World of Warships: Legends ship guide

Christopher

Also called: 克里斯多福 Beta
Advanced Radar destroyerAdvanced Radar on a hard-hitting gunboat: hold caps from inside your own scan
Playstyle
  • 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
Key characteristics
Heavy torpedoesHeavy HE shellsLRS Radar 9.0kmWide always-pen zoneDefensive AAStiff AP fuse
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Community Data

Christopher Community Stats

Across 560+ Standard battles from 73 players, Christopher averages a 63% win rate, 41,600 damage and 0.9 kills per battle, and survives 38% of them.

Community Data

Christopher Community Stats

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Playstyle

Overview

Christopher is a Tier VIII American super-radar destroyer (9 km) and an equal 9 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. Standout traits: best HE alpha in T8 DDs (2,200, 1st of 26) and best torpedo alpha in T8 DDs (25,000, 1st of 27). The trade is AP arming threshold in T8 DDs (23 mm, 23rd of 26).

Positioning

Hold a flank position your team can rotate behind, not a center lane your team has to defend you in. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. 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, but your own Radar (9 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

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 20,700 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

Surveillance Radar

9 km range, 12 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 2200 damage
  • Heavy AP shells · 3400 damage
  • Long gun range · 11.2 km
  • Big-caliber AP overmatch · 9.5 mm
Heavy torpedoes ↗

25000 damage per torpedo, best of T8 DDs.

Top-tier AA ↗

326 AA DPS, top quartile of T8 DDs (median 237.5).

Long-range radar ↗

9 km Surveillance Radar range, best of the 5 T8 DDs with radar. Lights targets peer radars can't reach.

Stiff AP fuse ↗

23 mm AP arming threshold, bottom decile of T8 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Christopher

Christopher is available in the Recon Destroyers branch of the U.S.A. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.A. tech-tree branch diagram
U.S.A. Tech Tree

Christopher sits in the Recon Destroyers branch. The highlighted path shows the local branch context inside the full U.S.A. tree.

Best listed chance for this ship

Show direct source rows

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.

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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 Christopher sits among Tier VIII DDs (27 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.

BestHE shell damage2,200 (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) BestTorpedo damage≈25,000 (1/27) Top 10%Main dispersion74.7 m (3/28) Top 25%Main battery caliber137 mm (5/28) Top 25%Main battery range11.2 km (4/28) Top 25%AP auto-bounce angle67.5° (5/26) Top 25%AP pen at 10 km109 mm (5/26) Top 25%AA DPS326 (4/28) Top 25%AA threat1,084 (5/28) Top 25%Torpedo reload85 s (7/27) Bottom 25%Max speed35 kt (23/28) Bottom 25%Stealth profile7.15 km / 3.58 km (22/28 / 22/28) Bottom 25%Main battery reload6.5 s (25/28) Bottom 25%Fires per minute4.98 (21/26) Bottom 25%AP DPM188,308 (22/26) Bottom 25%Acceleration (0-12 kt)5.3 s (23/28) Bottom 25%AP arming threshold23 mm (23/26) Bottom 25%Effective HE DPM (incl. fire)162,668 (22/26) Bottom 25%Flak damage per salvo (expected)480 (21/23) WorstTorpedo speed44 kt (27/27)
See 20 mid-pack stats

