World of Warships: Legends ship guide

Black

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 13.7-km torpedoes for a perfect shot
Key characteristics
Long torps (14 km)Radar (8 km)SmokeEngine BoostWide dispersion
Community Data

Black Community Stats

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Playstyle

Overview

Black is a Tier VII American torpedo destroyer reaching 13.7 km. The torpedoes travel at 43 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best radar duration in T7 DDs (19 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 13.7 km reach at 43 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 13.7-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Surveillance Radar

8.33 km range, 19 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Fast turret traverse

34.0°/s turret traverse, best of T7 DDs. Tracks fast-rotating targets peers can't keep up with.

Long-range torps

13.71 km torpedo range, best of T7 DDs.

High-arc HE shells

43.4° HE impact angle at max range, top decile of T7 DDs. Lobs over cover.

High-arc AP shells

42.0° impact angle at max range, top decile of T7 DDs. Lobs over island cover.

Wide dispersion

97.6 m max horizontal dispersion, bottom decile of T7 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Black

Black is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, Campaign, and Collaboration. 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

  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
Show all 15 containers (12 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "Lucky Six" Campaign Breakdown Campaign Start: 2022-06-20 · End: 2022-07-24 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.
  • Silent Orca Campaign Breakdown Campaign Start: 2024-11-18 · End: 2024-12-15 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.
  • Phantom of Sherwood Campaign Breakdown Campaign Start: 2025-11-03 · End: 2025-11-30 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.
  • Treasure Hunt Event/store source Start: 2021-08-09 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Fury, WAAAGH! and Legends: Warhammer 40,000 collaboration in detail Event/store source Start: 2021-11-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • "Gaming against Cancer" Charity Event Event/store source Start: 2021-11-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • The Return of Treasure Hunt Event/store source Start: 2022-08-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • November Update: Black Deals Under a Black Flag 750,000 Global XP 2024-11-14 Tier VII default; exact price not in source
  • Summer Update: The High Roll 10,000 Doubloons 2022-06-16
Show direct source rows

Builds Beta

Build for concealment, gun reload, survivability, smoke utility, Radar value, and enough torpedo uptime to pressure lanes.

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Cohort position

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Where Black sits among Tier VII DDs (30 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.

BestTraverse-to-turn ratio18.46 × (1/30) BestTorpedo range13.71 km (1/29) Top 10%Rudder shift3.9 s (3/30) Top 10%Acceleration9.7 s (3/30) Top 10%Torpedo damage21,600 (3/29) Top 25%Main battery reload3.2 s (8/30) Top 25%AA DPS240 (8/30) Top 25%AA range5 km (8/30) Top 25%AA threat827 (8/30) Bottom 25%Max speed35 kt (25/30) Bottom 25%AP shell damage2,100 (25/28) Bottom 25%Main dispersion97.6 m (27/30) Bottom 25%AP velocity792 m/s (25/28) Bottom 25%HE velocity792 m/s (27/30) Bottom 25%Torpedo speed43 kt (27/29) WorstHE fire chance5% (1 of 8 tied)
See 23 mid-pack stats

