World of Warships: Legends ship guide

Ägir

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
305 mm overmatchHeavy AP pen2.05 sigma accuracy16 km gun rangeWide dispersion
Community Data

Ägir Community Stats

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Playstyle

Overview

Ägir is a Tier VIII German super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (6.4 km on ships and 4.4 km on torpedoes, 120 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best torpedo belt percent in T8 CAs (37).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 305mm shells citadel cruisers on the wrong frame, and her 62,850-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Turtleback armor

Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.

Big-caliber overmatch

21.3 mm overmatch threshold, top decile of T8 CAs. Punishes bow-tanking ships peers can't crack.

Strong torpedo belt

37.0% torpedo damage reduction, best of T8 CAs.

Long gun range

16.18 km main battery reach, best of T8 CAs.

Long-range sonar

6.37 km Sonar ship-detection range, best of T8 CAs. Lights DDs and torpedoes inside the bubble.

Wide dispersion

183.9 m max horizontal dispersion, bottom decile of T8 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Ägir

Ägir is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 9 containers (6 more)
  • Chest of Rarities 0.25% Tier VIII Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Piñata Chest 0.025% Tier VIII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Jötunn of the Seas" Campaign Breakdown Campaign Start: 2023-05-15 · End: 2023-06-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Ägir Ship feature / release Start: 2023-05-15 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for reload, concealment, and survivability, with secondary investment as a viable flavor rather than mandatory. Official guidance calls out Francesco Mimbelli for reload and Gunichi Mikawa for detectability; AL Ägir commander support can further emphasize secondaries and damage reduction.

Open in Build Tool →

Commanders frequently paired with this ship AL ÄgirFrancesco MimbelliGunichi Mikawa

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Ägir sits among Tier VIII CAs (27 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.

BestMain battery range16.18 km (1/27) Top 10%HE fire chance27% (3/25) Top 10%AP shell damage9,100 (3/27) Top 25%Hit points62,850 HP (4/27) Top 25%Main battery caliber305 mm (5/27) Top 25%Secondary DPM (per side)225,000 (4/21) Top 25%Secondary HE pen32 mm (4/20) Top 25%Engine power176,000 hp (4/27) Top 25%Turn-speed retention200 hp/m (5/27) Top 25%Secondary range6 km (4/21) Top 25%AA threat2,414 (7/27) Top 25%Torpedo speed65 kt (5/16) Top 25%Torpedo reload90 s (4/16) Top 25%Citadel belt190 mm (5/27) Top 25%Bow armor27 mm (5/27) Bottom 25%Stealth profile13.86 km / 8.32 km (23/27 / 23/27) Bottom 25%Rudder shift18.3 s (25/27) Bottom 25%Main battery reload18 s (23/27) Bottom 25%HE DPM108,000 (22/25) Bottom 25%Acceleration11.7 s (25/27) Bottom 25%AP arming threshold51 mm (23/27) Bottom 25%Displacement35,720 t (24/27) Bottom 25%Power-to-weight4.93 hp/t (24/27) Bottom 10%Main dispersion183.9 m (26/27) WorstSecondary fire chance5% (1 of 7 tied) WorstTorpedo range6 km (1 of 2 tied) WorstTorpedo damage13,700 (1 of 3 tied)
See 19 mid-pack stats

Not standouts for Ägir -- 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.

Max speed33.5 kt(9/27) Traverse-to-turn ratio5.35 ×(15/27) Sigma2.05(13/27) Fires per minute8.1(11/25) AP DPM273,000(16/27) HE alpha1,500(15/20) AP velocity865 m/s(12/27) HE velocity865 m/s(12/25) AA DPS539(9/27) AA range5.2 km(11/27) Max armor200 mm(8/27) Stern armor27 mm(9/27) Deck armor80 mm(15/26) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormRepair charges2(25 of 27 tied at this value) NormRepair heal rate0.5 %/s(14 of 27 tied at this value)

