V Premium ship
- Santa Level 1 0.009% · Tier V Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Monaghan sits among Tier V DDs (24 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 25 mid-pack stats
Not standouts for Monaghan -- 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.
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 15 deg/s traverse speed = 12 s.ƒ
4 broadside guns x 60 / 4 s base reload = 60.HE shells
ƒ
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 4 broadside guns = 7,200.ƒ
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.ƒ
60 shells/min x 5% fire chance = 3.AP shells
ƒ
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 279.8 m/s: .ƒ
2,100 AP damage x 4 broadside guns = 8,400.ƒ
8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.ƒ
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.ƒ
Base reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 87 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: s.ƒ
Speed of the top torpedo module (all-upgrades configuration, 55 kt); the stock torpedo module runs 64 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.ƒ
Estimate 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: .ƒ
The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 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.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.79 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 42 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 27 raw aura damage × 3.5 × 0.95 hit probability = 90 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 42 + Near 90 = 132ƒ
Each ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top 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.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Equal 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.ƒ
Air detectability plus the gun-firing bloom (2.54 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 10552 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 279.8 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 792 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 792 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.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 4 barrels bear on the broadside.180 degrees / 15 deg/s traverse speed = 12 s.1,800 HE damage x 4 broadside guns = 7,200.2,100 AP damage x 4 broadside guns = 8,400.7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.4 broadside guns x 60 / 4 s base reload = 60.60 shells/min x 5% fire chance = 3.Torpedoes
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).range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).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.2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 20mm Oerlikon MK4 8x1 -> 90 DPS @ 2 km; Far AA (?) -> 42 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor Beta
Hull HP 13,900, 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.
Overmatched by 92+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | 1,900 (14% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)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. |
| Stern | 16 mm primary (range 15–16 mm) | 1,400 (10% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 6 mm primary (range 6–16 mm) | 800 (6% 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 HP | 7,000 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (20 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 4,200 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Monaghan can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