Not standouts for Black -- 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 points16,700 HP(20/30) Concealment7.09 km(19/30) Air detection3.55 km(19/30) Main battery caliber127 mm(19/30) Main battery range11.01 km(10/30) HE shell damage1,800(18/30) Fires per minute4.69(19/30) HE DPM168,750(9/30) AP DPM196,875(16/28) AP arming threshold21 mm(12/28) Engine power60,000 hp(15/30) Turn-speed retention107.1 hp/m(11/30) Displacement2,924 t(17/30) Power-to-weight20.52 hp/t(9/30) Torpedo reload96 s(14/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Radar 8.33 kmSmokeEngine Boost
Survivability
Hit Points16,700
Displacement2,924 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries28
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
8,400
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.
5,000
Main Battery
ModuleArtillery: 127 mm Mk30
Mounts / barrels5 mounts / 5 barrels
Reload time3.6 s
Firing range11 km
Turret traverse34 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11013/30·(8−0.5)/1000 + 0.5)·30 = 97.6 m
97.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.6 × 0.6 = 58.6 m
58.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.6 × 0.32 (σ=2) = 31.2 m
31.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.6 × 0.319 (σ=2) = 18.7 m
18.7 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ5 broadside guns x 60 / 3.6 s base reload = 83.3.
83.3
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
Base HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
150,000
Installed HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 3.2 s installed reload (Main Battery Mod. 3 = -10%) = 168,750.
168,750
Base fires/min
ƒ5 HE shells x 60 / 3.6 s reload x 5% fire chance = 4.17.
4.17
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 248.7 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.7^1.38 = 44.1 mm.
44.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
Base AP DPM
ƒ10,500 AP full-salvo alpha x 60 / 3.6 s base reload = 175,000.
175,000
Installed AP DPM
ƒ10,500 AP full-salvo alpha x 60 / 3.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,875.
196,875
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.
10
Torpedoes
ModuleMk16 mod. 1
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time96 s
Projectile speed43 kt
Range13.71 km
Maximum simulated damage23,200 (est.)
Alpha damage34,800
Torpedo detectability0.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming133 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
232,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (27×3.5×0.95) + (23×3.5×1) = 240. 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.
240
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk13×2 40mm
20 mm Oerlikon Mk47×1 20mm
20 mm Oerlikon Mk202×2 20mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose main battery firing as AA in this range band.
23
Range5 km
Medium aura
DPS20
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 20 = 43
43
Near aura
DPS27
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 20 + Near 27 = 70
70
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed35 kt
Turning circle radius560 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio18.5× snappy
Concealment
Detectability by sea7.09 km
Detectability by air3.55 km
Smoke firing penalty2.65 km
Detect after firing main guns7.09 km
Detect Fire Sea9.09 km
Detect Fire Air6.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 124 s cloud active
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Surveillance Radar3 charges · 150 s reload · 19 s active · 8.33 km radar range
Module options (1)

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

HullUpgrade
  • Turret traverse34 → 18 °/s

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp97.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11013/30·(8−0.5)/1000 + 0.5)·30 = 97.6 m
Max Vert Disp58.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.6 × 0.6 = 58.6 m
Med Horiz Disp31.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.6 × 0.32 (σ=2) = 31.2 m
Med Vert Disp18.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.6 × 0.319 (σ=2) = 18.7 m
AP Pen Close218 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 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far44.1 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 248.7 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.7^1.38 = 44.1 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha9,000
1,800 HE damage x 5 broadside guns = 9,000.
AP full-salvo alpha10,500
2,100 AP damage x 5 broadside guns = 10,500.
Base HE DPM150,000
9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
Base AP DPM175,000
10,500 AP full-salvo alpha x 60 / 3.6 s base reload = 175,000.
Installed HE DPM168,750
9,000 HE full-salvo alpha x 60 / 3.2 s installed reload (Main Battery Mod. 3 = -10%) = 168,750.
Installed AP DPM196,875
10,500 AP full-salvo alpha x 60 / 3.2 s installed reload (Main Battery Mod. 3 = -10%) = 196,875.
Base shells/min83.3
5 broadside guns x 60 / 3.6 s base reload = 83.3.
Installed shells/min93.8
5 broadside guns x 60 / 3.2 s installed Artillery reload = 93.8.
Base fires/min4.17
5 HE shells x 60 / 3.6 s reload x 5% fire chance = 4.17.
Installed fires/min4.69
5 HE shells x 60 / 3.2 s installed reload x 5% fire chance = 4.69.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed43 kt
Travel time to max range122.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage232,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage232,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS240
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (27×3.5×0.95) + (23×3.5×1) = 240. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index827
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

Armor

Hull HP 16,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 6–20 mm)2,200 (13% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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 mm12,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 13–20 mm)1,600 (10% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–19 mm)1,300 (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 HP8,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 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 HP5,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Black 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.