World of Warships: Legends ship guide

Arleigh Burke

Also called: 阿利·伯克 Beta
U.S.A. · Tier VII · Destroyer · Premium
Missile boatNo main battery: strike at range with missiles and keep torpedoes for anything that closes.
Playstyle
  • Hug an island and shoot over it
  • Avoid: Spending homing missiles on alert targets
Key characteristics
Radar (13.5 km)Engine BoostHigh HP poolThickest plateSlow
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Community Data

Arleigh Burke Community Stats

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Community Data

Arleigh Burke Community Stats

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Archived

Arleigh Burke was playable in the Modern Era game mode, which has ended. It left the game on 5 October 2026. This page is kept as a historical record: the stats show the ship as it last was in World of Warships: Legends.

Playstyle

Overview

Arleigh Burke is the most complete missile destroyer of the six: cruise missiles every 12 s for 4,300, a homing pair worth 24,000 on a 60 s reload, torpedoes on a 12 s reload if something closes, and 13 km of reach on both missile types. Her homing missiles arc over terrain, so unlike Ticonderoga she can fire from behind cover. Radar has unlimited charges on a 45 s cooldown, which lets her find her own targets rather than waiting for a spot.

Positioning

Hug an island and shoot over it. Run Radar to strip concealment for yourself, work the 13 km band with cruise missiles, and keep Engine Boost (three charges, 120 s each) for repositioning between salvos rather than for escapes. Her Missile Defense Targeting covers a 90 degree sector out to 7 km and tracks two missiles at once, on unlimited charges. You point it with the camera rather than by turning the hull, so she can hold a threat axis and keep firing.

Potato Avoidance

Spending homing missiles on alert targets

Hers carry 2,000 HP, tied with Neustrashimy '93 for the most fragile warhead in the mode, so point defence shoots them down more easily than most. Fire them at ships already under pressure, or from cover so they spend less time in the open. The other mistake is treating her as a gunboat: she has no main battery, so open water buys nothing.

Signature Traits

Surveillance Radar

13.5 km range, 40 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Engine Boost

+30% speed (about +9 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

High HP pool ↗

54000 HP, top decile of T7 DDs.

ELITE ARMOR ↗
  • Thickest plate · 60 mm
  • Thick bow plate · 27 mm
ELITE RADAR ↗
  • Long-range radar · 13.5 km
  • Long-duration radar · 40 s
WEAK MOBILITY ↗
  • Slow for the class · 30 kt
  • Slow acceleration
Acquisition

How to get Arleigh Burke

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

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

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

Builds

Consumable uptime first, since unlimited Radar on a short cooldown is what makes her self-sufficient, then missile reload. Concealment matters less than on a gun destroyer because her damage comes from behind terrain.

Martin Prentiss

Radar spotter

The same Martin Prentiss radar setup Popcorn runs on O.H. Perry, unchanged for Burke.

Recommended by Popcorn

Cohort position

Hide ▾

Where Arleigh Burke sits among Tier VII DDs (41 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.

BestSecondary HE alpha2,200 (1 of 3 tied) BestSecondary HE pen61 mm (1 of 3 tied) BestTorpedo reload12 s (1 of 2 tied) Top 10%Hit points54,000 HP (3/42) Top 10%Turning circle520 m (3/42) Top 10%Max armor60 mm (3/42) Top 10%Citadel belt60 mm (3/42) Top 10%End plates27 mm (3/42 / 3/42) Top 25%Rudder shift3 s (7/42) Bottom 25%AA DPS32 (37/42) Bottom 25%AA threat64 (38/42) Bottom 25%Torpedo damage≈10,833 (33/38) Bottom 25%Torpedo speed56 kt (33/38) Bottom 10%Time to 90% speed29.3 s (40/42) Bottom 10%Acceleration (0-12 kt)8.1 s (41/42) Bottom 10%Turn-speed retention44.2 hp/m (39/42) Bottom 10%Displacement9,000 t (41/42) Bottom 10%Power-to-weight2.56 hp/t (41/42) Bottom 10%Torpedo range5.49 km (37/38) WorstMax speed30 kt (1 of 3 tied) WorstSmoke fire bloom3.65 km (1 of 4 tied) WorstAir detection4.55 km (1 of 4 tied) WorstEngine power23,000 hp (1 of 6 tied) WorstAA range2 km (1 of 7 tied)
See 7 mid-pack stats

Not standouts for Arleigh Burke -- 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.

