World of Warships: Legends ship guide

T-22

Beta
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 7.5-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)Strong AASmokeEngine BoostHigh-arc HE shellsSlow
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Community Data

T-22 Community Stats

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Playstyle

Overview

T-22 is a Tier IV German 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 7.5 km of reach on a 68 s reload lets her launch from a position the target cannot see. Standout traits: top-decile quiet smoke gunnery in T4 DDs (2 km) and top-decile high-arc HE shells in T4 DDs (23°).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 7.5 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 7.8 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. 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 6 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 3.7 km) reads straight in regardless. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Holding 7.5-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

Engine Boost

+8% speed (about +2.8 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.

Quiet smoke gunnery

2 km detect when firing from smoke, top decile of T4 DDs. Shoots from concealment with less bloom than peers.

LOBBING BATTERY
  • High-arc shells · 22.99°
  • Sensitive AP fuse · 18 mm
  • AP DPM machine · 132000 AP
  • Fast reload · 4 s
Underpowered engine

32000 hp engine, bottom decile of T4 DDs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get T-22

T-22 is available in the Area-Control Destroyers 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

T-22 sits in the Area-Control Destroyers 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 →

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Cohort position

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Where T-22 sits among Tier IV DDs (20 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.

BestSmoke fire bloom2 km (1/21) BestMain battery reload4 s (1 of 2 tied) BestAP arming threshold18 mm (1/19) Top 10%AP DPM132,000 (2/19) Top 10%AA threat430 (2/21) Top 25%Hit points13,000 HP (5/21) Top 25%Stealth profile5.82 km / 2.91 km (5/21 / 5/21) Top 25%Turning circle540 m (4/21) Top 25%Main dispersion88.7 m (6/21) Top 25%AA DPS144 (4/21) Top 25%AA range4.5 km (4/21) Top 25%Citadel belt16 mm (6/21) Bottom 25%Max speed34.5 kt (19/21) Bottom 25%HE velocity780 m/s (17/21) Bottom 25%Turn-speed retention59.3 hp/m (18/21) Bottom 25%Torpedo reaction time7.8 s (17/21) Bottom 10%Engine power32,000 hp (20/21) WorstMain battery caliber105 mm (21/21) WorstHE shell damage1,200 (21/21) WorstHE fire chance5% (1 of 4 tied)
See 20 mid-pack stats

Not standouts for T-22 -- 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.

Rudder shift2.9 s(10/21) Traverse-to-turn ratio5.58 ×(9/21) Main battery range9.83 km(16/21) Fires per minute3(14/21) HE DPM72,000(12/21) AP shell damage2,200(9/19) AP velocity780 m/s(15/19) Acceleration17 s(9/21) Displacement1,754 t(7/21) Power-to-weight18.24 hp/t(15/21) Effective HE DPM (incl. fire)93,707(12/21) Flak per wave (expected)280(4/7) Torpedo range7.5 km(7/21) Torpedo damage≈12,700(11/21) Torpedo speed62 kt(11/21) Torpedo reload68 s(9/21) Max armor16 mm(9/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 11,500 → 13,000
Displacement1,754 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.
102.7 x 10.2 m (measured from the ship model)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries23
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 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 (1,170 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 (1,300 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.
6,500
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.
3,900
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 105 mm L/45 MPL C/32ge
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range (base)8.9 km
Firing range (top fire control)9.8 km
Turret traverse10.5 °/s
Turret armor13 mm
HE fire DPM vs T4 BB21707
Effective HE DPM vs T4 BB93707
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 =(9825.230·80.51000+0.5)·30=88.7m
88.7 m at 9.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.7·0.6=53.2m
53.2 m at 9.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =88.7·0.62=26.6m
26.6 m at 9.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.2·0.62=16m
16 m at 9.8 km
Turret turn time
ƒ180 degrees / 10.5 deg/s traverse speed = 17.1 s.
17.1 s
Shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,200
HE Velocity780 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Fires/min
ƒ60 shells/min x 5% fire chance = 3.
3
AP shells
AP Damage2,200
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 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 =107·2040·15.10.69·0.1051.07·7801.38=145.1mm. Matches the in-game spec card.
145.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.8 km), where the shell has slowed to 266.4 m/s: P=107·2040·15.10.69·0.1051.07·266.41.38=32.9mm.
32.9 mm at 9.8 km
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 4 s base reload = 132,000.
132,000
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.
4
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time68 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62 kt); the stock torpedo module runs 61 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
62 kt
Range7.5 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=38,100·0.333=12,700.
≈ 12,700
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.
13,700
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 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.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
76,200
AA Defense
AA mount pointsInitial: 5 → 7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (2×2) → 37 mm Flak LM/42 (2×2)
20 mm Flakvierling 381×4 20mm
20 mm Flakzwilling 38 (upgraded hull only)4×2 20mm
20 mm Flak 38 (stock hull only)2×1 20mm
Far aura
Gunsmain battery (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 24 from dual-purpose main battery firing as AA in this range band.
24
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 1 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.
Initial: 14 → 52
Range3.5 km
Total DPS in Aura
ƒFar 24 + Medium 52 = 76
76
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.95 hit probability = 66 - the same in-game units as the Close-range AA DPS headline.
Initial: 40 → 66
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 52 + Near 66 = 142
142
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 140 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
Cloud spawn chance
ƒEvery 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.
100%
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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
Maneuverability
Engine power32,000 hp
Maximum speed34.5 kt
Turning circle radius540 m
Rudder shift time2.9 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 = 34.5 / 4 + 4.9 = 13.5 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.
13.5 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.
14.5 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).
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
17 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
29 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·34.5·0.5144540=1.88°/s, so ratio=ωturretωhull=10.51.88=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea5.82 km
Detectability by air2.91 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.
9.83 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.01 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.
7.82 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.
5.91 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 57 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 points11,500 → 13,000
  • Rudder shift5.3 → 3.8 s
  • AA mounts5 → 7
  • Close-range AA DPS16 → 35
Fire controlUpgrade
  • Main battery range8,932 → 9825.2 m
TorpedoesUpgrade
  • Range6.99 → 7.5 km
  • Speed61 → 62 kt

