Romulus
Also called: 罗慕路斯 Beta- Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
- Avoid: Pushing the cap fight yourself
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Romulus Community Stats
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Romulus Community Stats
Record History
Playstyle
Overview
Romulus is a Tier II European long-range torpedo destroyer reaching 8 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: top-decile long-range AP brick in T2 DDs (40.7 mm) and best HE fire chance in T2 DDs (7).
Positioning
Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank. 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. Once the rudder is over she turns tightly for her cohort (440 m), so a committed turn costs less water than most of what she is fighting.
Potato Avoidance
Pushing the cap fight yourself
The kit is map control via torpedo lanes, not cap brawling; if you contest the cap directly your peer DDs will out-trade you and the long torps stop mattering when you are dead.
Signature Traits
+8% speed (about +2.7 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-range AP brick · 40.74 mm
- High fire chance · 7%
- Flat AP trajectory
3.5 km AA reach, best of T2 DDs.
8 km torpedo range, top decile of T2 DDs.
20 mm AP arming threshold, worst of T2 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
1.2 km torpedo detect, worst of T2 DDs. Spotted early, so targets get a long look and room to turn out.
How to get Romulus
Romulus is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
Show Pan-Europe tech-tree branch diagram
Romulus sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.
Official WG availability sources
- Sailing United: Pan-European Destroyers Arrive in Early Access Early Access Start: 2022-05-18 · End: 2022-06-15 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- May update: Galloping Seahorse Store price varies 2022-05-12
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
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Where Romulus 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.
See 21 mid-pack stats
Not standouts for Romulus -- 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.
Peers in this cohort
Compare Tier II DestroyersStats & 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 / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 5.5 s all-upgrades reload = 32.7.HE shells
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In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).ƒ
Zero upgrades: 1,550 HE damage x 3 broadside guns = 4,650. All upgrades (top gun): 1,600 HE damage x 3 broadside guns = 4,800.ƒ
Zero upgrades: 4,650 HE full-salvo alpha x 60 / 5 s base reload = 55,800. All upgrades (top gun): 4,800 HE full-salvo alpha x 60 / 5.5 s all-upgrades reload = 52,364.ƒ
Zero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun): 32.7 shells/min x 7% fire chance = 2.29.AP shells
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floor(100 mm caliber / 14.3) = 6 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 (8.8 km), where the shell has slowed to 317.9 m/s: .ƒ
Zero upgrades: 1,650 AP damage x 3 broadside guns = 4,950. All upgrades (top gun): 2,000 AP damage x 3 broadside guns = 6,000.ƒ
Zero upgrades: 4,950 AP full-salvo alpha x 60 / 5 s base reload = 59,400. All upgrades (top gun): 6,000 AP full-salvo alpha x 60 / 5.5 s all-upgrades reload = 65,455.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
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 0.63 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 = 6 x 5,033 = 30,198.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: 11 raw aura damage × 3.5 × 1 hit probability = 38 - the same in-game units as the Close-range AA DPS headline.ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 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 (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.7 kt of 34 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 (2.4 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
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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
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.Vertical dispersion ellipse height at max range: 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 (8.8 km), where the shell has slowed to 317.9 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.In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).floor(100 mm caliber / 14.3) = 6 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 3 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.Zero upgrades: 1,550 HE damage x 3 broadside guns = 4,650. All upgrades (top gun): 1,600 HE damage x 3 broadside guns = 4,800.Zero upgrades: 1,650 AP damage x 3 broadside guns = 4,950. All upgrades (top gun): 2,000 AP damage x 3 broadside guns = 6,000.Zero upgrades: 4,650 HE full-salvo alpha x 60 / 5 s base reload = 55,800. All upgrades (top gun): 4,800 HE full-salvo alpha x 60 / 5.5 s all-upgrades reload = 52,364.Zero upgrades: 4,950 AP full-salvo alpha x 60 / 5 s base reload = 59,400. All upgrades (top gun): 6,000 AP full-salvo alpha x 60 / 5.5 s all-upgrades reload = 65,455.Zero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 5.5 s all-upgrades reload = 32.7.Zero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun): 32.7 shells/min x 7% fire chance = 2.29.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 4 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 1barrels SW 2x1 -> 39 DPS @ 3.5 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 (3.5 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 6,800, 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 105+ 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 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm | 1,300 (19% 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. |
| Stern | 6 mm | 700 (10% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 6 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 | 300 (4% 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 | 3,900 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 (40 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 | 2,300 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
Balance History
Balance updates affecting Romulus. Cards are condensed; use each source link for full context.
Autumn Update: In the Shadow of Leaves
- Reload time for torpedo launchers decreased from 40 s to 35 s.
- Reload time for upgraded main battery decreased from 6.5 s to 5.5 s.
- HE shell maximum damage for stock main battery increased from 1,450 to 1,550.
Skins & permanent camouflages
Every custom exterior Romulus 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.
