Caprice
Also called: 任性 Beta- Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
- The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
- Avoid: Burning Main Battery Reload Booster on a hopeful salvo
On this page
Caprice Community Stats
Across 1,300+ Standard battles from 92 players, Caprice averages a 61% win rate, 44,200 damage and 1.1 kills per battle, and survives 43% of them.
Caprice Community Stats
Log in to GamingDiver and upload your data to see Community Data for Caprice: community win rate, damage, survival, spotting, and your own comparison.
Caprice Community Stats
Record History
Playstyle
Overview
Caprice is a Tier VII British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: top speed in T7 DDs (42.7 kt, 3rd of 42) and long-range AP brick in T7 DDs (123.9 mm, 3rd of 34). The trade is low HE DPM in T7 DDs (79,245, 34th of 35).
Positioning
Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Shooting from the cloud gives you away at 2.8 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (3.5 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. A 690 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.
Potato Avoidance
Burning Main Battery Reload Booster on a hopeful salvo
With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.
Signature Traits
One launcher on each beam plus a centreline launcher, 6 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 9/42 T7 DDs.
+20% speed (about +8.5 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
42.7 kt, top decile of T7 DDs. Lets you rotate flanks or escape disengagements.
- Long-range AP brick · 123.92 mm
- Close-range AP brick · 244.6 mm
180 s Sonar duration, best of T7 DDs.
- Low HE DPM · 79245 HE
- Low AP DPM · 106981 AP
How to get Caprice
Caprice is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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
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Treasure Chest '23
2%
Pirate Ship
Archived · Treasure Chest '23 · 1 of 2 ships
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Treasure Chest '24
0.75%
Pirate Ship
Archived · Treasure Chest '24 · 1 of 4 ships
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Pirate Chest '26
0.4%
One of the pirate ships
Event · Pirate Chest '26 · 1 of 5 ships
Show all 4 containers (1 more)
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Explorer's Chest
0.111111%
One of these ships
Event · Explorer's Chest · 1 of 27 ships
Official WG availability sources
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Supply Shipment: Black Waters Rise
Store / event post
Start: 2023-11-13
- Pirate Cap'ns—Michel Le Tir and Ariadne M. Davies—return aboard their trusty ships Caprice and La Foudre, starting December 1. It's the perfect chance to get them if they sailed past you last year.
Show direct source rows
- Explorer's Chest 0.111111% · One of these ships
- Pirate Chest '26 0.4% · One of the pirate ships
- Treasure Chest '23 2% · Pirate Ship
- Treasure Chest '24 0.75% · Pirate Ship
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.
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 Caprice 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.
See 26 mid-pack stats
Not standouts for Caprice -- 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 Tier VII DestroyersShow all 41 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 134° (the most restricted aft-facing mount's arc) = 46° off bow; 180° − 138° (the most restricted forward-facing mount's arc) = 42° 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.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 97 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 5 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 39.6. All upgrades (Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 43.8.HE shells
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23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).ƒ
2,000 HE damage x 5 broadside guns = 10,000.ƒ
Zero upgrades: 10,000 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 79,245. All upgrades (Main Battery Mod. 3 = -10% reload): 10,000 HE full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 87,500.ƒ
Zero upgrades: 39.6 shells/min × 0.07 (7% fire chance) = 2.77. All upgrades (Main Battery Mod. 3 = -10% reload): 43.8 shells/min × 0.07 (7% fire chance) = 3.06.AP shells
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floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 473.1 m/s: .ƒ
2,700 AP damage x 5 broadside guns = 13,500.ƒ
Zero upgrades: 13,500 AP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 106,981. All upgrades (Main Battery Mod. 3 = -10% reload): 13,500 AP full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 118,125.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
Most 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: . 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.ƒ
51,600 warhead alpha / 3 + 1,200 blast = 18,400. 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.ƒ
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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.11 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 17,200 = 103,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 24 raw aura damage × 3.5 × 0.95 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 94 + Near 80 = 174ƒ
top speed / 4 + 4.9 = 42.7 / 4 + 4.9 = 15.6 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (38.4 kt of 42.7 kt).ƒ
Time to reach 99% of top speed (42.3 kt of 42.7 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
With the rudder hard over the hull turns 8.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.1 = +1.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.95 km x 0.955 = 6.64 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.64 km.ƒ
max(main battery range, sea detectability 6.95 km) = 10.9 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.48 km + gun-firing bloom 2.78 km = 6.26 km. The bloom tracks main-battery caliber 139 mm × 0.020 = 2.78 km.ƒ
Sea detectability 6.95 km + 2.0 km while burning = 8.95 km.ƒ
Air detectability 3.48 km + 3.0 km while burning = 6.48 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Sonar3 charges · 120 s reload · 180 s active · 3.5 km ship detect 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):
Under the hood
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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
The standard destroyer dispersion curve.(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.(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.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: at 0 m, at m, and at 10900 m. Below the kink: , so .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 10900 m. Above the kink: , so .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 , where 640.3 m/s is the shell's speed when it arrives at 5 km (from 840 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 493.9 m/s is the shell's speed when it arrives at 10 km (from 840 m/s at the muzzle). 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 840 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.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 840 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.5 mounts × 1 barrels = 5; all 5 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1900 m / (70.0 kt × 2.6855) = 10.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8250 m / (70.0 kt × 2.6855) = 43.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).3 launchers × 3 tubes.3 centreline + (6 wing tubes / 2) = 6: centreline launchers train to either side; wing launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 1x4 -> 32 DPS @ 3.5 km; 40mm Bofors Mk1 2x2 -> 63 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 80 DPS @ 2 km.@ 3.5 km: 32 + 63 = 95; @ 2 km: 32 + 63 + 80 = 175. 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.32 + 63 + 80 = 175 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).32 × 3.5 + 63 × 3.5 + 80 × 2 = 492. 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.Ship Charts
Background
Large and extremely fast ships. They carried a main battery that consisted of new 139 mm guns with improved shell ballistics and an extended firing range.
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 estimates.
Overmatched by 137+ AP 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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| 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.
Balance History
Balance updates affecting Caprice. Cards are condensed; use each source link for full context.
Ministry of Balance: Torpedo Chaos
- Caprice is receiving a large boost to her torpedo reload speed, in addition to a sizeable improvement in her main battery performance and range.
- Main battery maximum range increased from 9.9 to 10.9 km.
- Main battery maximum HE shell damage increased from 1,800 to 2,000.
- Main battery maximum AP shell damage increased from 2,500 to 2,700.
- Torpedo reload time reduced from 95 to 80 s.
Ministry of Balance Reports: Big Small Changes!
- Tier IV Premium Siroco, Royal Navy Tier VII Premium Caprice, and German Tier VII Premium ZF-6 have also received the following changes to their Main Battery Reload booster:
- Main Battery Reload Booster charges increased from 1 to 2.
- Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
Skins & permanent camouflages
Every custom exterior Caprice can equip.
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.
