World of Warships: Legends ship guide

Chungking

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 10-13 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (9 km)2 sigma accuracySmokeFragile
Community Data

Chungking Community Stats

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Playstyle

Overview

Chungking is a Tier IV Pan-Asian light cruiser with 152mm guns at 13.2 km, 9.5-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best AA reach in T4 CAs (5 km) and top-decile tight dispersion in T4 CAs (115.7 m).

Positioning

Hold 10-13 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 22,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T4 CAs.

Long-reach AA

5.0 km AA reach, best of T4 CAs.

Tight dispersion

115.7 m max horizontal dispersion, top decile of T4 CAs. Accurate at range.

Stealthy torps

0.8 km torpedo detect, top decile of T4 CAs. Harder to dodge.

Short gun range

13.19 km main battery reach, bottom decile of T4 CAs. Outranged by peers; close distance or lean on terrain.

Slow torp reload

110.0 s torpedo reload, bottom decile of T4 CAs. Long wait between drops.

Acquisition

How to get Chungking

Chungking is available in the Destroyer-Cruisers branch of the Pan-Asia Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Chungking sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, reload, smoke utility, torpedo reload, fire chance, and survivability.

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Cohort position

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Where Chungking sits among Tier IV CAs (21 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.

BestMain dispersion115.7 m (1/21) BestAA range5 km (1 of 2 tied) Top 10%Secondary DPM (per side)120,000 (2/15) Top 10%Displacement6,715 t (2/21) Top 10%Torpedo damage16,867 (3/20) Top 25%Concealment10.52 km (5/21) Top 25%HE alpha1,500 (4/15) Top 25%Secondary range4.3 km (4/15) Top 25%Torpedo range9.46 km (6/20) Bottom 25%Max speed32.2 kt (17/21) Bottom 25%AP velocity841 m/s (17/21) Bottom 25%HE velocity841 m/s (17/20) Bottom 25%Engine power64,000 hp (18/21) Bottom 25%Turn-speed retention112.3 hp/m (17/21) Bottom 10%Hit points22,600 HP (20/21) Bottom 10%Fires per minute3.41 (19/20) Bottom 10%HE DPM79,579 (19/20) Bottom 10%AP DPM117,474 (20/21) Bottom 10%Torpedo reload110 s (19/20) WorstMain battery range13.19 km (21/21)
See 24 mid-pack stats

Not standouts for Chungking -- 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.

Air detection6.62 km(11/21) Rudder shift8.4 s(9/21) Traverse-to-turn ratio4.2 ×(16/21) Main battery caliber152 mm(13/21) Main battery reload9.5 s(15/21) HE fire chance9%(15/20) AP shell damage3,100(11/21) Secondary fire chance6%(7/15) Secondary HE pen17 mm(7/15) Acceleration9.67 s(11/21) AP fuse timer0.03 s(12/21) AP arming threshold25 mm(9/21) Power-to-weight9.53 hp/t(12/21) AA DPS176(8/21) AA threat552(7/21) Torpedo speed61 kt(7/20) Max armor76 mm(15/21) Citadel belt76 mm(7/20) Bow armor20 mm(15/20) Stern armor25 mm(13/20) Deck armor70 mm(8/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value)

