Burrows
Also called: 布洛士 Beta- Hold a flank position your team can rotate behind, not a center lane your team has to defend you in
- Avoid: Idling beam-on in an obvious torpedo lane
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Burrows Community Stats
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Burrows Community Stats
Record History
Playstyle
Overview
Burrows is a Legendary American super-radar destroyer (10 km) and an equal 10 km torpedo-detection radius so the same scan that lights an enemy DD also paints incoming torps. The kit isn't stealth-and-ambush -- the radar IS the kit; she takes caps by lighting up the contest from inside her own scan, not by sneaking in under detection. AA (378 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 2 of 12 in Legendary DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best close-range AP pen in Legendary DDs (304.7 mm) and top-decile long-range AP brick in Legendary DDs (110.5 mm).
Positioning
Hold a flank position your team can rotate behind, not a center lane your team has to defend you in.
Potato Avoidance
Idling beam-on in an obvious torpedo lane
Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (25,000 damage against 23,900 HP) is more than your whole health bar. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.
Signature Traits
10 km range, 12 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
- Close-range AP brick · 304.7 mm
- Long-range AP brick · 110.5 mm
- Heavy HE shells · 2200 damage
- Flat AP shells · 930 m
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
23 mm AP arming threshold, worst of Legendary DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Burrows
Burrows is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Burrows sits among Legendary DDs (11 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.
See 17 mid-pack stats
Not standouts for Burrows -- 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.
Peers in this cohort
Compare Legendary DestroyersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 15 deg/s traverse speed = 12 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.HE shells
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23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 6 broadside guns = 13,200.ƒ
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 134,237.ƒ
Zero upgrades: 55.4 shells/min x 9% fire chance = 4.98. All upgrades (Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.AP shells
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floor(137 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 338.2 m/s: .ƒ
3,400 AP damage x 6 broadside guns = 20,400.ƒ
Zero upgrades: 20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308. All upgrades (Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 207,458.ƒ
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.ƒ
Estimate 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: .ƒ
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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.59 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Effective 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 38 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 76 raw aura damage × 3.5 × 1 hit probability = 266 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 266 = 304ƒ
Effective DPS: 22 raw aura damage × 3.5 × 0.95 hit probability = 73 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 266 + Near 73 = 377ƒ
Each ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.ƒ
Time to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (35.6 kt of 36 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 200 s reload · 30 s emit / 130 s cloud active · 450 m radius
Long-Range Surveillance Radar∞ charges · 150 s reload · 12 s active · 10 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
The passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s (measured from community gameplay footage).ƒ
A ship caught by the passive sweep stays marked on the Minimap for about 2.5 s after the beam passes (community hand-timed).
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 11400 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 338.2 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 823 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 930 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.23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).floor(137 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 15 deg/s traverse speed = 12 s.2,200 HE damage x 6 broadside guns = 13,200.3,400 AP damage x 6 broadside guns = 20,400.Zero upgrades: 13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 134,237.Zero upgrades: 20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308. All upgrades (Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 207,458.Zero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.Zero upgrades: 55.4 shells/min x 9% fire chance = 4.98. All upgrades (Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).1 launchers x 5 tubes.5 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 MK34 Radar 2x1 -> 70 DPS @ 5 km; 3in50 Twin Mark 33 4x2 -> 196 DPS @ 5 km; 20mm Oerlikon Twin 6x2 -> 73 DPS @ 2 km; Far AA (?) -> 39 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Armor Beta
Hull HP 23,900, 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.
Overmatched by 74+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 1,195 (~5% of HP) | Overmatched by 283mm+ (Gouden Leeuw)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 | ≈ 17,925 (~75% of HP) | Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–20 mm) | ≈ 1,195 (~5% of HP) | Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 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. |
| Superstructure | 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Burrows can equip, from in-game data.
DefaultThe ship’s standard exterior
Burrows EaDecorative
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.
