World of Warships: Legends ship guide

Christopher

Beta
U.S.A. · Tier VIII · 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 torpedoesRadar (9 km)SmokeSlow reload
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Community Data

Christopher Community Stats

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Playstyle

Overview

Christopher is a Tier VIII 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. Standout traits: best HE alpha in T8 DDs (2,200) and best AP always-pen window in T8 DDs (60°).

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

9 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.

Heavy HE shells

2200.0 damage per HE shell, best of T8 DDs. Punishes superstructure and modules harder than peers.

Wide always-pen zone

60.0° AP min ricochet angle, best of T8 DDs. Larger impact-angle window where shells always penetrate.

Heavy torpedoes

25000.0 damage per torpedo, best of T8 DDs.

Long-range radar

9.0 km Surveillance Radar range, best of T8 DDs. Lights targets peer radars can't reach.

Slow reload

6.3 s reload, bottom decile of T8 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Christopher

Christopher 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 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.

BestAP ricochet start60° (1 of 6 tied) BestTorpedo damage≈25,000 (1/26) Top 10%Main battery range11.2 km (3/27) Top 25%Main battery caliber137 mm (5/27) Top 25%HE fire chance9% (6/26) Top 25%AP auto-bounce angle67.5° (4/25) Top 25%AA DPS325 (4/27) Top 25%AA threat1,080 (5/27) Top 25%Torpedo reload85 s (7/26) Bottom 25%Max speed35 kt (23/27) Bottom 25%Stealth profile7.15 km / 3.58 km (22/27 / 22/27) Bottom 25%Main battery reload6.3 s (25/27) Bottom 25%HE DPM125,714 (23/26) Bottom 25%AP DPM194,286 (21/25) Bottom 25%AP arming threshold23 mm (23/25) Bottom 10%Torpedo speed44 kt (25/26)
See 16 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(9/27) Rudder shift4.5 s(13/27) Traverse-to-turn ratio8.24 ×(21/27) Fires per minute5.14(20/26) Main dispersion91.3 m(17/27) AP velocity823 m/s(18/25) HE velocity823 m/s(19/26) Acceleration17.3 s(11/27) AP fuse timer0.01 s(14/25) Engine power70,000 hp(12/27) Turn-speed retention102.9 hp/m(14/27) Displacement3,900 t(18/27) Power-to-weight17.95 hp/t(18/27) AA range5 km(15/27) Torpedo range10 km(13/26) NormMax armor20 mm(23 of 27 tied at this value)
Survivability
Hit PointsInitial: 18,700 → 20,700
Displacement3,900 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.
6,200
Main Battery
ModuleArtillery: 137 mm Mk1
Mounts / barrels3 mounts / 6 barrels
Reload time7 s
Firing range (base)10.2 km
Firing range (top fire control)11.2 km
Turret traverseInitial: 12.5 °/s → 14 °/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 =(1018030·80.51000+0.5)·30=91.3m
91.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.3·0.6=54.8m
54.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =91.3·0.32(σ=2)=29.2m
29.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.8·0.319(σ=2)=17.5m
17.5 m
Turret turn time
ƒ180 degrees / 12.5 deg/s traverse speed = 14.4 s.
14.4 s
Base shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
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 / 7 s base reload = 113,143.
113,143
Installed HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 125,714.
125,714
Base fires/min
ƒ6 HE shells x 60 / 7 s reload x 9% fire chance = 4.63.
4.63
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 km), where the shell has slowed to 294.2 m/s: P=107·3000·340.69·0.1371.07·294.21.38=73.2mm.
73.2 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 / 7 s base reload = 174,857.
174,857
Installed AP DPM
ƒ20,400 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 194,286.
194,286
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
Torpedo detectability0.9 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 Arming136 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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×1) + (24×3.5×0.95) + (12×3.5×1) = 325. 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.
325
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPS
ƒIncludes 12 continuous AA damage from dual-purpose main battery firing as AA in this range band.
12
Range5 km
Medium aura
DPSInitial: 42 → 58
Range3.5 km
Total DPS in Aura
ƒFar 12 + Medium 58 = 70
70
Near aura
DPSInitial: 32 → 24
Range2 km
Total DPS in Aura
ƒFar 12 + Medium 58 + Near 24 = 94
94
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed35 kt
Turning circle radius680 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.5 kt of 35). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(70,0003,900)0.42=3.3627; 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}=17.3s. 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.
17.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.6s. 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.
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 after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.15 km
Detect Fire Sea9.15 km
Detect Fire Air6.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 124 s cloud active
Long-Range Surveillance Radar∞ charges · 150 s reload · 20 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
Module options (2)

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

HullUpgrade
  • Hit points18,700 → 20,700
  • Rudder shift7.9 → 5.8 s
  • Close-range AA DPS74 → 82
  • Turret traverse12.5 → 14 °/s
Fire controlUpgrade
  • Main battery range10,180 → 11,198 m

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp91.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10180}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 91.3\,\text{m}$
Max Vert Disp54.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 91.3 \cdot 0.6 = 54.8\,\text{m}$
Med Horiz Disp29.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 91.3 \cdot 0.32\;(\sigma = 2) = 29.2\,\text{m}$
Med Vert Disp17.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.8 \cdot 0.319\;(\sigma = 2) = 17.5\,\text{m}$
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 Far73.2 mm
Same formula at the ship's max firing range (14 km), where the shell has slowed to 294.2 m/s: $P = 10^{-7}\cdot 3000 \cdot 34^{0.69} \cdot 0.137^{-1.07} \cdot 294.2^{1.38} = 73.2\,\text{mm}$.
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 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.
Base HE DPM113,143
13,200 HE full-salvo alpha x 60 / 7 s base reload = 113,143.
Base AP DPM174,857
20,400 AP full-salvo alpha x 60 / 7 s base reload = 174,857.
Installed HE DPM125,714
13,200 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 125,714.
Installed AP DPM194,286
20,400 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 194,286.
Base shells/min51.4
6 broadside guns x 60 / 7 s base reload = 51.4.
Installed shells/min57.1
6 broadside guns x 60 / 6.3 s installed Artillery reload = 57.1.
Base fires/min4.63
6 HE shells x 60 / 7 s reload x 9% fire chance = 4.63.
Installed fires/min5.14
6 HE shells x 60 / 6.3 s installed reload x 9% fire chance = 5.14.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed44 kt
Travel time to max range87.4 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 DPS325
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×1) + (24×3.5×0.95) + (12×3.5×1) = 325. 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 index1080
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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