World of Warships: Legends ship guide

Black

Also called: 布莱克 Beta
U.S.A. · Tier VII · Destroyer · Premium
Long-range torpedo DDA long-range torpedo DD: fish blind lanes from concealment and trade guns sparingly.
Playstyle
  • Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
  • Avoid: Pushing the cap fight yourself
Key characteristics
Long, heavy torpedoes (13.7 km)Radar (7.5 km)SmokeEngine BoostLow fire chance
On this page
Community Data

Black Community Stats

Across 15,000+ Standard battles from 210+ players, Black averages a 62% win rate, 39,800 damage and 1.0 kills per battle, and survives 44% of them.

Community Data

Black Community Stats

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Playstyle

Overview

Black is a Tier VII American long-range torpedo destroyer reaching 13.7 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: torpedo alpha in T7 DDs (23,200, 2nd of 38) and best module-wrecking torpedoes in T7 DDs (10,000, 1st of 38). The trade is HE fire chance in T7 DDs (5, 31st of 35).

Positioning

Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank. 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 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (7.5 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 3 s and carving a 560 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Pushing the cap fight yourself

The kit is map control via torpedo lanes, not cap brawling; if you contest the cap directly your peer DDs will out-trade you and the long torps stop mattering when you are dead.

Signature Traits

Surveillance Radar

7.5 km range, 19 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 23200 damage
  • Long-range torps · 13.7 km
  • Module-wrecking torpedoes · 10000 torpedo
  • Big torpedo salvo · 10 tubes
Lingering smoke ↗

124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.

WEAK MAIN BATTERY ↗
  • Low fire chance · 5%
  • Slow HE shells · 792 m/s
Acquisition

How to get Black

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

  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
Show all 15 containers (12 more)
  • Spectral Vault 4.0 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · 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 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · 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 Archived · 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 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · 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 Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
  • "Lucky Six" Campaign Breakdown Campaign Start: 2022-06-20 · End: 2022-07-24
    • Comprising 100 stages over the course of 5 weeks with the catch-up mechanic enabled, the Lucky Six campaign features a choice between two different ships for players with an active Admiralty Backing as its milestone-100 reward—U.S. Tier V aircraft carrier Independence or U.S. Tier VII destroyer Black!
  • Through the Spy Glass: USS Black, Independence, South Carolina Campaign Start: 2022-06-21
    • One of the co-stars of the Lucky Six current campaign, USS Black was a Fletcher-class destroyer commissioned in 1943.
  • Independence Day: Fireworks & BB(Q)s Campaign Start: 2022-06-21
    • This update's campaign—Lucky Six—focuses on Tier VII Premium destroyer Black and Tier V Premium aircraft carrier Independence.
    • You can get one of those American ships if you have an active Admiralty Backing and complete the campaign. If you want to add the ship you don't pick to your collection, you can also do that for 10,000 doubloons.
  • Summer Update: The High Roll 10,000 Doubloons 2022-06-16
    • Additional rewards you can get with the Admiralty Backing (2,500 doubloons):
    • American Tier VII Premium destroyer Black or American Tier V Premium aircraft carrier Independence; the ship you don't choose as the reward will be obtainable for 10,000 doubloons
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Arleigh Burke

WG official

WG official build from Through the Spy Glass: USS Black, Independence, South Carolina.

Source: Through the Spy Glass: USS Black, Independence, South Carolina

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Cohort position

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Where Black 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.

