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 BoostPunchy HE secondariesHigh HP poolThickest plateSlow
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Community Data

Arleigh Burke Community Stats

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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, 25 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, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE SECONDARIES
  • Punchy HE · 2200 max
  • Punch-through secondaries · 61 mm
Long-range radar

13.5 km Surveillance Radar range, best of the 7 T7 DDs with radar. Lights targets peer radars can't reach.

High HP pool

54000 HP, top decile of T7 DDs.

Sluggish for the tonnage

2.56 hp per ton, bottom decile of T7 DDs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

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.

Official WG availability sources

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 (40 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 (3/41) Top 10%Max armor60 mm (3/41) Top 10%Citadel belt60 mm (3/41) Top 10%End plates27 mm (3/41 / 3/41) Top 25%Rudder shift3 s (7/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat64 (36/41) Bottom 25%Torpedo damage≈10,833 (33/37) Bottom 25%Torpedo speed56 kt (31/37) Bottom 10%Acceleration29.3 s (39/41) Bottom 10%Turn-speed retention44.2 hp/m (38/41) Bottom 10%Displacement9,000 t (40/41) Bottom 10%Power-to-weight2.56 hp/t (40/41) Bottom 10%Torpedo range5.49 km (35/37) WorstMax speed30 kt (1 of 3 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 6 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(26/41) Secondary DPM (per side)33,000(3/7) Secondary fire chance8%(4/7) NormSecondary sigma1(5 of 7 tied at this value) NormTurn speed retained81%(39 of 41 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
Armor range16–60 mm
Plate armor thicknesses16, 27, 40, 50, 60 mm
Armor material/layer entries26
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
27,000
Repairable: penetration50%
Repairable: steering gear50%
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)
ƒThe 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×2.6=7.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 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 Arming173 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 Damage2,200
Muzzle Velocity825 m/s
Fire Chance8%
Armor 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
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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7 km
Detect Fire Sea9 km
Detect Fire Air7.55 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 · 45 s reload · 25 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 time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range37.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (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
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
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
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
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 127 mm family.
Max HE fire chance8%
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
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.

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 68+ 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+ (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 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+ (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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Arleigh Burke default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision