Arleigh Burke
Also called: 阿利·伯克 Beta- Hug an island and shoot over it
- Avoid: Spending homing missiles on alert targets
On this page
Arleigh Burke Community Stats
No community battles recorded for Arleigh Burke yet. Upload yours to start them.
Arleigh Burke Community Stats
Log in to GamingDiver and upload your data to see Community Data for Arleigh Burke: community win rate, damage, survival, spotting, and your own comparison.
Arleigh Burke Community Stats
Record History
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
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.
+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.
54000 HP, top decile of T7 DDs.
- Thickest plate · 60 mm
- Thick bow plate · 27 mm
- Long-range radar · 13.5 km
- Long-duration radar · 40 s
- Slow for the class · 30 kt
- Slow acceleration
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 spotterThe 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.
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.
Peers in this cohort
Compare Tier VII DestroyersShow all 41 peers
Stats & specs
Charting Toolƒ
Estimate 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: .ƒ
32,500 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 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.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
top 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.ƒ
Seconds 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.ƒ
Read 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).ƒ
Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
Air 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.ƒ
Sea detectability 7 km + 2.0 km while burning = 9 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 4.55 km + 3.0 km while burning = 7.55 km; matches the in-game 'Detect Fire Air' value on every captured ship.
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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
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).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).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.2 launchers x 3 tubes.2 launchers × 3 tubes = 6, all to either side (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.AA defense
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.@ 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.32 = 32 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).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.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.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.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.
Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 27 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. |
| Stern | 27 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. |
| Citadel | 60 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.
Skins & permanent camouflages
Every custom exterior Arleigh Burke can equip.
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.
