World of Warships: Legends ship guide

Blücher

Beta
Germany · Tier VIII · Cruiser · Premium
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2.05 sigma accuracyImproved HE penSonarEngine BoostWeak AA
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Community Data

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Playstyle

Overview

Blücher is a Tier VIII German heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (6.2 km on ships, 4.3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 47,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/32 T8 CAs.

Engine Boost

+15% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T8 CAs.

Thick end plates

27.0 mm bow and stern plating, both in the top bracket of T8 CAs. Same-tier guns can't overmatch the ends.

Thick bow plate

27.0 mm bow, best of T8 CAs. Harder for same-tier guns to overmatch.

Weak AA

208.0 AA DPS, bottom decile of T8 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Small-caliber secondaries

1200.0 max HE alpha per secondary shell, bottom decile of T8 CAs. Per-shell damage runs below peers'.

Acquisition

How to get Blücher

Blücher is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Fire in the Fjords Campaign Breakdown Campaign Start: 2026-02-23 · End: 2026-03-29 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.
  • Through the Spy Glass: Blücher Ship feature / release Start: 2026-02-24 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

Prioritize cruiser accuracy, reload, concealment, and survivability. Use the strongest national cruiser commander available, with inspirations that tighten dispersion, improve DPM, or help you go dark between fights.

Open in Build Tool →

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Cohort position

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Where Blücher sits among Tier VIII CAs (32 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.

BestTorpedo reload80 s (1/18) BestEnd plates27 mm (1 of 7 tied / 5/27) Top 10%Rudder shift8.3 s (4/31) Top 25%AP velocity925 m/s (5/31) Top 25%HE velocity925 m/s (5/28) Top 25%AP ricochet start55° (6/31) Top 25%AP auto-bounce angle65° (7/31) Bottom 25%Fires per minute6.3 (26/28) Bottom 25%AP fuse timer0.03 s (25/31) Bottom 25%AA range4.5 km (27/31) Bottom 25%Torpedo range8 km (15/18) WorstHE alpha1,200 (24/24) WorstSecondary fire chance5% (1 of 9 tied) WorstAA DPS208 (31/31) WorstAA threat782 (31/31) WorstTorpedo damage≈12,700 (1 of 3 tied)
See 31 mid-pack stats

Not standouts for Blücher -- 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 points47,500 HP(15/31) Max speed32.8 kt(24/31) Concealment13.04 km(19/31) Air detection7.83 km(20/31) Traverse-to-turn ratio7.65 ×(9/31) Main battery caliber203 mm(18/31) Main battery range15.85 km(9/31) Main battery reload9.9 s(13/31) Sigma2.05(14/31) HE shell damage2,500(21/28) HE fire chance13%(21/28) HE DPM121,212(18/28) AP shell damage6,100(11/31) AP DPM295,758(12/31) Main dispersion133.8 m(14/31) Secondary DPM (per side)128,955(19/25) Secondary HE pen20 mm(17/24) Acceleration26.5 s(9/29) AP arming threshold34 mm(14/31) Engine power131,820 hp(15/31) Turn-speed retention178.1 hp/m(12/31) Displacement18,700 t(13/31) Power-to-weight7.05 hp/t(11/31) Torpedo speed60 kt(14/18) Max armor150 mm(22/31) Citadel belt150 mm(13/27) Deck armor40 mm(19/26) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormSecondary range5 km(19 of 25 tied at this value) NormRepair charges2(29 of 31 tied at this value) NormRepair heal rate0.5 %/s(16 of 31 tied at this value)
Survivability
Hit Points47,500
Displacement18,700 t
Armor range16–150 mm
Plate armor thicknesses16, 20, 25, 27, 30, 40, 70, 80, 90, 105, 150 mm
Armor material/layer entries56
Fire resistance40%
Fire duration30 s
Torp Reduction10%
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.
14,300
Main Battery
ModuleArtillery: 203 mm L/60 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time11 s
Firing range15.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1584530·80.51000+0.5)·30=133.8m
133.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.8·0.6=80.3m
80.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133.8·0.314(σ=2.05)=42m
42 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =80.3·0.314(σ=2.05)=25.2m
25.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 11 s base reload = 43.6.
43.6
HE shells
HE Damage2,500
HE Velocity925 m/s
Fire Chance13%
HE penetration
ƒ51 mm ≈ 203 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
51 mm
HE full-salvo alpha
ƒ2,500 HE damage x 8 broadside guns = 20,000.
20,000
Base HE DPM
ƒ20,000 HE full-salvo alpha x 60 / 11 s base reload = 109,091.
109,091
Installed HE DPM
ƒ20,000 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 121,212.
121,212
Base fires/min
ƒ8 HE shells x 60 / 11 s reload x 13% fire chance = 5.67.
5.67
AP shells
AP Damage6,100
AP Velocity925 m/s
Min Ricochet55 deg
Guaranteed Ricochet65 deg
Fuse Timer0.025 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2559·130.80.69·0.2031.07·9251.38=504.4mm. Matches the in-game spec card.
504.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 432.6 m/s: P=107·2559·130.80.69·0.2031.07·432.61.38=176.7mm.
176.7 mm
AP full-salvo alpha
ƒ6,100 AP damage x 8 broadside guns = 48,800.
48,800
Base AP DPM
ƒ48,800 AP full-salvo alpha x 60 / 11 s base reload = 266,182.
266,182
Installed AP DPM
ƒ48,800 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 295,758.
295,758
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.
30
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time80 s
Projectile speed60 kt
Range8 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
76,200
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.9) + (17×3.5×0.85) + (41×3.5×0.9) = 208. 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.
208
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 306×2 37mm
20 mm Flak 388×1 20mm
105 mm L/65 Dop. L. C/31 (DP)6×2 105mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range4.5 km
Medium aura
DPS9
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 9 = 50
50
Near aura
DPS17
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 9 + Near 17 = 67
67
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 131,820 hp
Engine power131,820 hp
Maximum speed32.8 kt
Turning circle radius740 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.5 kt of 32.8). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(131,82018,700)0.42=2.271; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=26.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
26.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.5 kt of 32.8). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=43.5s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
43.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.8·0.5144740=1.31°/s, so ratio=ωturretωhull=101.31=7.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.7× ok
Concealment
Detectability by sea13.04 km
Detectability by air7.83 km
Smoke firing penalty7.67 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.04 km
Detect Fire Sea15.04 km
Detect Fire Air10.83 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 118 s active · 6.2 km ship detect · 4.27 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Engine Boost2 charges · 90 s reload · 180 s active · +15% speed bonus
Catapult Fighter5 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

See all derived stats

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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.

Main battery formulas

Shell Grouping (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp133.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15845}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 133.8\,\text{m}$
Max Vert Disp80.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 133.8 \cdot 0.6 = 80.3\,\text{m}$
Med Horiz Disp42 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 133.8 \cdot 0.314\;(\sigma = 2.05) = 42\,\text{m}$
Med Vert Disp25.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.3 \cdot 0.314\;(\sigma = 2.05) = 25.2\,\text{m}$
AP Pen Close504.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2559 \cdot 130.8^{0.69} \cdot 0.203^{-1.07} \cdot 925^{1.38} = 504.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far176.7 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 432.6 m/s: $P = 10^{-7}\cdot 2559 \cdot 130.8^{0.69} \cdot 0.203^{-1.07} \cdot 432.6^{1.38} = 176.7\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 203 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~50mm armor instead of ~33mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha20,000
2,500 HE damage x 8 broadside guns = 20,000.
AP full-salvo alpha48,800
6,100 AP damage x 8 broadside guns = 48,800.
Base HE DPM109,091
20,000 HE full-salvo alpha x 60 / 11 s base reload = 109,091.
Base AP DPM266,182
48,800 AP full-salvo alpha x 60 / 11 s base reload = 266,182.
Installed HE DPM121,212
20,000 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 121,212.
Installed AP DPM295,758
48,800 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 295,758.
Base shells/min43.6
8 broadside guns x 60 / 11 s base reload = 43.6.
Installed shells/min48.5
8 broadside guns x 60 / 9.9 s installed Artillery reload = 48.5.
Base fires/min5.67
8 HE shells x 60 / 11 s reload x 13% fire chance = 5.67.
Installed fires/min6.3
8 HE shells x 60 / 9.9 s installed reload x 13% fire chance = 6.3.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage152,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,700 = 152,400.
Per-side salvo damage76,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.

AA defense

Close-range AA DPS208
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.9) + (17×3.5×0.85) + (41×3.5×0.9) = 208. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index782
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)128,955
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 47,500, 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.

Bow & stern27 mm

Overmatched by 52+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 20–40 mm)1,500 (3% of HP)
Overmatched by 406mm+ (Hawke, Iowa)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)16 mm primary (range 16–105 mm)35,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst &#x27;43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–80 mm)2,000 (4% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–150 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–150 mm)3,600 (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).
Secondary mount (105 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP14,300 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Blücher 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.

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