World of Warships: Legends ship guide

Cheshire

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Heavy AP pen2 sigma accuracyStrong AASonarStiff AP fuse
Community Data

Cheshire Community Stats

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Playstyle

Overview

Cheshire is a Tier VI British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.7 km on ships and 3.3 km on torpedoes, 94 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (728 AA DPS at 5 km, +100% Defensive AA flak burst) 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. 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

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~1.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Big-caliber overmatch

16.4 mm overmatch threshold, top decile of T6 CAs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

425.9 mm AP pen at 1.5 km, top decile of T6 CAs. Citadels broadside cruisers up close.

High HP pool

42500.0 HP, best of T6 CAs.

High fire chance

24.0% fire chance per HE shell, best of T6 CAs.

Heavy secondary DPM

256000.0 secondary DPM per side, best of T6 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Stiff AP fuse

39.0 mm AP arming threshold, bottom decile of T6 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Cheshire

Cheshire is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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.

Best listed chance for this ship

  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
Show all 11 containers (8 more)
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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Cohort position

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Where Cheshire sits among Tier VI 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.

BestHit points42,500 HP (1/32) BestHE fire chance24% (1/30) BestSecondary DPM (per side)256,000 (1/27) BestAP fuse timer0.03 s (1 of 13 tied) BestAA DPS728 (1/32) BestAA threat2,463 (1/32) Top 10%Main battery caliber234 mm (2/32) Top 10%Max armor152 mm (3/32) Top 10%Citadel belt152 mm (3/32) Top 25%Max speed34 kt (9/32) Top 25%AP auto-bounce angle65° (5/31) Top 25%Repair heal rate1.5 %/s (3/10) Bottom 25%Main battery reload13.1 s (27/32) Bottom 25%HE DPM105,802 (25/30) Bottom 25%AP DPM158,015 (28/31) Bottom 25%Main dispersion135.7 m (25/32) Bottom 25%Power-to-weight6.3 hp/t (29/32) Bottom 10%AP arming threshold39 mm (30/31) Bottom 10%Displacement17,450 t (30/32)
See 25 mid-pack stats

Not standouts for Cheshire -- 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.

Concealment11.62 km(14/32) Air detection6.97 km(13/32) Rudder shift11.8 s(20/32) Traverse-to-turn ratio4.67 ×(23/32) Main battery range14.89 km(14/32) Sigma2(17/32) Fires per minute6.6(19/30) HE alpha1,600(10/27) Secondary fire chance7%(8/27) Secondary HE pen19 mm(12/27) AP velocity841 m/s(19/31) HE velocity841 m/s(19/30) Acceleration10.2 s(24/32) Engine power110,000 hp(10/32) Turn-speed retention152.8 hp/m(11/32) AA range5 km(10/32) Torpedo range8.01 km(13/24) Torpedo damage15,433(15/24) Torpedo speed61 kt(13/24) Torpedo reload96 s(17/24) Bow armor30 mm(13/32) Stern armor30 mm(15/32) Deck armor102 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormSecondary range4.5 km(18 of 27 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.67 kmRepair 2Def-AA
Survivability
Hit Points42,500
Displacement17,450 t
Armor range16–152 mm
Plate armor thicknesses16, 19, 25, 27, 30, 38, 51, 70, 76, 102, 152 mm
Armor material/layer entries36
Fire resistance30%
Fire duration30 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
21,300
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.
12,800
Main Battery
ModuleArtillery: 234 mm/50 Mk XII
Mounts / barrels3 mounts / 6 barrels
Reload time
patched
  1. baseline14.5
    In-game data
  2. 2021-01-2816
    Update: February 2021 Main battery reload time reduced from 17 to 16 seconds.
16 s
Firing range14.9 km
Turret traverse6.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14889/30·(8−1.1)/1000 + 1.1)·30 = 135.7 m
135.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.7 × 0.6 = 81.4 m
81.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.7 × 0.32 (σ=2) = 43.4 m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.4 × 0.319 (σ=2) = 26 m
26 m
Turret turn time
ƒ180 degrees / 6.5 deg/s traverse speed = 27.7 s.
27.7 s
Base shells/min
ƒ6 broadside guns x 60 / 16 s base reload = 22.5.
22.5
HE shells
HE Damage3,850
HE Velocity841 m/s
Fire Chance24%
HE penetration
ƒ59 mm ≈ 234 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
59 mm
HE full-salvo alpha
ƒ3,850 HE damage x 6 broadside guns = 23,100.
23,100
Base HE DPM
ƒ23,100 HE full-salvo alpha x 60 / 16 s base reload = 86,625.
86,625
Base fires/min
ƒ6 HE shells x 60 / 16 s reload x 24% fire chance = 5.4.
5.4
AP shells
AP Damage5,750
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold39 mm
AP overmatch
ƒfloor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 473.5 mm. Matches the in-game spec card.
473.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.1 m/s: 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 374.1^1.38 = 154.8 mm.
154.8 mm
AP full-salvo alpha
ƒ5,750 AP damage x 6 broadside guns = 34,500.
34,500
Base AP DPM
ƒ34,500 AP full-salvo alpha x 60 / 16 s base reload = 129,375.
129,375
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.
35
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage14,333 (est.)
Alpha damage43,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,332
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (69×3.5×0.85) + (47×3.5×0.9) = 728. 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.
728
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm STAAG10×2 40mm
20 mm Oerlikon Mk V20×2 20mm
114 mm/45 RP 41 Mk VI (DP)8×2 114mm
Far aura
DPS
ƒIncludes 47 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
47
Range5 km
Medium aura
DPS119
Range3.5 km
Total DPS in Aura
ƒFar 47 + Medium 119 = 166
166
Near aura
DPS69
Range2 km
Total DPS in Aura
ƒFar 47 + Medium 119 + Near 69 = 235
235
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed34 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea11.62 km
Detectability by air6.97 km
Smoke firing penalty7.17 km
Detect after firing main guns11.62 km
Detect Fire Sea13.62 km
Detect Fire Air9.97 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 9.3 s active · 1.5% heal per second · 14% of max HP total heal
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse6.5 → 9 °/s

