World of Warships: Legends ship guide

Tiger

Also called: Beta
Fast battleshipA fast-mover: reposition between lanes and strike first where peers cannot reach.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 29-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (6 km)High fire chanceEngine BoostFast turret traverseBurny secondariesLow AP DPM
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Community Data

Tiger Community Stats

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Playstyle

Overview

Tiger is a Tier IV British fast battleship at 29 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best turret traverse rate in T4 BBs (6) and best burny secondaries in T4 BBs (12).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. With 13.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Using the 29-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.3 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. Uncommon in T4 BBs.

ELITE MAIN BATTERY
  • Fast turret traverse · 6°
  • Tight pattern at max range · 169.8 m
  • High fire chance · 39%
ELITE SECONDARIES
  • Burny secondaries · 12%
  • Tighter secondary dispersion
Low AP DPM

151200 AP DPM, bottom decile of T4 BBs. Citadel windows matter more than spam.

Thin bow plate

16 mm bow, bottom quartile of T4 BBs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get Tiger

Tiger is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Tiger sits in the Pursuit Battlecruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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.

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Cohort position

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Where Tiger sits among Tier IV BBs (23 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTraverse-to-turn ratio5.19 × (1/24) BestMain dispersion169.8 m (1/24) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1 of 3 tied) Top 10%HE fire chance39% (3/24) Top 25%Hit points49,600 HP (6/24) Top 25%Max speed29 kt (5/24) Top 25%Stealth profile12.95 km / 10.36 km (6/24 / 6/24) Top 25%Acceleration34.5 s (6/24) Top 25%Engine power108,000 hp (4/24) Top 25%Turn-speed retention145.9 hp/m (4/24) Top 25%Power-to-weight3.29 hp/t (5/24) Top 25%Secondary range4.5 km (7/24) Bottom 25%Rudder shift13.6 s (19/24) Bottom 25%Turning circle740 m (19/24) Bottom 25%Main battery range14.5 km (21/24) Bottom 25%HE DPM80,800 (20/24) Bottom 25%AP velocity787 m/s (19/24) Bottom 25%HE velocity787 m/s (19/24) Bottom 25%Displacement32,800 t (20/24) Bottom 25%AP pen at 10 km301 mm (19/24) Bottom 25%Max armor254 mm (20/24) Bottom 25%Citadel belt152 mm (19/24) Bottom 10%AP DPM151,200 (23/24) WorstSigma1.6 (1 of 4 tied) WorstAA range3 km (1 of 8 tied) WorstEnd plates16 mm (1 of 3 tied / 1 of 3 tied)
See 20 mid-pack stats

Not standouts for Tiger -- 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.

Smoke fire bloom10.91 km(13/24) Main battery caliber343 mm(11/24) Main battery reload30 s(13/24) Fires per minute6.24(9/24) AP shell damage9,450(15/24) Secondary DPM (per side)158,400(10/24) Secondary HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) AP fuse timer0.01 s(16/24) AP arming threshold57 mm(13/24) Effective HE DPM (incl. fire)125,951(13/24) AA DPS129(15/23) AA threat334(15/23) Repair charges3(11/24) Deck armor51 mm(13/24) NormTurn speed retained81%(23 of 24 tied at this value) NormTorpedo damage≈9,100(2 of 3 tied at this value) NormTorpedo reaction time7.7 s(2 of 3 tied at this value) NormTorpedo reload95 s(2 of 3 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 43,600 → 49,600
Displacement32,800 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.
214.7 x 27.58 m
Armor range13–254 mm
Plate armor thicknesses13, 16, 19, 25, 30, 38, 51, 64, 76, 102, 127, 140, 152, 229, 254 mm
Armor material/layer entries85
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 13.3% → 16.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (8,928 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (9,920 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
13%
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.
24,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
14,900
Effective HP
ƒBase 49,600 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,944 HP per charge, x3 charges = 20,832 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
70,432
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 343 mm/45 Mk.II**
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 33 s → 30 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverseInitial: 5.5 °/s → 6 °/s
Turret armor229 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.
2x ±150°, 2x ±148°
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.
32° off bow / 30° off stern
HE fire DPM vs T4 BB45151
Effective HE DPM vs T4 BB125951
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1449830·101.61000+1.6)·30=169.8m
169.8 m at 14.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =169.8·0.6=101.9m
101.9 m at 14.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =169.8·0.61.6=63.7m
63.7 m at 14.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =101.9·0.61.6=38.2m
38.2 m at 14.5 km
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 33 s base reload = 14.5. All upgrades (top gun): 8 broadside guns x 60 / 30 s all-upgrades reload = 16.
Initial: 14.5 → 16
HE shells
HE Damage5,050
HE Velocity787 m/s
Fire Chance39%
HE penetration
ƒ57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ5,050 HE damage x 8 broadside guns = 40,400.
40,400
HE DPM
ƒZero upgrades: 40,400 HE full-salvo alpha x 60 / 33 s base reload = 73,455. All upgrades (top gun): 40,400 HE full-salvo alpha x 60 / 30 s all-upgrades reload = 80,800.
Initial: 73,455 → 80,800
Fires/min
ƒZero upgrades: 14.5 shells/min x 39% fire chance = 5.67. All upgrades (top gun): 16 shells/min x 39% fire chance = 6.24.
Initial: 5.67 → 6.24
AP shells
AP Damage9,450
AP Velocity787 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2145·5670.69·0.3431.07·7871.38=531mm. Matches the in-game spec card.
531 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 445.6 m/s: P=107·2145·5670.69·0.3431.07·445.61.38=242.2mm.
242.2 mm at 14.5 km
AP full-salvo alpha
ƒ9,450 AP damage x 8 broadside guns = 75,600.
75,600
AP DPM
ƒZero upgrades: 75,600 AP full-salvo alpha x 60 / 33 s base reload = 137,455. All upgrades (top gun): 75,600 AP full-salvo alpha x 60 / 30 s all-upgrades reload = 151,200.
Initial: 137,455 → 151,200
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.
55
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time95 s
Projectile speed53 kt
Range6 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 km53 kt×2.6855=7.7 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.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. 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.
160%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming172 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 9,100 = 18,200.
18,200
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/45 HA Mk IV6×1 76mm
40 mm/39 QF Mark II (upgraded hull only)10×1 40mm
7.7 mm Maxim machine gun Mk I (stock hull only)10×1 8mm
Outer Medium aura
Guns76.2 mm/45 HA Mk IV
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 0.75 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
Initial: 34 → 24
Range3 km
Inner Medium aura
Guns40 mm/39 QF Mark II
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.75 hit probability = 105 - the same in-game units as the Close-range AA DPS headline.
105
Range2.5 km
Total DPS in Aura
ƒOuter Medium 24 + Inner Medium 105 = 129
129
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
152 mm/45 BL PVIII12×1 152mm
Caliber152 mm
Reload time5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 33 + 30 = 178.5 m.
178.5 m
Maneuverability
Engine power108,000 hp
Maximum speed29 kt
Turning circle radius740 m
Rudder shift time13.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 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.
12.2 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.
40.5 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).
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
34.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
55.1 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·29.0·0.5144740=1.16°/s, so ratio=ωturretωhull=5.51.16=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea12.95 km
Detectability by air10.36 km
Smoke firing penalty10.91 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.
14.5 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.86 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
17.22 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.
14.95 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
13.36 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,944 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 20,832 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 248 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (49,600 HP) per second = 248 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points43,600 → 49,600
  • Rudder shift24.8 → 17.7 s
  • Close-range AA DPS34 → 49
  • Turret traverse5.5 → 6 °/s
Fire controlUpgrade
  • Main battery range13,180 → 14,498 m
ArtilleryUpgrade
  • Base reload33 → 30 s

