World of Warships: Legends ship guide

Anshan

Also called: 鞍山 Beta
Pan-Asia · Tier V · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
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 torps (8 km)10.7 km gun rangeHigh HE DPMSmokeEngine BoostSluggish rudder
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Community Data

Anshan Community Stats

Across 3,500+ Standard battles from 220+ players, Anshan averages a 67% win rate, 41,800 damage and 1.4 kills per battle, and survives 49% of them.

Community Data

Anshan Community Stats

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Playstyle

Overview

Anshan is a Tier V Pan-Asian 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. Her torpedoes run deep and pass under destroyers, so against a peer DD the guns are the only answer she has. Both shells run cohort-strong (cohort-strong AP at 168,000 AP DPM and top-decile HE at 127,680 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: top speed in T5 DDs (38 kt, 5th of 25) and main battery range in T5 DDs (10.7 km, 3rd of 25). The trade is rudder shift in T5 DDs (4.4 s, 24th of 25).

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: 10.7 km of reach against 6.5 km of detection leaves about 4.2 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. With 4.4 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Trading guns in open water against peer DDs These torpedoes ignore the Destroyer class

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. You are visible from 6.5 km with 14,400 HP to spend, so the second ship to join the trade decides it. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/25 T5 DDs.

Engine Boost

+8% speed (about +3 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 MAIN BATTERY ↗
  • HE DPM machine · 127680 HE
  • Long gun range · 10.7 km
  • AP DPM machine · 168000 AP
  • Fast reload · 3.5 s
Fast for the class ↗

38 kt, top decile of T5 DDs. Lets you rotate flanks or escape disengagements.

Thickest plate ↗

19 mm on her single heaviest plate, top decile of T5 DDs. Its thickest plate shrugs standard HE under 127 mm and is only overmatched by 283 mm AP and up; the ends are far thinner.

Sluggish rudder ↗

4.4 s rudder shift, bottom decile of T5 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Anshan

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

  • Super V crate 4.166667% One of the Tier V Premium ships Event · Super V crate · 1 of 24 ships
  • Santa Level 4 0.272727% Tier V Premium ship Archived · Santa Level 4 · 1 of 22 ships
  • Santa Level 3 0.261364% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Santa Level 30.220455%
    • Santa Level 3 → Santa Level 40.040909%
Show all 17 containers (14 more)
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Summer Big Crate 0.25% Tier V Premium ship Common · Summer Big Crate · 1 of 2 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.116477% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
    Show 4 paths
    • Santa Level 20.063636%
    • Santa Level 2 → Santa Level 30.033068%
    • Santa Level 2 → Santa Level 40.013636%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.052273% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.044091%
    • Champion's Box → Santa Level 3 → Santa Level 40.008182%
  • Santa Level 1 0.037494% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.011023%
    • Santa Level 1 → Santa Level 20.009545%
    • Santa Level 10.009%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • The Return of Treasure Hunt Crates Start: 2022-08-05
    • 150 cells opened: Super V Crate
    • Five ships of Tier V previously not included in possible drops, were added to the crate. Those are: Arizona, Hyūga, Zuihō, Anshan, and Huanghe.
  • Anniversary Update: New Horizons Crates Start: 2022-07-21
    • This time, you can acquire up to two Super V crates, including the usual crate-exclusive Shinonome, but also the latest Tier V Premium ships added to the range of available drops—this means Arizona, Hyūga, Zuihō, Anshan, and Huanghe!
  • Three Years Young: Anniversary Gifts Crates Start: 2022-07-25
    • Additionally, all Tier V Premium ships released since the first instance of Treasure Hunt concluded (those being Arizona, Hyūga, Zuihō, Anshan, and Huanghe) have been added to the possible drops.
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

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Cohort position

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Where Anshan sits among Tier V DDs (24 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 reload3.5 s (1 of 2 tied) Top 10%Main battery range10.7 km (3/25) Top 10%HE DPM127,680 (3/25) Top 10%Torpedo reaction time5.6 s (3/25) Top 10%Max armor19 mm (3/25) Top 25%Max speed38 kt (5/25) Top 25%Main battery caliber130 mm (7/25) Top 25%Fires per minute4.7 (7/25) Top 25%AP DPM168,000 (5/22) Top 25%AP pen at 10 km77 mm (5/23) Top 25%Effective HE DPM (incl. fire)163,077 (4/25) Bottom 25%Main dispersion95.3 m (23/25) Bottom 25%Time to 90% speed17 s (22/25) Bottom 10%Rudder shift4.4 s (24/25)
See 30 mid-pack stats

