World of Warships: Legends ship guide

Phra Ruang

Also called: 帕禳 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
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 AALobs over islandsSmokeEngine BoostDeep-water torpedoesSlow HE shells
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Community Data

Phra Ruang Community Stats

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Playstyle

Overview

Phra Ruang is a Tier II Pan-Asian 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. Her torpedoes run deep and pass under destroyers, so against a peer DD the guns are the only answer she has. Standout traits: best smoke duration in T2 DDs (30 s) and best module-wrecking torpedoes in T2 DDs (900).

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: 8.6 km of reach against 5.5 km of detection leaves about 3.1 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. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.6 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. Once the rudder is over she turns tightly for her cohort (450 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Trading guns in open water against peer DDs These torpedoes ignore the Destroyer class

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. You are visible from 5.5 km with 8,700 HP to spend, so the second ship to join the trade decides it. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/23 T2 DDs.

Engine Boost

+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.

Long smoke deployment

30 s smoke deployment window, best of T2 DDs. Lays a longer rolling smoke trail while moving.

Module-wrecking torpedoes

900 torpedo module damage, best of T2 DDs. Hits knock out engines, rudders, and turrets far more often than a standard torpedo.

ELITE MOBILITY
  • Fast for the class · 36 kt
  • Holds speed in turns · 64.4 hp
  • Heavy powerplant · 29000 hp
Slow HE shells

664 m/s HE muzzle velocity, bottom decile of T2 DDs. Lobby trajectory, harder to land at range.

Acquisition

How to get Phra Ruang

Phra Ruang is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Phra Ruang sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds

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

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Cohort position

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Where Phra Ruang sits among Tier II DDs (22 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.

BestMax speed36 kt (1 of 3 tied) Top 10%Engine power29,000 hp (3/23) Top 10%Turn-speed retention64.4 hp/m (2/23) Top 10%AA threat140 (2/17) Top 25%Turning circle450 m (5/23) Top 25%Main dispersion79.3 m (4/23) Top 25%AA DPS56 (3/17) Top 25%Torpedo damage≈9,100 (6/23) Bottom 25%Main battery range8.58 km (20/23) Bottom 25%AP shell damage1,500 (19/21) Bottom 25%Torpedo speed50 kt (20/23) WorstAP velocity664 m/s (1 of 2 tied) WorstHE velocity664 m/s (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 25 mid-pack stats

Not standouts for Phra Ruang -- 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 points8,700 HP(11/23) Concealment5.5 km(9/23) Smoke fire bloom2 km(13/23) Air detection2.76 km(9/23) Rudder shift2.3 s(9/23) Traverse-to-turn ratio4.24 ×(18/23) Main battery caliber102 mm(10/23) Main battery reload4.7 s(7/23) HE shell damage1,500(9/23) HE fire chance6%(11/23) Fires per minute2.3(8/23) HE DPM57,447(7/23) AP DPM57,447(10/21) Acceleration16.2 s(14/23) AP arming threshold17 mm(10/21) Displacement1,208 t(14/23) Power-to-weight24.01 hp/t(7/23) AA range2.5 km(9/17) Torpedo range7.32 km(10/23) Torpedo reaction time8.2 s(18/23) Torpedo reload40 s(15/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit PointsInitial: 7,900 → 8,700
Displacement1,208 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.
82.6 x 8.31 m
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries22
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: 0% → 3.3%
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 (783 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 (870 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.
4,400
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.
2,600
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 102 mm/40 PIX
Mounts / barrels3 mounts / 3 barrels
Reload timeInitial: 5.5 s → 4.7 s
Firing range (base)7.8 km
Firing range (top fire control)8.6 km
Turret traverseInitial: 8 °/s → 10 °/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.
±150°
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.
29° off bow / 30° off stern
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 =(8576.730·80.51000+0.5)·30=79.3m
79.3 m at 8.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.3·0.6=47.6m
47.6 m at 8.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =79.3·0.62=23.8m
23.8 m at 8.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =47.6·0.62=14.3m
14.3 m at 8.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 5.5 s base reload = 32.7. All upgrades (top gun): 3 broadside guns x 60 / 4.7 s all-upgrades reload = 38.3.
Initial: 32.7 → 38.3
HE shells
HE Damage1,500
HE Velocity664 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
HE DPM
ƒZero upgrades: 4,500 HE full-salvo alpha x 60 / 5.5 s base reload = 49,091. All upgrades (top gun): 4,500 HE full-salvo alpha x 60 / 4.7 s all-upgrades reload = 57,447.
Initial: 49,091 → 57,447
Fires/min
ƒZero upgrades: 32.7 shells/min x 6% fire chance = 1.96. All upgrades (top gun): 38.3 shells/min x 6% fire chance = 2.3.
Initial: 1.96 → 2.3
AP shells
AP Damage1,500
AP Velocity664 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·14.10.69·0.1021.07·6641.38=106.4mm. Matches the in-game spec card.
106.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.6 km), where the shell has slowed to 254.2 m/s: P=107·1900·14.10.69·0.1021.07·254.21.38=28.3mm.
28.3 mm at 8.6 km
AP full-salvo alpha
ƒ1,500 AP damage x 3 broadside guns = 4,500.
4,500
AP DPM
ƒZero upgrades: 4,500 AP full-salvo alpha x 60 / 5.5 s base reload = 49,091. All upgrades (top gun): 4,500 AP full-salvo alpha x 60 / 4.7 s all-upgrades reload = 57,447.
Initial: 49,091 → 57,447
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.
3
Torpedoes
ModuleTorpedoes: 533 mm DR Mk II
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time40 s
Projectile speed50 kt
Range7.32 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=27,300·0.333=9,100.
≈ 9,100
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.
10,000
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km50 kt×2.6855=8.2 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.
8.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.9 per hit, shown as 1.9×100=190%. 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.
190%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
36,400
AA Defense
AA mount pointsInitial: 1 → 3
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.
2.5 km
40 mm/39 QF Mark IIInitial: 1×1 → 3×1 40mm
Medium aura
Guns40 mm/39 QF Mark II
Continuous DPS
ƒEffective DPS: 16 raw aura damage × 3.5 × 1 hit probability = 56 - the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 56
Range2.5 km
Maneuverability
Engine power29,000 hp
Maximum speed36 kt
Turning circle radius450 m
Rudder shift time2.3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 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.
13.9 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.
13.6 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).
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
16.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
27.3 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·36.0·0.5144450=2.36°/s, so ratio=ωturretωhull=82.36=3.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.4× drags
Concealment
Detectability by sea5.5 km
Detectability by air2.76 km
Smoke firing penalty2 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.
8.58 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
4.8 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.
7.5 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.
5.76 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points7,900 → 8,700
  • Rudder shift4.3 → 3 s
  • AA mounts1 → 3
  • Close-range AA DPS3 → 16
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range7,797 → 8576.7 m
ArtilleryUpgrade
  • Base reload5.5 → 4.7 s