See all derived stats

Show

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

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

Main battery formulas

Shell Grouping (σ)1.6
Max Horiz Disp169.8 m at 14.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1449830·101.61000+1.6)·30=169.8m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp101.9 m at 14.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =169.8·0.6=101.9m
Shell scatter height @ 10 km71 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14498=7249 m, and radiusOnMax=0.6 at 14498 m. Above the kink: k=0.5+(0.60.5)·100007249144987249=0.538, so σV=σH·k=132·0.538=71m.
Med Horiz Disp63.7 m at 14.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =169.8·0.61.6=63.7m
Med Vert Disp38.2 m at 14.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =101.9·0.61.6=38.2m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close531 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2145·5670.69·0.3431.07·7871.38=531mm. Matches the in-game spec card.
AP Pen Far242.2 mm at 14.5 km
Same formula at the ship's max firing range (14.5 km), where the shell has slowed to 445.6 m/s: P=107·2145·5670.69·0.3431.07·445.61.38=242.2mm.
AP pen 5 km397 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km301 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.72 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4232·0.34328·567=3.45×105. That runs from a 787 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.
AP flight time @ 10 km5.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4232·0.34328·567=3.45×105. That runs from a 787 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration57 mm
57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha40,400
5,050 HE damage x 8 broadside guns = 40,400.
AP full-salvo alpha75,600
9,450 AP damage x 8 broadside guns = 75,600.
HE DPMInitial: 73,455 → 80,800
Zero upgrades: 40,400 HE full-salvo alpha x 60 / 33 s base reload = 73,455. All upgrades (top gun): 40,400 HE full-salvo alpha x 60 / 30 s all-upgrades reload = 80,800.
AP DPMInitial: 137,455 → 151,200
Zero upgrades: 75,600 AP full-salvo alpha x 60 / 33 s base reload = 137,455. All upgrades (top gun): 75,600 AP full-salvo alpha x 60 / 30 s all-upgrades reload = 151,200.
Shells/minInitial: 14.5 → 16
Zero upgrades: 8 broadside guns x 60 / 33 s base reload = 14.5. All upgrades (top gun): 8 broadside guns x 60 / 30 s all-upgrades reload = 16.
Fires/minInitial: 5.67 → 6.24
Zero upgrades: 14.5 shells/min x 39% fire chance = 5.67. All upgrades (top gun): 16 shells/min x 39% fire chance = 6.24.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 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 speed53 kt
Travel time to max range42.2 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
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage36,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
Per-side salvo damage18,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 9,100 = 18,200.

AA defense

AA DPS at max range24
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 40mm 2pdr QF MKII PomPom 10x1 -> 105 DPS @ 2.5 km; 3in HA 12PDR 6x1 -> 24 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range24 DPS @ 3 km, 129 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-blank129
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index334
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.

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km178.5 m
4.5 km × 33 + 30 = 178.5 m.

Secondary battery firepower

Secondary DPM (per side)158,400
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×1 152 mm (6/side) × 60/5 × 2200 = 158,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.

Armor Beta

Hull HP 43,60049,600 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 & stern16 mm

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

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–140 mm)2,300 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)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.
Hull (midship)152 mm primary (range 19–229 mm)37,200 (75% of HP)
No common AP caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–102 mm)1,500 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–152 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–254 mm)1,800 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP24,800 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (76 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 HP14,900 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Tiger. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Tiger has a great ability to control Key Areas, but she can barely resist any ship that pushes her. We're giving her better chances by improving the accuracy of her main guns to match that of German alternative destroyers like Z-31 and Elbing.
  • Main battery dispersion improved by 49.5%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Tiger 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.