See all derived stats

Show

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 Disp135.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14889/30·(8−1.1)/1000 + 1.1)·30 = 135.7 m
Max Vert Disp81.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.7 × 0.6 = 81.4 m
Med Horiz Disp43.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.7 × 0.32 (σ=2) = 43.4 m
Med Vert Disp26 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.4 × 0.319 (σ=2) = 26 m
AP Pen Close473.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 473.5 mm. Matches the in-game spec card.
AP Pen Far154.8 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.1 m/s: 1e-7 × 2508 × 185.3^0.69 × 0.234^-1.07 × 374.1^1.38 = 154.8 mm.
HE penetration59 mm
59 mm ≈ 234 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) - 0.252 in this case. Lets HE pen ~58mm armor instead of ~39mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch16 mm
floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 time27.7 s
180 degrees / 6.5 deg/s traverse speed = 27.7 s.
HE full-salvo alpha23,100
3,850 HE damage x 6 broadside guns = 23,100.
AP full-salvo alpha34,500
5,750 AP damage x 6 broadside guns = 34,500.
Base HE DPM86,625
23,100 HE full-salvo alpha x 60 / 16 s base reload = 86,625.
Base AP DPM129,375
34,500 AP full-salvo alpha x 60 / 16 s base reload = 129,375.
Base shells/min22.5
6 broadside guns x 60 / 16 s base reload = 22.5.
Base fires/min5.4
6 HE shells x 60 / 16 s reload x 24% fire chance = 5.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage114,664
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,332
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS728
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.9) + (69×3.5×0.85) + (47×3.5×0.9) = 728. 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 index2463
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)256,000
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: 8×2 114 mm (8/side) × 60/3 × 1600 = 256,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 114 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor

Hull HP 42,500, 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 25–30 mm)1,600 (4% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 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)76 mm primary (range 19–76 mm)31,900 (75% of HP)
No common caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 25–102 mm)2,500 (6% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 27–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–152 mm)3,500 (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).
Turret (module, per magazine)separate HP pool, does not drain ship HP21,300 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (114 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 (40 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 HP12,800 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Cheshire. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×1Consumable ×1
2021-01-28

Update: February 2021

  • Rudder-shift time decreased from 10.5 to 9 seconds.
  • Main battery reload time reduced from 17 to 16 seconds.
  • Repair Party modified—it now restores the same amount of HP but over 9.3 seconds instead of 27.
Read the full official post
2020-12-17

December 2020 Update

  • Cheshire had slightly higher service costs than usual for a Tier VI Premium ship (by about 10K credits on average), so we've dialed the costs back a bit to put her in line with the other ships.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.