World of Warships: Legends ship guide

Accord

Also called: 协盟 · Pacte Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Shoot from her own smoke at mid range: each screen lasts only 40 s, but it recharges every 60 s
  • Avoid: Trading broadsides in the open with battleships and heavy cruisers
Key characteristics
Heavy torpedoesStrong secondaries (5.6 km)Smoke + SonarLong heal windowQuick accelerationSlow
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Community Data

Accord Community Stats

Accord has 12 Standard battles from 9 players so far, too few for stable community averages.

Community Data

Accord Community Stats

Log in to GamingDiver and upload your data to see Community Data for Accord: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Accord is a Commonwealth Tier VI premium cruiser that trades durability for gun count and an unusually deep consumable kit. Twelve 152 mm guns in four triple turrets reload in 8.0 s (12th of 44 Tier VI cruisers) for 189,000 HE damage per minute (9th of 37 with HE) and about 9 fires a minute (7th of 37). Six smoke charges on a 60 s reload, the most and the fastest-cycling smoke among the 11 Tier VI cruisers that carry it, let her fight from cover, and three Repair Party charges plus a choice of Sonar or Defensive AA Fire round out the kit. The trade is a 31,400 HP pool, 36th of 44, and no torpedo protection at all.

Positioning

Shoot from her own smoke at mid range: each screen lasts only 40 s, but it recharges every 60 s, so she can keep re-laying it through a long fight. She turns tightly, with a 600 m turning circle (7th of 44) and 95.9 percent of her speed kept in a turn (2nd of 44), which helps her dodge, but her 31.5 knot top speed is 40th of 44, so she cannot run from most cruisers once caught in the open. Her 7 km torpedoes hit hard, 16,400 damage each (5th of 34), but reload in 110 s, so save them for ships that blunder close to her smoke.

Potato Avoidance

Trading broadsides in the open with battleships and heavy cruisers

Her 31,400 HP sits near the bottom of Tier VI cruisers, her Repair Party restores little per second, and her AP shells hit for just 2,850 (39th of 43), so she loses a straight damage race. Her HE penetrates only 24.9 mm (29th of 37), so against well-armoured targets lean on fires rather than direct hits.

Signature Traits

Heavy torpedoes ↗

16400 damage per torpedo, top quartile of the 34 T6 CAs with torpedoes.

ELITE REPAIR PARTY ↗
  • Long heal window · 28 s
  • Extra heal charges · 3 Repair
ELITE SMOKE ↗
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
Quick acceleration ↗

~3.2 s from a stop to 12 kt, top decile of T6 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Slow for the class ↗

31.5 kt, bottom quartile of T6 CAs. Hard to rotate flanks or disengage; commit positioning early.

Shallow effective HP ↗

44588 effective HP once Repair Party is counted, bottom quartile of T6 CAs. What you start with is close to all you get; there is little healing back.

Acquisition

How to get Accord

Accord is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

  • Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Builds

Invest first in survivability, since her small HP pool leaves little margin for error. Next, anything that extends or recharges smoke and Repair Party multiplies her best tools, and fire-chance skills suit a ship that sets about 9 fires a minute. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Accord sits among Tier VI CAs (43 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.

Top 10%Time to 90% speed9 s (4/44) Top 10%Acceleration (0-12 kt)3.2 s (3/44) Top 10%Turn speed retained95.9% (2/44) Top 10%Secondary range5.6 km (2/39) Top 25%Turning circle600 m (7/44) Top 25%Main battery reload8 s (12/44) Top 25%Fires per minute9 (7/37) Top 25%HE DPM189,000 (9/37) Top 25%Displacement11,086 t (10/44) Top 25%Effective HE DPM (incl. fire)256,303 (9/37) Top 25%Torpedo damage≈16,400 (5/34) Top 25%Torpedo speed64 kt (9/34) Top 25%Repair charges3 (3/14) Bottom 25%Hit points31,400 HP (36/44) Bottom 25%Max speed31.5 kt (40/44) Bottom 25%AP shell damage2,850 (39/43) Bottom 25%Turn-speed retention120.8 hp/m (39/44) Bottom 25%Power-to-weight6.54 hp/t (36/44) Bottom 25%AA DPS241 (34/44) Bottom 25%AA threat669 (39/44) Bottom 25%Flak damage per salvo (expected)324 (37/43) Bottom 25%Torpedo reload110 s (30/34) Bottom 10%Engine power72,500 hp (41/44) WorstRepair heal rate0.5 %/s (1 of 5 tied)
See 29 mid-pack stats

Not standouts for Accord -- 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.