Not standouts for Anshan -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points14,400 HP(12/25) Concealment6.53 km(13/25) Smoke fire bloom2.49 km(19/25) Air detection3.27 km(15/25) Turning circle610 m(15/25) HE shell damage1,900(8/25) HE fire chance7%(17/25) AP shell damage2,500(11/22) AP velocity870 m/s(9/22) HE velocity870 m/s(9/25) Acceleration (0-12 kt)5 s(14/25) AP arming threshold22 mm(15/22) Engine power48,000 hp(13/25) Power / turn radius78.7 hp/m(11/25) Displacement2,400 t(13/25) Power-to-weight20 hp/t(13/25) AA DPS95(13/25) AA range3.5 km(9/25) AA threat332(9/25) Torpedo range8.04 km(9/25) Torpedo damage≈14,000(9/25) Torpedo speed60 kt(17/25) Torpedo reload79 s(14/25) NormAP fuse timer0.01 s(17 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormAP auto-bounce angle60°(21 of 22 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value) NormCitadel belt16 mm(24 of 25 tied at this value) NormBow armor16 mm(24 of 25 tied at this value) NormStern armor16 mm(24 of 25 tied at this value)
Survivability
Hit Points14,400
Displacement2,400 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
112.3 x 10.2 m
Armor range10–19 mm
Plate armor thicknesses10, 13, 15, 16, 19 mm
Armor material/layer entries29
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
23.3%
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 × 14,400 HP = 1,296 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 × 14,400 HP = 1,440 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.
7,200
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.
4,300
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 × 1,900 = 3,800), 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.
1,900
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 × 10,800 = 21,600), 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 ×. 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.
10,800
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 × 1,100 = 2,200), 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 ×. 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.
1,100
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 × 1,300 = 2,600), 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 ×. 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.
1,300
Main Battery
ModuleArtillery: 130 mm/50 M1936 shì
Mounts / barrels4 mounts / 4 barrels
Reload time3.5 s
Firing range10.7 km
Turret traverse6 °/s
Turret armor13 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.
2x ±150°, ±156°, ±146°
Guns to bear
ƒ180° − 146° (the most restricted aft-facing mount's arc) = 34° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
34° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 95 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, 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 =(1070130·8−0.51000+0.5)·30=95.3m
95.3 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.3·0.6=57.2m
57.2 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.3·0.62=28.6m
28.6 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.2·0.62=17.1m
17.1 m at 10.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ4 broadside guns x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 67.2.
67.2
HE shells
HE alpha1,900
HE Velocity870 m/s
Fire Chance7%
HE fire DPM vs T5 BB35427
Effective HE DPM vs T5 BB163107
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 127,680.
127,680
Fires/min
ƒ67.2 shells/min × 0.07 (7% fire chance) = 4.7.
4.7
AP shells
AP alpha2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1700·33.50.69·0.13−1.07·8701.38=193.8mm.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 425.7 m/s: P=10−7·1700·33.50.69·0.13−1.07·425.71.38=72.3mm.
72.3 mm at 10.7 km
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 168,000.
168,000
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 Mk IX
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 70 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 79×0.85=67.1 s.
Initial: 70 s → 79 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 60.0 kt); the stock torpedo module runs 75.0 kt.
Initial: 75 kt → 60 kt
RangeInitial: 6.03 km → 8.04 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=42,000·0.333=14,000. 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.
≈ 14,000
Maximum damage (ammunition)
ƒ42,000 warhead alpha / 3 + 1,000 blast = 15,000. 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.
15,000
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.
1,000
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km60 kt×2.6855=5.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
5.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.9 per hit, shown as 2.9×100=290%. 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.
290%
Torpedo launcher traverse25 °/s
Launch arcscentreline 270°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
84,000
AA Defense
AA mount points4
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.
3.5 km
37 mm 61 shì4×2 37mm
Medium aura
Guns37 mm 61 shì
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range3.5 km
Maneuverability
Engine power48,000 hp
Maximum speed38.0 kt
Turning circle radius610 m
Rudder shift time4.4 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 = 38 / 4 + 4.9 = 14.4 kt. Base value; speed modifiers scale it.
14.4 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.
15.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38.0 kt).
17 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38.0 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.
28.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 7.8 = -1.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.53 km x 0.955 = 6.24 km. Camouflage does not change detectability by air.
6.53 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.53 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.24 km.
6.24 km
Detectability by air3.27 km
Smoke firing penalty2.49 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.53 km) = 10.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.7 km
Detect when firing (air)
ƒAir detectability 3.27 km + gun-firing bloom 2.6 km = 5.87 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
5.87 km
Detect when on fire (sea)
ƒSea detectability 6.53 km + 2.0 km while burning = 8.53 km.
8.53 km
Detect when on fire (air)
ƒAir detectability 3.27 km + 3.0 km while burning = 6.27 km.
6.27 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

TorpedoesTrade-off
  • Range6.03 → 8.04 km
  • Reload70 → 79 s
  • Speed75 → 60 kt

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 km25.2 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=0.5·10701=5350 m, and radiusOnMax=0.6 at 10701 m. Below the kink: k=0.2+(0.5−0.2)·50005350=0.4803, so σV=σH·k=52.5·0.4803=25.2m.
Shell scatter height @ 10 km52.8 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=0.5·10701=5350 m, and radiusOnMax=0.6 at 10701 m. Above the kink: k=0.5+(0.6−0.5)·10000−535010701−5350=0.5869, so σV=σH·k=90·0.5869=52.8m.
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 =10−7·1700·33.50.69·0.13−1.07·615.91.38=120mm, where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 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 km77 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 =10−7·1700·33.50.69·0.13−1.07·444.21.38=77mm, where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 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 km5.99 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·0.2857·0.1328·33.4=5.68×10−5. That runs from a 870 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 km5.98 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·0.2857·0.1328·33.5=5.66×10−5. That runs from a 870 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
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,700
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 mass33.5 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 coefficient0.2857
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 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 time5.6 s
900 m / (60.0 kt × 2.6855) = 5.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range49.9 s
8040 m / (60.0 kt × 2.6855) = 49.9 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 damage84,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,000 = 84,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range95
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V11 4x2 -> 95 DPS @ 3.5 km.
AA DPS layered by range95 DPS @ 3.5 km
@ 3.5 km: 95 from one family. 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-blank95
95 = 95 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index332
95 × 3.5 = 332. 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.
Open in Charting Tool

Ship Charts

Background

One of the Soviet destroyers built under Project 7 (the Gnevny class). Fast and with powerful artillery, she was acquired by the People's Liberation Army Navy in 1955. By that time, her AA defenses had been noticeably enhanced.

Armor Beta

Hull HP 14,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–19 mm)1,900 (13% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)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)19 mm10,800 (75% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–19 mm)1,300 (9% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–19 mm)1,100 (8% 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 HP7,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (37 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 HP4,300 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Anshan can equip.

  • Anshan 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.