World of Warships: Legends ship guide

Burrows

Beta
U.S.A. · Tier ★ · Destroyer · Tech Tree
Gunboat destroyerNo torpedoes: sustained main-battery pressure on caps and open-water trades.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy torpedoesStrong AARadar (10 km)SmokeStiff AP fuse
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Community Data

Burrows Community Stats

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Playstyle

Overview

Burrows is a Legendary American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. AA (378 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best close-range AP pen in Legendary DDs (253.8 mm) and top-decile long-range AP brick in Legendary DDs (72.3 mm).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; with no torpedoes the kit is gunfire, and gunfire from cover wins more than from blue water.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Surveillance Radar

10 km range, 20 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

253.8 mm AP pen at 1.5 km, best of Legendary DDs. Citadels broadside cruisers up close.

Long-range AP brick

72.3 mm AP pen at max range, top decile of Legendary DDs. Threatens citadels even from range.

Heavy HE shells

2200.0 damage per HE shell, best of Legendary DDs. Punishes superstructure and modules harder than peers.

Wide always-pen zone

60.0° AP min ricochet angle, best of Legendary DDs. Larger impact-angle window where shells always penetrate.

Stiff AP fuse

23.0 mm AP arming threshold, worst of Legendary DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Burrows

Burrows is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Official chance for this ship

Official WG availability sources

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Cohort position

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Where Burrows sits among Legendary DDs (12 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 shell damage3,400 (1/10) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) BestTorpedo damage≈25,000 (1/12) Top 10%Main battery range11.4 km (2/12) Top 10%AA DPS378 (2/12) Top 10%AA threat1,669 (2/12) Top 25%Hit points23,900 HP (3/12) Top 25%Main battery caliber137 mm (3/12) Top 25%Torpedo reload90 s (4/12) Bottom 25%Rudder shift5 s (10/12) Bottom 25%Fires per minute5.49 (11/12) Bottom 25%HE DPM134,237 (10/12) Bottom 25%Main dispersion100.5 m (11/12) Bottom 25%HE velocity823 m/s (10/12) Bottom 25%Displacement4,640 t (10/12) Bottom 25%Power-to-weight15.52 hp/t (10/11) WorstAP arming threshold23 mm (1 of 2 tied) WorstTorpedo speed45 kt (12/12)
See 15 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.

Max speed36 kt(9/12) Concealment7.17 km(9/12) Air detection3.59 km(9/12) Traverse-to-turn ratio10.18 ×(8/12) Main battery reload5.9 s(9/12) AP DPM207,458(8/10) AP velocity823 m/s(8/10) Acceleration18.6 s(9/11) Engine power72,000 hp(8/11) Turn-speed retention100 hp/m(8/11) AA range5 km(6/12) Torpedo range10 km(8/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value)
Survivability
Hit Points23,900
Displacement4,640 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries18
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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.
7,200
Main Battery
ModuleArtillery: 137 mm Mk1
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range11.4 km
Turret traverse15 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1140030·80.51000+0.5)·30=100.5m
100.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.5·0.6=60.3m
60.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =100.5·0.319(σ=2)=32.1m
32.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =60.3·0.32(σ=2)=19.3m
19.3 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
HE shells
HE Damage2,200
HE Velocity823 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
Base HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
121,846
Installed HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 134,237.
134,237
Base fires/min
ƒ6 HE shells x 60 / 6.5 s reload x 9% fire chance = 4.98.
4.98
AP shells
AP Damage3,400
AP Velocity823 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(137 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·3000·340.69·0.1371.07·8231.38=302.6mm. Matches the in-game spec card.
302.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 291.7 m/s: P=107·3000·340.69·0.1371.07·291.71.38=72.3mm.
72.3 mm
AP full-salvo alpha
ƒ3,400 AP damage x 6 broadside guns = 20,400.
20,400
Base AP DPM
ƒ20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308.
188,308
Installed AP DPM
ƒ20,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 207,458.
207,458
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.
16
Torpedoes
ModuleTorpedoes: 533 mm quintuple
Launchers / tubes1 launchers × 5 tubes = 5 tubes
Reload time90 s
Projectile speed45 kt
Range10 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=37,500·0.667=25,000.
≈ 25,000
Torpedo detectability1 km
Flooding chance259%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming139 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.
125,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (56×3.5×1) + (22×3.5×0.95) + (11×3.5×1) = 378. 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.
378
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
76.2 mm Mk334×2 76mm
76.2 mm Mk342×1 76mm
20 mm Oerlikon Mk206×2 20mm
Far + Medium aura
Far DPS
ƒIncludes 11 continuous AA damage from dual-purpose main battery firing as AA in this range band.
11
Medium DPS76
Range5 km
Total DPS in Aura
ƒFar 11 + Medium 76 = 87
87
Near aura
DPS22
Range2 km
Total DPS in Aura
ƒFar 11 + Medium 76 + Near 22 = 109
109
Maneuverability
Engine moduleEngine: 72,000 hp
Engine power72,000 hp
Maximum speed36 kt
Turning circle radius720 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.4 kt of 36). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(72,0004,640)0.42=3.1633; 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=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=18.6s. 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.
18.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (35.6 kt of 36). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=32s. 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.
32 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·36.0·0.5144720=1.47°/s, so ratio=ωturretωhull=151.47=10.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
10.2× ok
Concealment
Detectability by sea7.17 km
Detectability by air3.59 km
Smoke firing penalty2.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.17 km
Detect Fire Sea9.17 km
Detect Fire Air6.59 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 200 s reload · 15 s emit / 130 s cloud active
Long-Range Surveillance Radar∞ charges · 150 s reload · 20 s active · 10 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 333×301000=10 km
· 10 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 333×301000=10 km

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp100.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11400}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 100.5\,\text{m}$
Max Vert Disp60.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 100.5 \cdot 0.6 = 60.3\,\text{m}$
Med Horiz Disp32.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 100.5 \cdot 0.319\;(\sigma = 2) = 32.1\,\text{m}$
Med Vert Disp19.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 60.3 \cdot 0.32\;(\sigma = 2) = 19.3\,\text{m}$
AP Pen Close302.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 3000 \cdot 34^{0.69} \cdot 0.137^{-1.07} \cdot 823^{1.38} = 302.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far72.3 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 291.7 m/s: $P = 10^{-7}\cdot 3000 \cdot 34^{0.69} \cdot 0.137^{-1.07} \cdot 291.7^{1.38} = 72.3\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(137 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha20,400
3,400 AP damage x 6 broadside guns = 20,400.
Base HE DPM121,846
13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
Base AP DPM188,308
20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308.
Installed HE DPM134,237
13,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 134,237.
Installed AP DPM207,458
20,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 207,458.
Base shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Installed shells/min61
6 broadside guns x 60 / 5.9 s installed Artillery reload = 61.
Base fires/min4.98
6 HE shells x 60 / 6.5 s reload x 9% fire chance = 4.98.
Installed fires/min5.49
6 HE shells x 60 / 5.9 s installed reload x 9% fire chance = 5.49.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed45 kt
Travel time to max range85.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline launchers train across - full salvo to either side).
Full-salvo damage125,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.
Per-side salvo damage125,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.

AA defense

Close-range AA DPS378
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (56×3.5×1) + (22×3.5×0.95) + (11×3.5×1) = 378. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1669
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
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Primary official WG sources

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