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)2
Max Horiz Disp88.7 m at 9.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9825.230·80.51000+0.5)·30=88.7m
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 Disp53.2 m at 9.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.7·0.6=53.2m
Med Horiz Disp26.6 m at 9.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =88.7·0.62=26.6m
Med Vert Disp16 m at 9.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =53.2·0.62=16m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close145.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2040·15.10.69·0.1051.07·7801.38=145.1mm. Matches the in-game spec card.
AP Pen Far32.9 mm at 9.8 km
Same formula at the ship's max firing range (9.8 km), where the shell has slowed to 266.4 m/s: P=107·2040·15.10.69·0.1051.07·266.41.38=32.9mm.
AP pen 5 km64 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 penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius4
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time17.1 s
180 degrees / 10.5 deg/s traverse speed = 17.1 s.
HE full-salvo alpha4,800
1,200 HE damage x 4 broadside guns = 4,800.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
HE DPM72,000
4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
AP DPM132,000
8,800 AP full-salvo alpha x 60 / 4 s base reload = 132,000.
Shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Fires/min3
60 shells/min x 5% fire chance = 3.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 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 speed62 kt
Travel time to max range45 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage76,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
Per-side salvo damage76,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.

AA defense

AA DPS at max range25
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 2x2 -> 53 DPS @ 3.5 km; 20mm Flack 38 quad 1x4 -> 13 DPS @ 2 km; 20mm Flak 38 4x2 -> 53 DPS @ 2 km; Far AA (?) -> 25 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range25 DPS @ 4.5 km, 78 DPS @ 3.5 km, 144 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-blank144
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index430
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

Armor Beta

Hull HP 11,50013,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–16 mm)1,900 (15% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 13–16 mm)9,800 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–16 mm)900 (7% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP6,500 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 (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.
Rudder (module)separate HP pool, does not drain ship HP3,900 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.

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Ship Charts

Balance History

Balance updates affecting T-22. Cards are condensed; use each source link for full context.

Buff ×14
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP increased from 9,400 to 11,500.
  • Bow HP increased from 1,400 to 1,700.
  • Stern HP increased from 600 to 800.
  • Hull HP increased from 7,100 to 8,600.
  • Magazine HP increased from 4,700 to 5,800.
  • Steering Gear HP increased from 2,800 to 3,500.
  • Superstructure HP increased from 800 to 1,000.
  • Upgraded Hull HP increased 11,300 to 13,000.
  • Bow HP increased from 1,700 to 1,900.
  • Stern HP increased from 800 to 900.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior T-22 can equip, from in-game data.

  • T-22 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.