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

Smoke
Survivability
Hit PointsInitial: 20,100 → 22,600
Displacement6,715 t
Armor range6–76 mm
Plate armor thicknesses6, 9, 10, 13, 19, 20, 25, 51, 70, 76 mm
Armor material/layer entries54
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
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.
11,300
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.
6,800
Main Battery
ModuleArtillery: 152 mm/50 BL Mk.XXI
Mounts / barrels3 mounts / 6 barrels
Reload time10.5 s
Firing range (base)12 km
Firing range (top fire control)13.2 km
Turret traverse7 °/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 = (11990/30·(8−1.1)/1000 + 1.1)·30 = 115.7 m
115.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 115.7 × 0.6 = 69.4 m
69.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 115.7 × 0.32 (σ=2) = 37 m
37 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 69.4 × 0.32 (σ=2) = 22.2 m
22.2 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ6 broadside guns x 60 / 10.5 s base reload = 34.3.
34.3
HE shells
HE Damage2,100
HE Velocity841 m/s
Fire Chance9%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 6 broadside guns = 12,600.
12,600
Base HE DPM
ƒ12,600 HE full-salvo alpha x 60 / 10.5 s base reload = 72,000.
72,000
Base fires/min
ƒ6 HE shells x 60 / 10.5 s reload x 9% fire chance = 3.09.
3.09
AP shells
AP Damage3,100
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2609 × 50.8^0.69 × 0.152^-1.07 × 841^1.38 = 320 mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 312.3 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 312.3^1.38 = 81.6 mm.
81.6 mm
AP full-salvo alpha
ƒ3,100 AP damage x 6 broadside guns = 18,600.
18,600
Base AP DPM
ƒ18,600 AP full-salvo alpha x 60 / 10.5 s base reload = 106,286.
106,286
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.
15
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time110 s
Projectile speed61 kt
Range9.46 km
Maximum simulated damage15,767 (est.)
Alpha damage47,300
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
47,301
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.9) + (20×3.5×0.85) + (18×3.5×0.9) = 176. 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.
176
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk.VII2×4 40mm
20 mm Oerlikon Mk4Initial: 3×1 → 2×1 20mm
20 mm Oerlikon Mk.V (upgraded hull only)3×2 20mm
20 mm Oerlikon Mk.IV (stock hull only)2×1 20mm
102 mm/45 QF Mk.XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
18
Range5 km
Medium aura
DPS19
Range2.5 km
Total DPS in Aura
ƒFar 18 + Medium 19 = 37
37
Near aura
DPSInitial: 15 → 20
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 19 + Near 20 = 57
57
S
Secondary Battery
Mounts4
Firing range4.3 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 @ 4.3 km
ƒ4.3 km × 57 + 30 = 275.1 m.
275.1 m
Maneuverability
Engine moduleEngine: 64,000 hp
Engine power64,000 hp
Maximum speed32.2 kt
Turning circle radius570 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.2× drags
Concealment
Detectability by sea10.52 km
Detectability by air6.62 km
Smoke firing penalty5.55 km
Detect after firing main guns10.52 km
Detect Fire Sea12.52 km
Detect Fire Air9.62 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Module options (3)

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

HullUpgrade
  • Hit points20,100 → 22,600
  • Rudder shift11.7 → 8.4 s
  • Close-range AA DPS34 → 39
  • Turret traverse7 → 10 °/s
Fire controlUpgrade
  • Main battery range11,990 → 13,189 m
TorpedoesUpgrade
  • Reload120 → 110 s
  • Alpha damage44,300 → 47,300
  • Display damage14,767 → 15,767

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 Disp115.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11990/30·(8−1.1)/1000 + 1.1)·30 = 115.7 m
Max Vert Disp69.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 115.7 × 0.6 = 69.4 m
Med Horiz Disp37 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 115.7 × 0.32 (σ=2) = 37 m
Med Vert Disp22.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 69.4 × 0.32 (σ=2) = 22.2 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close320 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 × 2609 × 50.8^0.69 × 0.152^-1.07 × 841^1.38 = 320 mm. Matches the in-game spec card.
AP Pen Far81.6 mm
Same formula at the ship's max firing range (16.5 km), where the shell has slowed to 312.3 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 312.3^1.38 = 81.6 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha12,600
2,100 HE damage x 6 broadside guns = 12,600.
AP full-salvo alpha18,600
3,100 AP damage x 6 broadside guns = 18,600.
Base HE DPM72,000
12,600 HE full-salvo alpha x 60 / 10.5 s base reload = 72,000.
Base AP DPM106,286
18,600 AP full-salvo alpha x 60 / 10.5 s base reload = 106,286.
Base shells/min34.3
6 broadside guns x 60 / 10.5 s base reload = 34.3.
Base fires/min3.09
6 HE shells x 60 / 10.5 s reload x 9% fire chance = 3.09.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range59.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage94,602
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage47,301
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS176
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.9) + (20×3.5×0.85) + (18×3.5×0.9) = 176. 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 index552
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 @ 4.3 km275.1 m
4.3 km × 57 + 30 = 275.1 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor

Hull HP 20,10022,600 with hull upgrade, 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
Bow20 mm primary (range 13–20 mm)3,400 (15% of HP)
Overmatched by 305mm+ (Courbet, Dante Alighieri)Angle bounces 283mm20 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)25 mm primary (range 13–51 mm)17,000 (75% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 13–25 mm)1,000 (4% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure9 mm primary (range 9–70 mm)1,400 (6% 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 HP11,300 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 (102 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 HP6,800 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.
Exteriors

Skins & permanent camouflages

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

  • Chungking 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.