Concealment7 km(27/42) Secondary DPM (per side)33,000(3/7) Secondary fire chance8%(4/7) Torpedo reaction time7.3 s(11/38) NormSecondary sigma1(5 of 7 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value) NormSecondary range4 km(5 of 7 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points54,000
Displacement9,000 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
154.2 x 21.3 m (measured from the ship model)
Armor range16–60 mm
Plate armor thicknesses16, 27, 40, 50, 60 mm
Armor material/layer entries26
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 54,000 HP = 4,860 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 54,000 HP = 5,400 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Steering gear HP
ƒRead from the game data (the hull's module durability). Durability 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.
27,000
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒRead from the game data (the hull's bow hit location). Damage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
27,000
Casemate section HP
ƒRead from the game data (the hull's casemate hit location). This 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
ƒRead from the game data (the hull's hull hit location). Damage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
54,000
Superstructure section HP
ƒRead from the game data (the hull's superstructure hit location). Damage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
16,200
Stern section HP
ƒRead from the game data (the hull's stern hit location). Damage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it are heavily reduced. 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.
27,000
Torpedoes
ModuleTorpedoes: 324 mm Mk.32 torpedo tubes
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time12 s
Projectile speed56 kt
Range5.49 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=32,500·0.333=10,833.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 900 blast = 11,733. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
11,733
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
192%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.
64,998
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
20 mm Mk.15 Phalanx CIWS2×1 20mm
Medium aura
Guns20 mm Mk.15 Phalanx CIWS
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
S
Secondary Battery
Mounts1
Firing range4.0 km
Shell Grouping (σ)1
127 mm/54 Mk.451×1 127mm
Caliber127 mm
Reload time2 s
HE alpha2,200
Muzzle Velocity825 m/s
Fire Chance8%
HE Pen61 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power23,000 hp
Maximum speed30 kt
Turning circle radius520 m
Rudder shift time3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.4 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
28 s
Engine boost threshold (reverse)
ƒRead from the game data (the engine's reverse power threshold). Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
29.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
53 s
Concealment
Detectability by sea7 km
Detectability by air4.55 km
Smoke firing penalty3.65 km
Detect when firing (air)
ƒAir detectability 4.55 km + gun-firing bloom 3.54 km = 8.09 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
8.09 km
Detect when on fire (sea)
ƒSea detectability 7 km + 2.0 km while burning = 9 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
9 km
Detect when on fire (air)
ƒAir detectability 4.55 km + 3.0 km while burning = 7.55 km; matches the in-game 'Detect Fire Air' value on every captured ship.
7.55 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 180 s reload · 120 s active · +30% speed bonus
Surveillance Radar∞ charges · 75 s reload · 40 s active · 13.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 450×301000=13.5 km
Missile Defense Targeting∞ charges · 10 s reload · 4 s active

See all derived stats

Show ▾

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

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

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 s
1100 m / (56 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed56 kt
Travel time to max range36.5 s
5490 m / (56 kt × 2.6855) = 36.5 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centerline launchers train across - full salvo to either side).
Full-salvo damage64,998
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.
Per-side salvo damage64,998
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.

AA defense

AA DPS at max range32
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: Mk15 Phalanx 2x1 -> 32 DPS @ 2 km.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range32 DPS @ 2 km
@ 2 km: 32 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-blank32
32 = 32 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
32 × 2 = 64. 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.

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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)33,000
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: 1×1 127 mm (0.5/side) × 60/2 × 2200 = 33,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Read from the game data (the only family, 127 mm): 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 127 mm family.
Max HE fire chance8%
Read from the game data (the only family, 127 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.
Max HE pen61 mm
Read from the game data (the only family, 127 mm): 61 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: 61 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

Arleigh Burke is the lead ship of the current class of United States Navy guided-missile destroyers. Designed at the end of the Cold War to replace all other U.S. destroyers, the class has been in continuous production since 1988, with a total of 86 ships currently in active service or under construction.

Armor Beta

Hull HP 54,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern27 mm

Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

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

Farming27 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm≈ 2,700 (~5% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)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)40 mm primary (range 40–60 mm)≈ 40,500 (~75% of HP)
No common AP caliber overmatches40 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 16–27 mm)≈ 2,700 (~5% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 16–60 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.

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 Arleigh Burke can equip.

  • Arleigh Burke 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.