Concealment12.02 km(27/44) Smoke fire bloom5.74 km(15/44) Air detection7.21 km(28/44) Rudder shift8.6 s(19/44) Traverse-to-turn ratio4.52 ×(29/44) Main battery caliber152 mm(32/44) Main battery range14.92 km(14/44) Sigma2(24/44) HE fire chance10%(27/37) AP DPM256,500(16/43) Main dispersion135.9 m(30/44) Secondary DPM (per side)120,000(13/39) Secondary HE alpha1,500(21/39) Secondary fire chance6%(23/39) Secondary HE pen17 mm(29/39) AP velocity841 m/s(23/43) HE velocity841 m/s(20/37) AP fuse timer0.03 s(27/43) AP arming threshold25 mm(13/43) AA range5 km(15/44) Torpedo range7 km(26/34) Torpedo reaction time7.6 s(14/34) Max armor114 mm(23/44) Citadel belt114 mm(19/44) Bow armor16 mm(25/44) Stern armor16 mm(25/44) NormSecondary dispersion bracket57(38 of 39 tied at this value) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value)
Survivability
Hit Points31,400
Displacement11,086 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.
169.3 x 18.89 m
Armor range9–114 mm
Plate armor thicknesses9, 10, 16, 19, 25, 30, 32, 38, 51, 114 mm
Armor material/layer entries55
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Does 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.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 31,400 HP = 2,826 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
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 31,400 HP = 3,140 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces 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.
15,700
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.
9,400
Effective HP
ƒBase 31,400 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 4,396 HP per charge, x3 charges = 13,188 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, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
44,588
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,200
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
23,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 152 mm/50 BL Mk.XXIII
Mounts / barrels4 mounts / 12 barrels
Reload time8 s
Firing range14.9 km
Turret traverse7 °/s
Turret armor102 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
±141°, ±140°, ±143°, ±145°
Guns to bear
ƒ180° − 141° (the most restricted aft-facing mount's arc) = 39° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
39° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.9 km) shells land in an ellipse about 136 m wide and 82 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Agano, Albemarle, Algérie, Algérie W and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1492030·8−1.11000+1.1)·30=135.9m
135.9 m at 14.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.9·0.6=81.6m
81.6 m at 14.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =135.9·0.62=40.8m
40.8 m at 14.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =81.6·0.62=24.5m
24.5 m at 14.9 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒ12 broadside guns x 60 / 8 s base reload = 90.
90
HE shells
HE alpha2,100
HE Velocity841 m/s
Fire Chance10%
HE fire DPM vs T6 BB67303
Effective HE DPM vs T6 BB256303
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 12 broadside guns = 25,200.
25,200
HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 8 s base reload = 189,000.
189,000
Fires/min
ƒ90 shells/min x 10% fire chance = 9.
9
AP shells
AP alpha2,850
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2811·44.450.69·0.152−1.07·8411.38=314.4mm. Matches the in-game spec card.
314.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.9 km), where the shell has slowed to 334 m/s: P=10−7·2811·44.450.69·0.152−1.07·3341.38=87.9mm.
87.9 mm at 14.9 km
AP full-salvo alpha
ƒ2,850 AP damage x 12 broadside guns = 34,200.
34,200
AP DPM
ƒ34,200 AP full-salvo alpha x 60 / 8 s base reload = 256,500.
256,500
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.
16
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time110 s
Projectile speed64 kt
Range7 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=49,200·0.333=16,400.
≈ 16,400
Maximum damage (ammunition)
ƒ49,200 warhead alpha / 3 + 1,100 blast = 17,500. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,500
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 2.96 per hit, shown as 2.96×100=296%. 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.
296%
Torpedo launcher traverse25 °/s
Launch arcs144° 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 = 3 x 16,400 = 49,200.
49,200
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
2 pdr MkVII Quad2×4 40mm
20mm Oerlikon MK V10×2 20mm
4in45 QF Mk XIX (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 102mm
Far aura
Guns4in45 QF Mk XIX (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 54 from dual-purpose secondaries firing as AA in this range band.
54
Range5 km
Medium aura
Guns2 pdr MkVII Quad
Continuous DPS
ƒEffective DPS: 16 raw aura damage × 3.5 × 0.9 hit probability = 50 - the same in-game units as the Close-range AA DPS headline.
50
Range2.5 km
Total DPS in Aura
ƒFar 54 + Medium 50 = 104
104
Near aura
Guns20mm Oerlikon MK V
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.85 hit probability = 137 - the same in-game units as the Close-range AA DPS headline.
137
Range2 km
Total DPS in Aura
ƒFar 54 + Medium 50 + Near 137 = 241
241
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires 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 dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.6 km
Shell Grouping (σ)1
4in45 QF Mk XIX (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 102mm
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
HE Pen17 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 @ 5.6 km
ƒ5.6 km × 57 + 30 = 349.2 m.
349.2 m
Maneuverability
Engine power72,500 hp
Maximum speed31.5 kt
Turning circle radius600 m
Rudder shift time8.6 s
Engine power-boost threshold30.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.5 / 4 + 4.9 = 12.8 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.
12.8 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. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
27.2 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).
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.4 kt of 31.5 kt), from our in-house acceleration model.
9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.2 kt of 31.5 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.
24.8 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·31.5·0.5144600=1.55°/s, so ratio=ωturretωhull=71.55=4.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.5× drags
Concealment
Detectability by sea12.02 km
Detectability by air7.21 km
Smoke firing penalty5.74 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.02 km) = 14.92 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
14.92 km
Detect when firing (air)
ƒAir detectability 7.21 km + gun-firing bloom 3.04 km = 10.25 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
10.25 km
Detect when on fire (sea)
ƒSea detectability 12.02 km + 2.0 km while burning = 14.02 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.02 km
Detect when on fire (air)
ƒAir detectability 7.21 km + 3.0 km while burning = 10.21 km; matches the in-game 'Detect Fire Air' value on every captured ship.
10.21 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party3 charges · 80 s reload · 28 s active · 4,396 HP (14% of max HP) total heal (per charge)
ƒ0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.
· 13,188 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.
· 157 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (31,400 HP) per second = 157 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Dispersion typeStandard cruiser
In practice: the baseline curve for a standard cruiser -- at max range (14.9 km) shells land in an ellipse about 136 m wide and 82 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Agano, Albemarle, Algérie, Algérie W and 203 more.
vs standard cruiserStandard
The standard cruiser dispersion curve.
Max Horiz Disp135.9 m at 14.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1492030·8−1.11000+1.1)·30=135.9m
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 Disp81.6 m at 14.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.9·0.6=81.6m
Shell scatter height @ 5 km27.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. 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=0.5·14920=7460 m, and radiusOnMax=0.6 at 14920 m. Below the kink: k=0.2+(0.5−0.2)·50007460=0.4011, so σV=σH·k=67.5·0.4011=27.1m.
Shell scatter height @ 10 km54.5 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=0.5·14920=7460 m, and radiusOnMax=0.6 at 14920 m. Above the kink: k=0.5+(0.6−0.5)·10000−746014920−7460=0.534, so σV=σH·k=102·0.534=54.5m.
Med Horiz Disp40.8 m at 14.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =135.9·0.62=40.8m
Med Vert Disp24.5 m at 14.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =81.6·0.62=24.5m
AP Pen Close314.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2811·44.450.69·0.152−1.07·8411.38=314.4mm. Matches the in-game spec card.
AP Pen Far87.9 mm at 14.9 km
Same formula at the ship's max firing range (14.9 km), where the shell has slowed to 334 m/s: P=10−7·2811·44.450.69·0.152−1.07·3341.38=87.9mm.
HE flight time @ 10 km6.21 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·0.28·0.15228·44.45=5.72×10−5. That runs from a 841 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 km6.21 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·0.28·0.15228·44.45=5.72×10−5. That runs from a 841 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha25,200
2,100 HE damage x 12 broadside guns = 25,200.
AP full-salvo alpha34,200
2,850 AP damage x 12 broadside guns = 34,200.
HE DPM189,000
25,200 HE full-salvo alpha x 60 / 8 s base reload = 189,000.
AP DPM256,500
34,200 AP full-salvo alpha x 60 / 8 s base reload = 256,500.
Shells/min90
12 broadside guns x 60 / 8 s base reload = 90.
Fires/min9
90 shells/min x 10% fire chance = 9.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 s
1300 m / (64 kt × 2.6855) = 7.6 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 range40.7 s
7000 m / (64 kt × 2.6855) = 40.7 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter. 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 salvo3 torpedoes
6 tubes / 2 = 3: tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage98,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,400 = 98,400.
Per-side salvo damage49,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 16,400 = 49,200.

AA defense

AA DPS at max range54
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 50 DPS @ 2.5 km; 20mm Oerlikon MK V 10x2 -> 137 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 54 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range54 DPS @ 5 km, 104 DPS @ 2.5 km, 241 DPS @ 2 km
@ 5 km: 54 from one family; @ 2.5 km: 50 + 54 = 104; @ 2 km: 50 + 137 + 54 = 241. 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-blank241
50 + 137 + 54 = 241 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index669
50 × 2.5 + 137 × 2 + 54 × 5 = 669. 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 @ 5.6 km349.2 m
5.6 km × 57 + 30 = 349.2 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
The only family (102 mm): 17 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: 17 mm from the 102 mm family.
Open in Charting Tool

Ship Charts

Background

The Accord Initiative's signature style is immediately recognizable. The practicality of this ship has been refined to the absolute limit, while her sharp geometric forms are designed for those who prefer order over compromise.

Armor Beta

Hull HP 31,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

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

Farming9 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)≈ 1,570 (~5% 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)25 mm primary (range 19–51 mm)≈ 23,550 (~75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–38 mm)≈ 1,570 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 10–114 mm)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.
Superstructure9 mm primary (range 9–114 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Accord can equip.

  • Accord 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.