World of Warships: Legends ship guide

Yorck

Also called: 约克 Beta
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Improved HE penSonarDefensive AAThickest plateSmall-caliber secondaries
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Community Data

Yorck Community Stats

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Playstyle

Overview

Yorck is a Tier VI German heavy cruiser whose 210mm guns earn citadels on broadsides (288,000 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best Sonar duration in T6 CAs (116 s) and top-decile Sonar ship range in T6 CAs (5.4 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.4 km on ships, 3.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Pushing in blind because the kit says brawler

5.4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 5/43 T6 CAs.

ELITE SONAR
  • Long-duration sonar · 116 s
  • Long-range sonar · 5.4 km
  • Wide torpedo · 3.8 km
Big-caliber AP overmatch

14.6 mm AP overmatch threshold, top decile of T6 CAs. Punishes bow-tanking ships peers can't crack.

Thickest plate

150 mm on her single heaviest plate, top decile of T6 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

WEAK SECONDARIES
  • Small-caliber secondaries · 1000 max
  • Low fire chance · 4%
Acquisition

How to get Yorck

Yorck is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,025,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Yorck sits in the Fire-Support Cruisers 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.

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Cohort position

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Where Yorck sits among Tier VI CAs (42 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.

BestAP fuse timer0.03 s (1 of 21 tied) Top 10%Main battery caliber210 mm (5/43) Top 10%Torpedo reload68 s (3/33) Top 25%Rudder shift8.1 s (11/43) Top 25%Main battery range15.21 km (9/43) Top 25%AP DPM288,000 (10/42) Top 25%Displacement10,000 t (7/43) Top 25%Torpedo speed64 kt (9/33) Top 25%Max armor150 mm (9/43) Bottom 25%Max speed32 kt (37/43) Bottom 25%Stealth profile12.98 km / 7.79 km (37/43 / 37/43) Bottom 25%Traverse-to-turn ratio3.58 × (37/43) Bottom 25%Main dispersion138 m (35/43) Bottom 25%Secondary DPM (per side)60,000 (35/38) Bottom 25%Engine power80,000 hp (35/43) Bottom 25%Turn-speed retention123.1 hp/m (35/43) Bottom 25%Torpedo range6 km (27/33) Bottom 25%Torpedo damage≈12,700 (29/33) Bottom 25%Citadel belt80 mm (35/43) Bottom 10%Smoke fire bloom7.62 km (41/43) Bottom 10%AP arming threshold35 mm (39/42) Bottom 10%Flak per wave (expected)306 (39/42) WorstSecondary HE alpha1,000 (1 of 2 tied) WorstSecondary fire chance4% (1 of 2 tied) WorstSecondary HE pen15 mm (1 of 3 tied)
See 26 mid-pack stats

Not standouts for Yorck -- 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 points32,600 HP(29/43) Turning circle650 m(13/43) Main battery reload10 s(18/43) Sigma2(23/43) HE shell damage2,900(15/36) HE fire chance12%(19/36) Fires per minute5.76(26/36) HE DPM139,200(21/36) AP velocity900 m/s(13/42) HE velocity900 m/s(12/36) Acceleration25.2 s(15/43) Power-to-weight8 hp/t(25/43) AP pen at 10 km166 mm(23/42) Effective HE DPM (incl. fire)182,274(20/36) AA DPS307(17/43) AA range4.5 km(31/43) AA threat950(25/43) Torpedo reaction time7.6 s(13/33) Bow armor16 mm(26/43) Stern armor16 mm(26/43) Deck armor50 mm(29/42) NormSecondary dispersion bracket57(37 of 38 tied at this value) NormAP ricochet start45°(32 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit PointsInitial: 27,200 → 32,600
Displacement10,000 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.
200 x 21 m (design estimate)
Armor range13–150 mm
Plate armor thicknesses13, 16, 20, 25, 30, 40, 50, 51, 80, 100, 150 mm
Armor material/layer entries56
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: 26.6% → 30%
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 (2,934 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 (3,260 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.
10%
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.
16,300
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.
9,800
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 210 mm L/45 Drl C/06
Mounts / barrels4 mounts / 8 barrels
Reload time10 s
Firing range (base)13.8 km
Firing range (top fire control)15.2 km
Turret traverse5.2 °/s
Turret armor180 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.
±147°, ±150°, ±148°, ±146°
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.
33° off bow / 34° off stern
AP pen max range116 mm
HE fire DPM vs T6 BB43074
Effective HE DPM vs T6 BB182274
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 =(1521330·81.11000+1.1)·30=138m
138 m at 15.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138·0.6=82.8m
82.8 m at 15.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138·0.62=41.4m
41.4 m at 15.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82.8·0.62=24.8m
24.8 m at 15.2 km
Turret turn time
ƒ180 degrees / 5.2 deg/s traverse speed = 34.6 s.
34.6 s
Shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
HE shells
HE Damage2,900
HE Velocity900 m/s
Fire Chance12%
HE penetration
ƒ53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
53 mm
HE full-salvo alpha
ƒ2,900 HE damage x 8 broadside guns = 23,200.
23,200
HE DPM
ƒ23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.
139,200
Fires/min
ƒ48 shells/min x 12% fire chance = 5.76.
5.76
AP shells
AP Damage6,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold35 mm
AP overmatch
ƒfloor(210 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2495·1080.69·0.211.07·9001.38=400.1mm. Matches the in-game spec card.
400.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.2 km), where the shell has slowed to 365.3 m/s: P=107·2495·1080.69·0.211.07·365.31.38=115.3mm.
115.3 mm at 15.2 km
AP full-salvo alpha
ƒ6,000 AP damage x 8 broadside guns = 48,000.
48,000
AP DPM
ƒ48,000 AP full-salvo alpha x 60 / 10 s base reload = 288,000.
288,000
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.
25
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed64 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=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 km64 kt×2.6855=7.6 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.
7.6 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
Launch arcs142° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 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 points22
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
40 mm L/56 Flak 286×1 40mm
20 mm Flakvierling 38 (upgraded hull only)4×4 20mm
20 mm Flakzwilling 38Initial: 6×2 → 8×2 20mm
20 mm Flak 38Initial: 8×1 → 4×1 20mm
88 mm L/76 Dop. L. C/32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 88mm
Far aura
Guns88 mm L/76 Dop. L. C/32 (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 85 from dual-purpose secondaries firing as AA in this range band.
85
Range4.5 km
Medium aura
Guns40 mm L/56 Flak 28
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.
Initial: 88 → 82
Range3.5 km
Total DPS in Aura
ƒFar 85 + Medium 82 = 167
167
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.85 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
Initial: 122 → 140
Range2 km
Total DPS in Aura
ƒFar 85 + Medium 82 + Near 140 = 307
307
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 200 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
88 mm L/76 Dop. L. C/32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 88mm
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity950 m/s
Fire Chance4%
Armor Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power80,000 hp
Maximum speed32 kt
Turning circle radius650 m
Rudder shift time8.1 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 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.
12.9 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.
25.5 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).
9.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
25.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
40.8 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·32.0·0.5144650=1.45°/s, so ratio=ωturretωhull=5.21.45=3.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.6× drags
Concealment
Detectability by sea12.98 km
Detectability by air7.79 km
Smoke firing penalty7.62 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.
15.21 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.2 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.99 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.
14.98 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.
10.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 116 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (2)