Top 10%Torpedo range13.71 km (2/38) Top 10%Torpedo damage≈23,200 (2/38) Top 25%Rudder shift3 s (7/42) Top 25%Turning circle560 m (7/42) Top 25%Main battery reload3.6 s (9/37) Top 25%Time to 90% speed15.7 s (11/42) Top 25%Power / turn radius107.1 hp/m (11/42) Top 25%AA DPS241 (10/42) Top 25%AA range5 km (11/42) Top 25%AA threat830 (11/42) Bottom 25%AP shell damage2,100 (29/33) Bottom 25%Main dispersion97.6 m (29/37) Bottom 10%AP velocity792 m/s (31/33) Bottom 10%HE velocity792 m/s (33/35) Bottom 10%Torpedo speed43 kt (37/38) WorstHE fire chance5% (1 of 8 tied) WorstNo secondaries (35 of 42 in cohort)
See 29 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(30/42) Max speed35 kt(29/42) Concealment7.09 km(31/42) Smoke fire bloom2.65 km(26/42) Air detection3.55 km(29/42) Main battery caliber127 mm(23/37) Main battery range11.01 km(11/37) HE shell damage1,800(23/35) Fires per minute4.04(26/35) HE DPM145,385(12/35) AP DPM169,615(20/33) Acceleration (0-12 kt)5 s(18/42) AP arming threshold21 mm(15/33) Engine power60,000 hp(18/42) Displacement2,924 t(19/42) Power-to-weight20.52 hp/t(13/42) AP pen at 10 km55 mm(25/34) Effective HE DPM (incl. fire)175,353(14/35) Flak damage per salvo (expected)1,100(7/17) Torpedo reaction time7.8 s(17/38) Torpedo reload96 s(22/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points16,700
Displacement2,924 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.
114.7 x 12.1 m (published figure)
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries28
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 16,700 HP = 1,503 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 × 16,700 HP = 1,670 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.
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
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 × 2,200 = 4,400), 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.
2,200
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 × 12,500 = 25,000), 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.
12,500
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 × 1,300 = 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 ×. 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.
1,300
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 × 1,600 = 3,200), 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 ×. 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.
1,600
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm Mk30
Mounts / barrels5 mounts / 5 barrels
Reload time3.6 s
Firing range11 km
Turret traverse34 °/s
Turret armor20 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.
4x ±150°, ±142°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° 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.
30° off bow / 38° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.0 km) shells land in an ellipse about 98 m wide and 59 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 =(1101330·8−0.51000+0.5)·30=97.6m
97.6 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.6·0.6=58.6m
58.6 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.6·0.62=29.3m
29.3 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.6·0.62=17.6m
17.6 m at 11 km
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 80.8. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 91.3.
Initial: 80.8 → 91.3
HE shells
HE alpha1,800
HE Velocity792 m/s
Fire Chance5%
HE fire DPM vs T7 BB29956
Effective HE DPM vs T7 BB175341
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
HE DPM
ƒZero upgrades: 9,000 HE full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 145,385. All upgrades (Main Battery Mod. 3 = -10% reload): 9,000 HE full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 164,348.
Initial: 145,385 → 164,348
Fires/min
ƒZero upgrades: 80.8 shells/min × 0.05 (5% fire chance) = 4.04. All upgrades (Main Battery Mod. 3 = -10% reload): 91.3 shells/min × 0.05 (5% fire chance) = 4.57.
Initial: 4.04 → 4.57
AP shells
AP alpha2,100
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·250.69·0.127−1.07·7921.38=218mm.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 271.9 m/s: P=10−7·2598·250.69·0.127−1.07·271.91.38=49.8mm.
49.8 mm at 11 km
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
AP DPM
ƒZero upgrades: 10,500 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 169,615. All upgrades (Main Battery Mod. 3 = -10% reload): 10,500 AP full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 191,739.
Initial: 169,615 → 191,739
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 speed43.0 kt
Range13.71 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=34,800·0.667=23,200. 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. This warhead's blast reaches a second section, so a hit lands as either a one-section hit (34,800 / 3 = 11,600) or a two-section hit (11,600 + 10,000 blast = 21,600, the ammunition figure), both before the belt reduction; the two-section hit is the more common outcome.
≈ 23,200
Maximum damage (ammunition)
ƒ34,800 warhead alpha / 3 + 10,000 blast = 21,600. 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. A two-section hit deals this before the belt reduction (see the row above).
21,600
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. The blast also widens the hit: these torpedoes land as either a one-section hit (alpha / 3) or a two-section hit (alpha / 3 + blast), the two-section hit more often; the Torpedoes card above gives this ship's two numbers.
10,000
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 km43 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.06 per hit, shown as 2.06×100=206%. 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.
206%
Torpedo launcher traverse25 °/s
Launch arcscentreline 236°, 270°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming145 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 23,200 = 232,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %. A one-section hit deals 11,600 instead (see Torpedo module damage).
232,000
AA Defense
AA mount points12
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.
5 km
40 mm Bofors Mk13×2 40mm
20 mm Oerlikon Mk47×1 20mm
20 mm Oerlikon Mk202×2 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 80 from dual-purpose main battery firing as AA in this range band.
80
Range5 km
Medium aura
Guns40 mm Bofors Mk1
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
70
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 70 = 150
150
Near aura
Guns20 mm Oerlikon Mk20 + 20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.95 hit probability = 90 - the same in-game units as the Close-range AA DPS headline.
90
Range2 km
Total DPS in Aura
ƒFar 80 + Medium 70 + Near 90 = 240
240
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Maneuverability
Engine power60,000 hp
Maximum speed35.0 kt
Turning circle radius560 m
Rudder shift time3 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 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
14.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
15.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
26 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 34 − 7.5 = +26.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+26.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.09 km x 0.955 = 6.77 km. Camouflage does not change detectability by air.
7.09 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.09 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.77 km.
6.77 km
Detectability by air3.55 km
Smoke firing penalty2.65 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.09 km) = 11.01 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.01 km
Detect when firing (air)
ƒAir detectability 3.55 km + gun-firing bloom 2.54 km = 6.09 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
6.09 km
Detect when on fire (sea)
ƒSea detectability 7.09 km + 2.0 km while burning = 9.09 km.
9.09 km
Detect when on fire (air)
ƒAir detectability 3.55 km + 3.0 km while burning = 6.55 km.
6.55 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Surveillance Radar3 charges · 150 s reload · 19 s active · 7.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 250×301000=7.5 km

Under the hood

Show ▾

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 km24.8 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=0.5·11013=5506 m, and radiusOnMax=0.6 at 11013 m. Below the kink: k=0.2+(0.5−0.2)·50005506=0.4724, so σV=σH·k=52.5·0.4724=24.8m.
Shell scatter height @ 10 km52.3 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=0.5·11013=5506 m, and radiusOnMax=0.6 at 11013 m. Above the kink: k=0.5+(0.6−0.5)·10000−550611013−5506=0.5816, so σV=σH·k=90·0.5816=52.3m.
AP pen 5 km104 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 =10−7·2598·250.69·0.127−1.07·463.71.38=104mm, where 463.7 m/s is the shell's speed when it arrives at 5 km (from 792 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 km55 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 =10−7·2598·250.69·0.127−1.07·290.81.38=55mm, where 290.8 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km8.17 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·0.347·0.12728·25=8.79×10−5. That runs from a 792 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.
HE flight time @ 10 km8.28 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·0.347·0.12728·24.5=8.97×10−5. That runs from a 792 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)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,598
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 mass25 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 coefficient0.347
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 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 time7.8 s
900 m / (43.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed43.0 kt
Travel time to max range118.7 s
13710 m / (43.0 kt × 2.6855) = 118.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage232,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 23,200 = 232,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %. A one-section hit deals 11,600 instead (see Torpedo module damage).

AA defense

AA DPS at max range81
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 3x2 -> 70 DPS @ 3.5 km; 20mm Oerlikon MK4 7x1 -> 70 DPS @ 2 km; 20mm Oerlikon MK20 Twin12 2x2 -> 20 DPS @ 2 km; Far AA (?) -> 81 DPS @ 5 km.
AA DPS layered by range81 DPS @ 5 km, 151 DPS @ 3.5 km, 241 DPS @ 2 km
@ 5 km: 81 from one family; @ 3.5 km: 70 + 81 = 151; @ 2 km: 70 + 70 + 20 + 81 = 241. 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-blank241
70 + 70 + 20 + 81 = 241 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index830
70 × 3.5 + 70 × 2 + 20 × 2 + 81 × 5 = 830. 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
Open in Charting Tool

Ship Charts

Background

One of the numerous and very successful Fletcher-class destroyers, which boasted sufficiently high speed, powerful dual-purpose artillery, efficient AA defenses, and decent torpedo armament.

Armor Beta

Hull HP 16,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 6–20 mm)2,200 (13% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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+ AP (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.
Stern19 mm primary (range 13–20 mm)1,600 (10% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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: 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)1,300 (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 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 (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.

Exteriors

Skins & permanent camouflages

Every custom exterior Black can equip.

  • 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.