World of Warships: Legends ship guide

Al Ägir

Beta
Germany · Tier VIII · Cruiser · Ägir Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Start at mid range where 305 mm AP can find cruiser and battleship broadsides, then push only when torp…
  • Ägir wants controlled aggression, not a blind rush
  • Avoid: Do not mistake armor and torpedoes for immunity
Community Data

Al Ägir Community Stats

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Playstyle

Overview

AL Ägir is a fast, well-armored German O-class supercruiser with nine 305 mm guns, eighteen 128 mm secondaries, eight 533 mm torpedoes, and a solid HP pool. Play her as a mid-range armored cruiser that threatens broadsides and punishes ships that let her close safely.

Positioning

Start at mid range where 305 mm AP can find cruiser and battleship broadsides, then push only when torpedo and secondary threats can matter without exposing you to crossfire. Ägir wants controlled aggression, not a blind rush.

Potato Avoidance

Mistake armor and torpedoes for immunity

If Ägir shows broadside or charges before the flank is stable, she becomes a large target; her best pressure comes after she has already won the angle.

Acquisition

How to get Al Ägir

Al 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

  • Azur Lane VII Crate 1% Azur Lane Tier VIII Premium Ship Collaboration containers · Azur Lane VII Crate
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

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Most stats below come from the base ship, Ägir. Rows where this variant differs are marked with a badge; hover the badge to see the base 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 range15.0 km Δ
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9 Δ
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.
58,668 Δ
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 range7.0 km Δ
Shell Grouping (σ)1
Caliber128 mm
Reload time3.6 s
HE Damage1,600 Δ
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 48 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (15%) Δ
Max secondary dispersion @ 7.0 km
ƒ7.0 km × 48 + 30 = 366.0 m.
366.0 m Δ
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

See all derived stats

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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 damage58,668 Δ
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 typeImproved (15%) Δ
Max dispersion = range (km) × 48 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7.0 km366.0 m Δ
7.0 km × 48 + 30 = 366.0 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.
Exteriors

Skins & permanent camouflages

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

  • Al Ägir default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur AegirAzur Lane

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.