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

HullUpgrade
  • Hit points27,200 → 32,600
  • Rudder shift14.8 → 10.6 s
  • Close-range AA DPS69 → 73
Fire controlUpgrade
  • Main battery range13,830 → 15,213 m

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 Disp138 m at 15.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1521330·81.11000+1.1)·30=138m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp82.8 m at 15.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138·0.6=82.8m
Shell scatter height @ 10 km54.2 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=0.5·15213=7606 m, and radiusOnMax=0.6 at 15213 m. Above the kink: k=0.5+(0.60.5)·100007606152137606=0.5315, so σV=σH·k=102·0.5315=54.2m.
Med Horiz Disp41.4 m at 15.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138·0.62=41.4m
Med Vert Disp24.8 m at 15.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =82.8·0.62=24.8m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close400.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2495·1080.69·0.211.07·9001.38=400.1mm. Matches the in-game spec card.
AP Pen Far115.3 mm at 15.2 km
Same formula at the ship's max firing range (15.2 km), where the shell has slowed to 365.3 m/s: P=107·2495·1080.69·0.211.07·365.31.38=115.3mm.
AP pen 5 km255 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 km166 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.
AP pen 15 km117 mm
AP penetration at a fixed 15 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 flight time @ 10 km5.66 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·0.3331·0.2128·108=5.34×105. That runs from a 900 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 flight time @ 10 km5.56 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·0.3331·0.2128·113.5=5.08×105. That runs from a 900 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 penetration53 mm
53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.252 in this case. Lets HE pen ~52mm armor instead of ~35mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch14 mm
floor(210 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 time34.6 s
180 degrees / 5.2 deg/s traverse speed = 34.6 s.
HE full-salvo alpha23,200
2,900 HE damage x 8 broadside guns = 23,200.
AP full-salvo alpha48,000
6,000 AP damage x 8 broadside guns = 48,000.
HE DPM139,200
23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.
AP DPM288,000
48,000 AP full-salvo alpha x 60 / 10 s base reload = 288,000.
Shells/min48
8 broadside guns x 60 / 10 s base reload = 48.
Fires/min5.76
48 shells/min x 12% fire chance = 5.76.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 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 speed64 kt
Travel time to max range34.9 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 count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage152,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,700 = 152,400.
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 range85
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm flak 28 6x1 -> 82 DPS @ 3.5 km; 20mm Flack 38 quad 4x4 -> 35 DPS @ 2 km; 20mm Flak 38 M43U 8x2 -> 70 DPS @ 2 km; 20mm Flak 38 4x1 -> 35 DPS @ 2 km; 105 mm SKC 37 4x2 -> 85 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 range85 DPS @ 4.5 km, 167 DPS @ 3.5 km, 307 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-blank307
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index950
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)60,000
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: 4×2 88 mm (4/side) × 60/4 × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor Beta

Hull HP 27,20032,600 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 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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)80 mm primary (range 20–80 mm)24,500 (75% of HP)
No common AP caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–51 mm)900 (3% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 13–80 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.
Superstructure20 mm primary (range 20–150 mm)1,500 (5% 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 HP16,300 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 (88 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 (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 HP9,800 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 Yorck. Cards are condensed; use each source link for full context.

Buff ×2Rework ×1Main Battery ×2
2025-10-30

Ministry of Balance: Preparing for Winter

  • Slightly changed the geometry of the superstructure, casemate, and main guns.
Read the full official post
2022-01-27

February update: fortes fortuna adiuvat

  • Main battery reload time decreased from 12 to 10 s.
  • AP shell maximum damage increased from 5,500 to 6,000.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Yorck 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.