Not standouts for Christopher -- 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 points20,700 HP(9/28) Smoke fire bloom2.84 km(21/28) Rudder shift4.5 s(14/28) Turning circle680 m(13/28) Traverse-to-turn ratio9.23 ×(20/28) HE DPM121,846(20/26) AP velocity930 m/s(10/26) HE velocity823 m/s(19/26) Time to 90% speed17.3 s(11/28) AP fuse timer0.01 s(14/26) Engine power70,000 hp(12/28) Turn-speed retention102.9 hp/m(14/28) Displacement3,900 t(19/28) Power-to-weight17.95 hp/t(18/28) AA range5 km(17/28) Torpedo range10 km(13/27) Torpedo reaction time7.6 s(13/27) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit PointsInitial: 18,700 → 20,700
Displacement3,900 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.
127.3 x 14 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries18
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 20,700 HP = 1,863 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% × 20,700 HP = 2,070 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.
6,200
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.
2,200
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.
15,500
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.
2,200
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.
1,800
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 137 mm Mk1
Mounts / barrels3 mounts / 6 barrels
Reload timeInitial: 7 s → 6.5 s
Firing range (base)10.2 km
Firing range (top fire control)11.2 km
Turret traverseInitial: 12.5 °/s → 14 °/s
Turret armor25 mm
Turret traverse arcs
ƒHow 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.
2x ±140°
Guns to bear
ƒ180° − 155° (the most restricted aft-facing mount's arc) = 25° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
25° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 25% tighter (better) horizontal dispersion and 25% less vertical spread at max range (11.2 km) than a standard destroyer: about 75 m wide × 45 m tall, against 99 m × 59 m. Also on this curve (4): Burrows, Hughes, Kane, Osborne.
Accurate US destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1119830·6−0.41000+0.4)·30=74.7m
74.7 m at 11.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =74.7·0.6=44.8m
44.8 m at 11.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =74.7·0.62=22.4m
22.4 m at 11.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =44.8·0.62=13.4m
13.4 m at 11.2 km
Turret turn time
ƒ180 degrees / 12.5 deg/s traverse speed = 14.4 s.
14.4 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 7 s base reload = 51.4. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.
Initial: 51.4 → 61
HE shells
HE alpha2,200
HE Velocity823 m/s
Fire Chance9%
HE fire DPM vs T8 BB40860
Effective HE DPM vs T8 BB162706
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
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 7 s base reload = 113,143. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 134,237.
Initial: 113,143 → 134,237
Fires/min
ƒZero upgrades: 51.4 shells/min x 9% fire chance = 4.63. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.
Initial: 4.63 → 5.49
AP shells
AP alpha3,400
AP Velocity930 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=10−7·K·m0.69·d−1.07·v01.38 =10−7·2600·340.69·0.137−1.07·9301.38=310.4mm. Matches the in-game spec card.
310.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.2 km), where the shell has slowed to 402 m/s: P=10−7·2600·340.69·0.137−1.07·4021.38=97.6mm.
97.6 mm at 11.2 km
AP full-salvo alpha
ƒ3,400 AP damage x 6 broadside guns = 20,400.
20,400
AP DPM
ƒZero upgrades: 20,400 AP full-salvo alpha x 60 / 7 s base reload = 174,857. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 207,458.
Initial: 174,857 → 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 time85 s
Projectile speed44 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
Maximum damage (ammunition)
ƒ37,500 warhead alpha / 3 + 10,000 blast = 22,500. 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.
22,500
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km44 kt×2.6855=7.6 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.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.59 per hit, shown as 2.59×100=259%. 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.
259%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming148 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 points14
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 Mk14×2 40mm
40 mm Bofors Mk2Initial: 2×4 → 4×4 40mm
20 mm Oerlikon Mk20Initial: 8×2 → 6×2 20mm
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 42 from dual-purpose main battery firing as AA in this range band.
42
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒInitial: 42 × 3.5 × 1 = 147 → 58 × 3.5 × 1 = 203. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 147 → 203
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 203 = 245
245
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒInitial: 32 × 3.5 × 0.95 = 106 → 24 × 3.5 × 0.95 = 80. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 106 → 80
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 203 + Near 80 = 325
325
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 240 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
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 power70,000 hp
Maximum speed35 kt
Turning circle radius680 m
Rudder shift timeInitial: 6.1 s → 4.5 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 = 35 / 4 + 4.9 = 13.7 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.
13.7 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.
14.8 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).
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
29.6 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·35.0·0.5144680=1.52°/s, so ratio=ωturretωhull=12.51.52=8.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.2× ok
Concealment
Detectability by sea7.15 km
Detectability by air3.58 km
Smoke firing penalty2.84 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.15 km) = 11.2 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.
11.2 km
Detect when firing (air)
ƒAir detectability 3.58 km + gun-firing bloom 2.74 km = 6.32 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
6.32 km
Detect when on fire (sea)
ƒSea detectability 7.15 km + 2.0 km while burning = 9.15 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
9.15 km
Detect when on fire (air)
ƒAir detectability 3.58 km + 3.0 km while burning = 6.58 km; matches the in-game 'Detect Fire Air' value on every captured ship.
6.58 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Long-Range Surveillance Radar∞ charges · 150 s reload · 12 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
· 9 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
· 18°/s passive sweep
ƒThe passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s (measured from community gameplay footage).
· 2.5 s blip duration
ƒA 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
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points18,700 → 20,700
  • Rudder shift6.1 → 4.5 s
  • Close-range AA DPS74 → 82
  • Turret traverse12.5 → 14 °/s
Fire controlUpgrade
  • Main battery range10,180 → 11,198 m
ArtilleryUpgrade
  • Base reload7 → 6.5 s