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 Disp79.3 m at 8.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(8576.730·80.51000+0.5)·30=79.3m
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.
Max Vert Disp47.6 m at 8.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.3·0.6=47.6m
Med Horiz Disp23.8 m at 8.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =79.3·0.62=23.8m
Med Vert Disp14.3 m at 8.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =47.6·0.62=14.3m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close106.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·14.10.69·0.1021.07·6641.38=106.4mm. Matches the in-game spec card.
AP Pen Far28.3 mm at 8.6 km
Same formula at the ship's max firing range (8.6 km), where the shell has slowed to 254.2 m/s: P=107·1900·14.10.69·0.1021.07·254.21.38=28.3mm.
AP pen 5 km46 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.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha4,500
1,500 HE damage x 3 broadside guns = 4,500.
AP full-salvo alpha4,500
1,500 AP damage x 3 broadside guns = 4,500.
HE DPMInitial: 49,091 → 57,447
Zero upgrades: 4,500 HE full-salvo alpha x 60 / 5.5 s base reload = 49,091. All upgrades (top gun): 4,500 HE full-salvo alpha x 60 / 4.7 s all-upgrades reload = 57,447.
AP DPMInitial: 49,091 → 57,447
Zero upgrades: 4,500 AP full-salvo alpha x 60 / 5.5 s base reload = 49,091. All upgrades (top gun): 4,500 AP full-salvo alpha x 60 / 4.7 s all-upgrades reload = 57,447.
Shells/minInitial: 32.7 → 38.3
Zero upgrades: 3 broadside guns x 60 / 5.5 s base reload = 32.7. All upgrades (top gun): 3 broadside guns x 60 / 4.7 s all-upgrades reload = 38.3.
Fires/minInitial: 1.96 → 2.3
Zero upgrades: 32.7 shells/min x 6% fire chance = 1.96. All upgrades (top gun): 38.3 shells/min x 6% fire chance = 2.3.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.2 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 speed50 kt
Travel time to max range54.5 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
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
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage36,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
Per-side salvo damage36,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.

AA defense

AA DPS at max range56
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 3x1 -> 56 DPS @ 2.5 km.
Maximum AA range2.5 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 range56 DPS @ 2.5 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-blank56
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index140
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 7,9008,700 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 & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,300 (15% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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.
Stern6 mm1,100 (13% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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.
Superstructure6 mm200 (2% 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 HP4,400 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.
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 HP2,600 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 Phra Ruang can equip, from in-game data.

  • Phra Ruang default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision