World of Warships: Legends ship guide

Błyskawica '44

Also called: 闪电44 · Błyskawica ’44 · Blyskawica '44 Beta
Pan-Europe · Tier VII · Destroyer · Premium
Torpedo-gun destroyerTrade detection windows for torpedo damage from concealment edges.
Playstyle
  • Fight in the band between her 7.01 km detection and her 10.9 km gun range
  • Keep islands between her and enemy cruisers, since 18,500 HP is only mid-pack
  • Avoid: Burning Engine Boost to charge into a knife fight
Key characteristics
Long, fast torpedoes (12 km)SonarEngine BoostFast for the classLong heal windowWeak torpedoes
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Playstyle

Overview

Błyskawica '44 is a Pan-European Tier VII destroyer built around a fast-firing gun line that shoots AP only. Eight 102 mm barrels, tied for the most in her cohort, on a 4.0 s reload give her 222,000 AP damage per minute, 8th at her tier. Her shells are hard to bounce: they start to ricochet only at 60 degrees (tied best) and always ricochet only at 75 degrees, best at her tier, while a 12 mm fuse threshold, the lowest at her tier, arms them on light plating. The trade is a small 1,850 damage per shell and just 136.9 mm of close-range penetration, near the bottom of her tier.

Positioning

Fight in the band between her 7.01 km detection and her 10.9 km gun range, and aim at superstructures and destroyers rather than battleship belts. Keep islands between her and enemy cruisers, since 18,500 HP is only mid-pack. Sonar reaches ships at 5.0 km, tied 4th among the destroyers that carry it, and runs 100 s on a 120 s reload, so time it for contested caps. Engine Boost adds 9.8 knots to a 39 knot top speed, tied for the 2nd-largest gain, and 12 km torpedoes at 76 knots cover her exit.

Potato Avoidance

Burning Engine Boost to charge into a knife fight

The boost lasts only 60 s, among the shortest at her tier, and once it ends she is sluggish: 19.8 s to reach 90 percent speed is 6th-slowest at her tier and her 4.6 s rudder shift is also 6th-slowest. With 7.01 km detection, worse than the 6.94 km median, and torpedoes that hit for only 9,800 (near the bottom of her tier), she cannot win the close fight she started. Boost to reposition, not to commit.

Signature Traits

Engine Boost

+25% speed (about +9.8 kt), 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Fast for the class ↗

39 kt, top quartile of T7 DDs. Lets you rotate flanks or escape disengagements.

Long heal window ↗

28 s Repair Party duration, best of T7 DDs. Restores HP for longer per activation.

ELITE MAIN BATTERY ↗
  • Sensitive AP fuse · 12 mm
  • Wide always-pen zone · 60°
  • Late auto-bounce · 75°
Quiet smoke gunnery ↗

2.2 km detect when firing from smoke, top decile of T7 DDs. Shoots from concealment with less bloom than peers.

Weak torpedoes ↗

9800 damage per torpedo, bottom quartile of T7 DDs.

Acquisition

How to get Błyskawica '44

Błyskawica '44 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

  • Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.

History: Early Access May 2022 – Jun 2022 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Builds

Invest first in what feeds her guns: reload and AP damage output, because damage per minute is her main threat and each shell hits for only 1,850. Survivability and concealment come next, since 18,500 HP and 7.01 km detection leave little margin. Torpedo upgrades are a low priority on fish that hit for 9,800. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Błyskawica '44 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.

BestAP arming threshold12 mm (1/33) BestAP ricochet start60° (1 of 7 tied) BestAP auto-bounce angle75° (1/33) Top 10%Smoke fire bloom2.21 km (3/42) Top 25%Max speed39 kt (7/42) Top 25%AP DPM222,000 (8/33) Top 25%AA range5 km (11/42) Top 25%Torpedo range12 km (7/38) Top 25%Torpedo speed76 kt (6/38) Top 25%Torpedo reload80 s (8/38) Bottom 25%Rudder shift4.6 s (37/42) Bottom 25%Main battery caliber102 mm (34/37) Bottom 25%AP velocity811 m/s (27/33) Bottom 25%Time to 90% speed19.8 s (37/42) Bottom 25%Power-to-weight15.96 hp/t (35/42) Bottom 25%Flak damage per salvo (expected)760 (14/17) Bottom 25%Torpedo damage≈9,800 (35/38) WorstNo secondaries (35 of 42 in cohort) WorstRepair heal rate0.5 %/s (1 of 4 tied)
See 22 mid-pack stats

Not standouts for Błyskawica '44 -- 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 points18,500 HP(19/42) Concealment7.01 km(29/42) Air detection3.51 km(27/42) Turning circle610 m(15/42) Traverse-to-turn ratio9.55 ×(14/37) Main battery range10.85 km(23/37) Main battery reload4 s(14/37) Main dispersion96.4 m(17/37) Acceleration (0-12 kt)5.3 s(31/42) Engine power54,000 hp(21/42) Turn-speed retention88.5 hp/m(20/42) Displacement3,383 t(29/42) AA DPS160(23/42) AA threat570(16/42) Torpedo reaction time7.8 s(17/38) 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) NormTurn speed retained81%(40 of 42 tied at this value) NormRepair charges2(8 of 10 tied at this value)
Survivability
Hit Points18,500
Displacement3,383 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
113.9 x 11 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 18,500 HP = 1,665 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 18,500 HP = 1,850 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
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.
5,600
Effective HP
ƒBase 18,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 2,590 HP per charge, x2 charges = 5,180 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
23,680
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
2,800
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 roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
13,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
1,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
1,500
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 8×102 mm
Mounts / barrels4 mounts / 8 barrels
Reload time4 s
Firing range10.9 km
Turret traverse18 °/s
Turret armor3 mm
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
32° off bow / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 96 m wide and 58 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 verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1085230·8−0.51000+0.5)·30=96.4m
96.4 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.4·0.6=57.8m
57.8 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.4·0.62=28.9m
28.9 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.8·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.6 s all-upgrades reload = 133.3.
Initial: 120 → 133.3
AP shells
AP alpha1,850
AP Velocity811 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.01 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1789·190.69·0.102−1.07·8111.38=162.3mm. Matches the in-game spec card.
162.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 349.7 m/s: P=10−7·1789·190.69·0.102−1.07·349.71.38=50.8mm.
50.8 mm at 10.9 km
AP full-salvo alpha
ƒ1,850 AP damage x 8 broadside guns = 14,800.
14,800
AP DPM
ƒZero upgrades: 14,800 AP full-salvo alpha x 60 / 4 s base reload = 222,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 246,667.
Initial: 222,000 → 246,667
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.
8
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time80 s
Projectile speed76 kt
Range12 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=29,400·0.333=9,800.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 warhead alpha / 3 + 900 blast = 10,700. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
10,700
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km76 kt×2.6855=7.8 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming234 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount points8
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 wz. 362×2 40mm
20 mm Oerlikon Mk IV4×1 20mm
303 Lewis2×2 8mm
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 60 from dual-purpose main battery firing as AA in this range band.
60
Range5 km
Medium aura
Guns40 mm Bofors wz. 36
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 1 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.
52
Range3.5 km
Total DPS in Aura
ƒFar 60 + Medium 52 = 112
112
Outer Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range2 km
Total DPS in Aura
ƒFar 60 + Medium 52 + Outer Near 37 = 149
149
Inner Near aura
Guns303 Lewis
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range1 km
Total DPS in Aura
ƒFar 60 + Medium 52 + Outer Near 37 + Inner Near 10 = 159
159
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 190 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
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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 - timed frame-by-frame from gameplay footage and consistent across ships.
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 power54,000 hp
Maximum speed39 kt
Turning circle radius610 m
Rudder shift time4.6 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
14.7 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
17.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39 kt), from our in-house acceleration model.
19.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39 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.
34.1 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·39.0·0.5144610=1.88°/s, so ratio=ωturretωhull=181.88=9.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
9.6× ok
Concealment
Detectability by sea7.01 km
Detectability by air3.51 km
Smoke firing penalty2.21 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.01 km) = 10.85 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
10.85 km
Detect when firing (air)
ƒAir detectability 3.51 km + gun-firing bloom 2.04 km = 5.55 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
5.55 km
Detect when on fire (sea)
ƒSea detectability 7.01 km + 2.0 km while burning = 9.01 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.01 km
Detect when on fire (air)
ƒAir detectability 3.51 km + 3.0 km while burning = 6.51 km; matches the in-game 'Detect Fire Air' value on every captured ship.
6.51 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,590 HP (14% of max HP) total heal (per charge)
ƒ0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.
· 5,180 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 92 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (18,500 HP) per second = 92 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar3 charges · 120 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Engine Boost4 charges · 110 s reload · 60 s active · +25% speed bonus

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
Dispersion typeStandard destroyer
In practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 96 m wide and 58 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.
vs standard DDStandard
The standard destroyer dispersion curve.
Max Horiz Disp96.4 m at 10.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1085230·8−0.51000+0.5)·30=96.4m
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 verified 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.
Max Vert Disp57.8 m at 10.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.4·0.6=57.8m
Shell scatter height @ 5 km25 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified 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=0.5·10852=5426 m, and radiusOnMax=0.6 at 10852 m. Below the kink: k=0.2+(0.5−0.2)·50005426=0.4764, so σV=σH·k=52.5·0.4764=25m.
Shell scatter height @ 10 km52.6 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=0.5·10852=5426 m, and radiusOnMax=0.6 at 10852 m. Above the kink: k=0.5+(0.6−0.5)·10000−542610852−5426=0.5843, so σV=σH·k=90·0.5843=52.6m.
Med Horiz Disp28.9 m at 10.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =96.4·0.62=28.9m
Med Vert Disp17.4 m at 10.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =57.8·0.62=17.4m
AP Pen Close162.3 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1789·190.69·0.102−1.07·8111.38=162.3mm. Matches the in-game spec card.
AP Pen Far50.8 mm at 10.9 km
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 349.7 m/s: P=10−7·1789·190.69·0.102−1.07·349.71.38=50.8mm.
AP flight time @ 10 km6.9 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·0.312·0.10228·19=6.71×10−5. That runs from a 811 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
AP full-salvo alpha14,800
1,850 AP damage x 8 broadside guns = 14,800.
AP DPMInitial: 222,000 → 246,667
Zero upgrades: 14,800 AP full-salvo alpha x 60 / 4 s base reload = 222,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 246,667.
Shells/minInitial: 120 → 133.3
Zero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.6 s all-upgrades reload = 133.3.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.8 s
1600 m / (76 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed76 kt
Travel time to max range58.8 s
12000 m / (76 kt × 2.6855) = 58.8 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
Per-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 exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centerline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

AA DPS at max range60
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 2x2 -> 53 DPS @ 3.5 km; 303 Lewis 2x2 -> 10 DPS @ 1 km; 20mm Oerlikon MK4 4x1 -> 37 DPS @ 2 km; Far AA (?) -> 60 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range60 DPS @ 5 km, 113 DPS @ 3.5 km, 150 DPS @ 2 km, 160 DPS @ 1 km
@ 5 km: 60 from one family; @ 3.5 km: 53 + 60 = 113; @ 2 km: 53 + 37 + 60 = 150; @ 1 km: 53 + 10 + 37 + 60 = 160. 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-blank160
53 + 10 + 37 + 60 = 160 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index570
53 × 3.5 + 10 × 1 + 37 × 2 + 60 × 5 = 570. 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

A large destroyer with powerful armament, built at the British shipyard in Cowes. In World War II, ORP Błyskawica supported Allied actions in Norway and during the Dunkirk evacuation. In May 1942, she defended her home shipyard from a Luftwaffe raid. During the Normandy Landings, the destroyer participated in the Battle of Ushant. Today, ORP Błyskawica is a museum ship at the Naval Museum in Gdynia, Poland.

Armor Beta

Hull HP 18,500, 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 & 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 19–20 mm)≈ 925 (~5% 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 mm≈ 13,875 (~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 19–20 mm)≈ 925 (~5% 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)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)no cap
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).

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 Błyskawica '44 can equip.

  • Błyskawica '44 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.