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

Sonar 6.37 kmRepair 2Def-AA
Survivability
Hit Points62,850
Displacement35,720 t
Armor range16–200 mm
Plate armor thicknesses16, 25, 27, 30, 40, 45, 60, 80, 90, 100, 113, 145, 180, 190, 200 mm
Armor material/layer entries52
Fire resistance40%
Fire duration30 s
Torp Reduction37%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
31,400
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.
18,900
Main Battery
ModuleArtillery: 305 mm L/56 SK C/39
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range16.2 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16178/30·(10−1.6)/1000 + 1.6)·30 = 183.9 m
183.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183.9 × 0.6 = 110.3 m
110.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183.9 × 0.314 (σ=2.05) = 57.7 m
57.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.3 × 0.314 (σ=2.05) = 34.6 m
34.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 20 s base reload = 27.
27
HE shells
HE Damage3,600
HE Velocity865 m/s
Fire Chance27%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,600 HE damage x 9 broadside guns = 32,400.
32,400
Base HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 20 s base reload = 97,200.
97,200
Installed HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 108,000.
108,000
Base fires/min
ƒ9 HE shells x 60 / 20 s reload x 27% fire chance = 7.29.
7.29
AP shells
AP Damage9,100
AP Velocity865 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2650 × 390^0.69 × 0.305^-1.07 × 865^1.38 = 654.6 mm. Matches the in-game spec card.
654.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.2 km), where the shell has slowed to 485.4 m/s: 1e-7 × 2650 × 390^0.69 × 0.305^-1.07 × 485.4^1.38 = 294.9 mm.
294.9 mm
AP full-salvo alpha
ƒ9,100 AP damage x 9 broadside guns = 81,900.
81,900
Base AP DPM
ƒ81,900 AP full-salvo alpha x 60 / 20 s base reload = 245,700.
245,700
Installed AP DPM
ƒ81,900 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.
273,000
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.
175
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,800
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.9) + (34×3.5×0.85) + (36×3.5×0.9) = 539. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
539
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
55 mm L/77 Gerät 58 Zwilling9×2 55mm
20 mm Flakvierling 384×4 20mm
20 mm Flakvierling 386×4 20mm
128 mm L/61 KM40 (DP)9×2 128mm
Far aura
DPS
ƒIncludes 36 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
36
Range5.2 km
Medium aura
DPS103
Range5 km
Total DPS in Aura
ƒFar 36 + Medium 103 = 139
139
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 36 + Medium 103 + Near 34 = 173
173
S
Secondary Battery
Mounts9
Firing range6.0 km
Shell Grouping (σ)1
Caliber128 mm
Reload time3.6 s
HE Damage1,500
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
Maneuverability
Engine moduleEngine: 176,000 hp
Engine power176,000 hp
Maximum speed33.5 kt
Turning circle radius880 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.3× slow
Concealment
Detectability by sea13.86 km
Detectability by air8.32 km
Smoke firing penalty10.62 km
Detect after firing main guns13.86 km
Detect Fire Sea15.86 km
Detect Fire Air11.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 120 s active · 6.37 km ship detect · 4.37 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 4 °/s

See all derived stats

Show

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp183.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16178/30·(10−1.6)/1000 + 1.6)·30 = 183.9 m
Max Vert Disp110.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183.9 × 0.6 = 110.3 m
Med Horiz Disp57.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183.9 × 0.314 (σ=2.05) = 57.7 m
Med Vert Disp34.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.3 × 0.314 (σ=2.05) = 34.6 m
AP Pen Close654.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2650 × 390^0.69 × 0.305^-1.07 × 865^1.38 = 654.6 mm. Matches the in-game spec card.
AP Pen Far294.9 mm
Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 485.4 m/s: 1e-7 × 2650 × 390^0.69 × 0.305^-1.07 × 485.4^1.38 = 294.9 mm.
HE penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha32,400
3,600 HE damage x 9 broadside guns = 32,400.
AP full-salvo alpha81,900
9,100 AP damage x 9 broadside guns = 81,900.
Base HE DPM97,200
32,400 HE full-salvo alpha x 60 / 20 s base reload = 97,200.
Base AP DPM245,700
81,900 AP full-salvo alpha x 60 / 20 s base reload = 245,700.
Installed HE DPM108,000
32,400 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 108,000.
Installed AP DPM273,000
81,900 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 273,000.
Base shells/min27
9 broadside guns x 60 / 20 s base reload = 27.
Installed shells/min30
9 broadside guns x 60 / 18 s installed Artillery reload = 30.
Base fires/min7.29
9 HE shells x 60 / 20 s reload x 27% fire chance = 7.29.
Installed fires/min8.1
9 HE shells x 60 / 18 s installed reload x 27% fire chance = 8.1.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range35.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,800
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS539
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.9) + (34×3.5×0.85) + (36×3.5×0.9) = 539. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2414
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 @ 6 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)225,000
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: 9×2 128 mm (9/side) × 60/3.6 × 1500 = 225,000. 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
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 128 mm family.
Max HE pen32 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: 32 mm from the 128 mm family.

Armor

Hull HP 62,850, 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.

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)3,200 (5% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–190 mm)47,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–80 mm)1,700 (3% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel190 mm primary (range 27–190 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.33 direct pen, ×0.10 over-pen).
Superstructure30 mm primary (range 30–200 mm)3,500 (6% 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 HP31,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (128 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 (55 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 HP18,900 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Ägir 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.