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 typeAccurate US destroyer
In practice: 25% tighter (better) horizontal dispersion and 25% less vertical spread at max range (11.2 km) than a standard destroyer: about 75 m wide × 45 m tall, against 99 m × 59 m. Also on this curve (4): Burrows, Hughes, Kane, Osborne.
vs standard DD25% tighter H · 25% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard destroyer curve, both evaluated at this ship's max range (11.2 km) with the same model as Max Horiz/Vert Disp: horizontal 75 / 99 m − 1 = -25%, vertical 45 / 59 m − 1 = -25%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Max Horiz Disp74.7 m at 11.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1119830·6−0.41000+0.4)·30=74.7m
Shell scatter width @ 5 km40 m
(166.7 × (6 − 0.4) / 1000 + 0.4) × 30 = 40 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 km68 m
(333.3 × (6 − 0.4) / 1000 + 0.4) × 30 = 68 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 Disp44.8 m at 11.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =74.7·0.6=44.8m
Shell scatter height @ 5 km18.7 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=0.5·11198=5599 m, and radiusOnMax=0.6 at 11198 m. Below the kink: k=0.2+(0.5−0.2)·50005599=0.4679, so σV=σH·k=40·0.4679=18.7m.
Shell scatter height @ 10 km39.3 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=0.5·11198=5599 m, and radiusOnMax=0.6 at 11198 m. Above the kink: k=0.5+(0.6−0.5)·10000−559911198−5599=0.5786, so σV=σH·k=68·0.5786=39.3m.
Med Horiz Disp22.4 m at 11.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =74.7·0.62=22.4m
Med Vert Disp13.4 m at 11.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =44.8·0.62=13.4m
AP Pen Close310.4 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 =10−7·2600·340.69·0.137−1.07·9301.38=310.4mm. Matches the in-game spec card.
AP Pen Far97.6 mm at 11.2 km
Same formula at the ship's max firing range (11.2 km), where the shell has slowed to 402 m/s: P=10−7·2600·340.69·0.137−1.07·4021.38=97.6mm.
AP pen 5 km181 mm
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 P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km109 mm
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 P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.11 s
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, 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·0.2377·0.13728·34=5.15×10−5. 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.
AP flight time @ 10 km5.87 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·0.2941·0.13728·34=6.38×10−5. 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.
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.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.
Turret turn time14.4 s
180 degrees / 12.5 deg/s traverse speed = 14.4 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.
HE DPMInitial: 113,143 → 134,237
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 7 s base reload = 113,143. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 134,237.
AP DPMInitial: 174,857 → 207,458
Zero upgrades: 20,400 AP full-salvo alpha x 60 / 7 s base reload = 174,857. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 207,458.
Shells/minInitial: 51.4 → 61
Zero upgrades: 6 broadside guns x 60 / 7 s base reload = 51.4. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.
Fires/minInitial: 4.63 → 5.49
Zero upgrades: 51.4 shells/min x 9% fire chance = 4.63. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time7.6 s
900 m / (44 kt × 2.6855) = 7.6 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 speed44 kt
Travel time to max range84.6 s
10000 m / (44 kt × 2.6855) = 84.6 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage10,000
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 count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
1 launchers × 5 tubes = 5, all to either side (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

AA DPS at max range42
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 4x2 -> 102 DPS @ 3.5 km; 40mm Bofors Mk2 4x4 -> 102 DPS @ 3.5 km; 20mm Oerlikon Twin 6x2 -> 80 DPS @ 2 km; Far AA (?) -> 42 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 range42 DPS @ 5 km, 246 DPS @ 3.5 km, 326 DPS @ 2 km
@ 5 km: 42 from one family; @ 3.5 km: 102 + 102 + 42 = 246; @ 2 km: 102 + 102 + 80 + 42 = 326. 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-blank326
102 + 102 + 80 + 42 = 326 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1084
102 × 3.5 + 102 × 3.5 + 80 × 2 + 42 × 5 = 1084. 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 hypothetical destroyer design from the mid-1940s armed with 5.4-inch (137 mm) artillery in twin-gun mounts. Guns of this caliber fired heavier shells than the standard 5-inch (127 mm) Mark 12 and were considered for the main armament of a new generation of destroyers in the late 1930s.

Armor Beta

Hull HP 18,700 → 20,700 with hull upgrade, 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 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

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
Bow19 mm primary (range 19–20 mm)≈ 1,035 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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≈ 15,525 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)≈ 1,035 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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.
Superstructure19 mmno 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 Christopher can equip.

  • Christopher 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.