World of Warships: Legends ship guide

Achilles

Also called: 阿基里斯 Beta
Pan-Europe · Tier VI · Destroyer · Premium · Öland Variant
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, fast torpedoes (12 km)Strong AAEngine BoostDefensive AAThickest plateFragile
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Community Data

Achilles Community Stats

Across 1,700+ Standard battles from 130+ players, Achilles averages a 65% win rate, 40,000 damage and 1.1 kills per battle, and survives 51% of them.

Community Data

Achilles Community Stats

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Playstyle

Overview

Achilles is a Tier VI European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 120mm guns reload in 3 s. She also packs the super-heal (1%/s, for 14 s, every 120 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (198 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 5 of 41 in T6 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best torpedo range in T6 DDs (12 km, 3rd of 41). The trade is short gun range in T6 DDs (10.3 km, 39th of 41).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.3 km of reach against 6.9 km of detection leaves about 3.4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 14,100 HP is the whole budget.

Signature Traits

Engine Boost

+8% speed (about +3.2 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE AA ↗
  • Top-tier AA · 198 AA
  • Long-reach AA · 5 km
ELITE ARMOR ↗
  • Thickest plate · 20 mm
  • Thick end plates · 19 mm
  • Heavy citadel belt · 20 mm
Long-range torps ↗

12 km torpedo range, best of T6 DDs.

Short gun range ↗

10.3 km main battery reach, bottom decile of T6 DDs. Outranged by peers; close distance or lean on terrain.

Fragile HP pool ↗

14100 HP, bottom decile of T6 DDs. Trade hits sparingly.

Acquisition

How to get Achilles

Achilles is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and Containers. 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.

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

Best listed chance for this ship

  • Piñata Chest 0.2% Tier V or VI Premium ship Event · Piñata Chest · 1 of 20 ships
  • Explorer's Chest 0.148148% One of these ships Event · Explorer's Chest · 1 of 27 ships
Official WG availability sources
  • Join the Planet Clash - Fight Against Evil Forces! Event currency 2024-03-24
    • Use Stellar Chips to obtain goods in the Store during the Planet Clash event from March 25 through April 22:
    • Tier VI destroyer Achilles, which looks exactly like the Achilles spaceship from the event.
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.

Open in Build Tool →

Commanders frequently paired with this ship Jerzy ŚwirskiErich BeyWilliam Sims

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 Achilles sits among Tier VI DDs (40 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.

BestAA range5 km (1 of 12 tied) BestTorpedo range12 km (1 of 5 tied) BestRepair charges3 (1/6) BestRepair heal rate1 %/s (1 of 3 tied) BestEnd plates19 mm (1 of 7 tied / 1 of 7 tied) Top 10%Main battery reload3 s (3/41) Top 10%Main dispersion92.6 m (5/41) Top 10%Displacement2,250 t (5/41) Top 10%AA DPS198 (5/41) Top 10%AA threat757 (3/41) Top 10%Torpedo speed76 kt (4/41) Top 25%Max speed40 kt (7/41) Top 25%Smoke fire bloom2.45 km (9/41) Top 25%HE DPM136,000 (9/41) Top 25%AP arming threshold20 mm (7/37) Top 25%Effective HE DPM (incl. fire)177,877 (11/41) Top 25%Flak damage per salvo (expected)880 (3/17) Top 25%Torpedo reload70 s (8/41) Top 25%Max armor20 mm (7/41) Top 25%Citadel belt20 mm (7/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Engine power44,000 hp (36/41) Bottom 25%Power / turn radius72.1 hp/m (37/41) Bottom 25%Torpedo damage≈9,800 (35/41) Bottom 10%Hit points14,100 HP (39/41) Bottom 10%Main battery range10.35 km (39/41) Bottom 10%Time to 90% speed17.9 s (39/41) WorstNo secondaries (37 of 41 in cohort)
See 19 mid-pack stats

Not standouts for Achilles -- 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.

Concealment6.9 km(21/41) Air detection3.45 km(20/41) Rudder shift3.4 s(16/41) Turning circle610 m(17/41) HE shell damage1,700(31/41) HE fire chance7%(29/41) Fires per minute5.6(14/41) AP shell damage2,150(26/37) AP DPM172,000(13/37) AP velocity850 m/s(15/37) HE velocity850 m/s(17/41) Acceleration (0-12 kt)5 s(22/41) Power-to-weight19.56 hp/t(21/41) AP pen at 10 km65 mm(14/35) Torpedo reaction time7.8 s(25/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value)
Survivability
Hit Points14,100
Displacement2,250 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 14,100 HP = 1,269 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 14,100 HP = 1,410 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
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.
7,100
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.
4,200
Effective HP
ƒBase 14,100 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 14 s × 14,100 HP = 1,974 HP per charge, × 3 charges = 5,922 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
20,022
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,700
Casemate 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
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,600 = 21,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
10,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 800 = 1,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,700
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time3 s
Firing range10.3 km
Turret traverse10 °/s
Turret armor6 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.
±152°
Guns to bear
ƒ180° − 158° (the most restricted aft-facing mount's arc) = 22° off bow; 180° − 152° (the most restricted forward-facing mount's arc) = 28° 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.
22° off bow / 28° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.3 km) shells land in an ellipse about 93 m wide and 56 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Almirante Barroso, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1035030·8−0.51000+0.5)·30=92.6m
92.6 m at 10.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =92.6·0.6=55.6m
55.6 m at 10.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =92.6·0.62=27.8m
27.8 m at 10.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.6·0.62=16.7m
16.7 m at 10.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 3 s base reload = 80.
80
HE shells
HE alpha1,700
HE Velocity850 m/s
Fire Chance7%
HE fire DPM vs T6 BB41877
Effective HE DPM vs T6 BB177877
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 3 s base reload = 136,000.
136,000
Fires/min
ƒ80 shells/min × 0.07 (7% fire chance) = 5.6.
5.6
AP shells
AP alpha2,150
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·23.50.69·0.12−1.07·8501.38=235.4mm.
235.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.3 km), where the shell has slowed to 324.5 m/s: P=10−7·2500·23.50.69·0.12−1.07·324.51.38=62.3mm.
62.3 mm at 10.3 km
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 3 s base reload = 172,000.
172,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed76.0 kt
Range12 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=29,400·0.333=9,800. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 warhead alpha / 3 + 900 blast = 10,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
10,700
Torpedo module damage
ƒPer-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.
900
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km76 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Launch arcscentreline 226°, 228°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming234 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
58,800
AA Defense
AA mount points12
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.
5 km
40 mm/60 Bofors M19363×2 40mm
40 mm/60 Bofors M19362×1 40mm
25 mm/64 Bofors M19327×1 25mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 74 from dual-purpose main battery firing as AA in this range band.
74
Range5 km
Medium aura
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 1 hit probability = 77 - the same in-game units as the Close-range AA DPS headline.
77
Range3.5 km
Total DPS in Aura
ƒFar 74 + Medium 77 = 151
151
Near aura
Guns25 mm/64 Bofors M1932
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.95 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range2.5 km
Total DPS in Aura
ƒFar 74 + Medium 77 + Near 47 = 198
198
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 220 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, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so 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
Maneuverability
Engine power44,000 hp
Maximum speed40.0 kt
Turning circle radius610 m
Rudder shift time3.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 40 / 4 + 4.9 = 14.9 kt. Base value; speed modifiers scale it.
14.9 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
16.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (36.0 kt of 40.0 kt).
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (39.6 kt of 40.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
29.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.3 = +2.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.9 km x 0.955 = 6.59 km. Camouflage does not change detectability by air.
6.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.59 km.
6.59 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.9 km) = 10.35 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.35 km
Detect when firing (air)
ƒAir detectability 3.45 km + gun-firing bloom 2.4 km = 5.85 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.85 km
Detect when on fire (sea)
ƒSea detectability 6.9 km + 2.0 km while burning = 8.9 km.
8.9 km
Detect when on fire (air)
ƒAir detectability 3.45 km + 3.0 km while burning = 6.45 km.
6.45 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party3 charges · 120 s reload · 14 s active · 1,974 HP (14% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 14 s effective active time = 0.14 of max HP × 14,100 HP = 1,974 HP: up to 14% of max HP restored per charge.
· 5,922 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 14,100 HP = 5,922 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 141 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 14,100 HP = 141 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km25.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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=0.5·10350=5175 m, and radiusOnMax=0.6 at 10350 m. Below the kink: k=0.2+(0.5−0.2)·50005175=0.4899, so σV=σH·k=52.5·0.4899=25.7m.
Shell scatter height @ 10 km53.4 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=0.5·10350=5175 m, and radiusOnMax=0.6 at 10350 m. Above the kink: k=0.5+(0.6−0.5)·10000−517510350−5175=0.5932, so σV=σH·k=90·0.5932=53.4m.
AP pen 5 km120 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·23.50.69·0.12−1.07·520.51.38=120mm, where 520.5 m/s is the shell's speed when it arrives at 5 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km65 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2500·23.50.69·0.12−1.07·333.21.38=65mm, where 333.2 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.21 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·0.3344·0.1228·23.5=8.05×10−5. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km7.21 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·0.3344·0.1228·23.5=8.05×10−5. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,500
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass23.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3344
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.8 s
1600 m / (76.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed76.0 kt
Travel time to max range58.8 s
12000 m / (76.0 kt × 2.6855) = 58.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range74
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 SW 3x2 -> 46 DPS @ 3.5 km; 40mm Bofors M36 1barrels SW 2x1 -> 31 DPS @ 3.5 km; 25mm Bofors M32 1barrels SW 7x1 -> 47 DPS @ 2.5 km; Far AA (?) -> 74 DPS @ 5 km.
AA DPS layered by range74 DPS @ 5 km, 151 DPS @ 3.5 km, 198 DPS @ 2.5 km
@ 5 km: 74 from one family; @ 3.5 km: 46 + 31 + 74 = 151; @ 2.5 km: 46 + 31 + 47 + 74 = 198. 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-blank198
46 + 31 + 47 + 74 = 198 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index757
46 × 3.5 + 31 × 3.5 + 47 × 2.5 + 74 × 5 = 757. 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 range2.5 km
Open in Charting Tool

Ship Charts

Background

A destroyer built with the experience gained throughout World War II in mind. The ship's powerful AA defenses were maintained by semi-automatic, dual-purpose main battery mounts and a large number of automatic AA guns.

Armor Beta

Hull HP 14,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 124+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)≈ 705 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm19 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)19 mm≈ 10,575 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 705 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mmno 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 Achilles can equip.

  • Achilles default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision