World of Warships: Legends ship guide

Clemson

Also called: 克莱姆森 Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Push into capture zones to try and spot the enemy destroyer but don't push completely through: your concealment range is high compared to other T3 DDs
  • Use your smoke to escape tough scenarios that you can't easily win
  • Avoid: Taking skills that reduce your HP or increase your detectability will negatively impact your ability to win crucial early-game gunfights against destroyers
Key characteristics
High HE DPMSmokeEngine BoostThickest plateLong-reach AAEasily spotted
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Community Data

Clemson Community Stats

Across 5,800+ Standard battles from 360+ players, Clemson averages a 57% win rate, 25,700 damage and 1.1 kills per battle, and survives 31% of them.

Community Data

Clemson Community Stats

Log in to GamingDiver and upload your data to see Community Data for Clemson: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Clemson is a Tier III American gun-focused destroyer that excels at taking comfortable duels against other destroyers. While her stats may seem average, her hull upgrade provides her strong guns that let her open and control fights against other destroyers. Standout traits: once upgraded, most gun barrels for T3 DDs (8).

Positioning

Push into capture zones to try and spot the enemy destroyer but don't push completely through: your concealment range is high compared to other T3 DDs. Use your smoke to escape tough scenarios that you can't easily win. Be careful turning broadside to get all your guns to bear: it makes you an easy target!

Potato Avoidance

Taking skills that reduce your HP or increase your detectability will negatively impact your ability to win crucial early-game gunfights against destroyers

Your torpedoes are numerous, but are best saved for ambushes or last-ditch scenarios.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

Thickest plate ↗

21 mm on her single heaviest plate, best of T3 DDs. Its thickest plate shrugs standard HE under 127 mm and is only overmatched by 305 mm AP and up; the ends are far thinner.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 77143 HE
  • Sensitive AP fuse · arms on 17 mm+ plate
Lingering smoke ↗

112 s smoke cloud linger, best of T3 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Easily spotted ↗

5.9 km surface detect, bottom decile of T3 DDs. Visible before you can react; position early.

Slow acceleration ↗

~5.3 s from a stop to 12 kt, worst of T3 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Acquisition

How to get Clemson

Clemson is available in the Universal Destroyers branch of the U.S. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 17,000 credits.

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. Tech Tree

Clemson sits in the Universal Destroyers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. destroyers are "jacks-of-all-trades" and masters of none. They can perform in nearly any role needed from a destroyer: spotting the enemy, showering them in fire-starting shells, or unleashing torpedoes.
Advantages
Adaptable, Long-duration Smoke Generator
Disadvantages
Lackluster torpedo armament, Low-velocity shells

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh BurkeBumblebee

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 Clemson sits among Tier III DDs (10 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 arming threshold17 mm (1 of 2 tied) BestMax armor21 mm (1/11) Top 10%HE DPM77,143 (2/10) Top 10%HE velocity884 m/s (2/10) Top 25%Fires per minute3.09 (3/10) Top 25%Main dispersion83.4 m (3/11) Top 25%AP velocity884 m/s (2/9) Top 25%Effective HE DPM (incl. fire)97,416 (3/10) Top 25%AA range3 km (3/11) Top 25%Torpedo damage≈10,833 (3/11) WorstMain battery caliber102 mm (1 of 2 tied) WorstAP shell damage1,700 (9/9) WorstTime to 90% speed16.9 s (11/11) WorstAcceleration (0-12 kt)5.3 s (1 of 2 tied)
See 25 mid-pack stats

Not standouts for Clemson -- 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 points10,900 HP(4/11) Max speed35 kt(5/11) Concealment5.92 km(9/11) Smoke fire bloom2 km(5/11) Air detection2.96 km(9/11) Rudder shift2.8 s(7/11) Turning circle520 m(6/11) Main battery range9.12 km(8/11) Main battery reload7 s(9/11) HE shell damage1,500(7/10) HE fire chance6%(6/10) AP DPM87,429(5/9) Engine power27,500 hp(7/11) Power / turn radius52.9 hp/m(9/11) Displacement1,700 t(8/11) Power-to-weight16.18 hp/t(9/11) AA DPS21(7/11) AA threat32(9/11) Torpedo range5.49 km(9/11) Torpedo speed56 kt(8/11) Torpedo reaction time7.3 s(6/11) Torpedo reload66 s(7/11) Citadel belt13 mm(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 8,800 → 10,900
Displacement1,700 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
95.7 x 9.7 m (ship-model figure)
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 21 mm
Armor material/layer entries25
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 6.7% → 10%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 10,900 HP = 981 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 10,900 HP = 1,090 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
5,500
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.
3,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,700
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 twice this much penetration damage has landed on the section (2 × 8,200 = 16,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
8,200
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,000
Main Battery
ModuleArtillery: 102 mm/50 Mk14
Mounts / barrels4 mounts / 4 barrels
Reload time7 s
Firing range (base)8.3 km
Firing range (top fire control)9.1 km
Turret traverse10 °/s
Turret armor12 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.
169° starboard-only, 169° port-only, ±137°
Guns to bear
ƒ180° − 137° (the most restricted aft-facing mount's arc) = 43° off bow; 180° − 180° (the most restricted forward-facing mount's arc) = 0° 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.
43° off bow / 0° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.1 km) shells land in an ellipse about 83 m wide and 50 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(9121.230·8−0.51000+0.5)·30=83.4m
83.4 m at 9.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
50 m at 9.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =83.4·0.62=25m
25 m at 9.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m at 9.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 7 s base reload = 25.7. All upgrades (top gun, 6-gun broadside): 6 broadside guns x 60 / 7 s all-upgrades reload = 51.4.
Initial: 25.7 → 51.4
HE shells
HE alpha1,500
HE Velocity884 m/s
Fire Chance6%
HE fire DPM vs T3 BB10123
Effective HE DPM vs T3 BB48694
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒZero upgrades: 1,500 HE damage x 3 broadside guns = 4,500. All upgrades (top gun, 6-gun broadside): 1,500 HE damage x 6 broadside guns = 9,000.
Initial: 4,500 → 9,000
HE DPM
ƒZero upgrades: 4,500 HE full-salvo alpha x 60 / 7 s base reload = 38,571. All upgrades (top gun, 6-gun broadside): 9,000 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 77,143.
Initial: 38,571 → 77,143
Fires/min
ƒZero upgrades: 25.7 shells/min × 0.06 (6% fire chance) = 1.54. All upgrades (top gun, 6-gun broadside): 51.4 shells/min × 0.06 (6% fire chance) = 3.09.
Initial: 1.54 → 3.09
AP shells
AP alpha1,700
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1451·14.970.69·0.102−1.07·8841.38=125.7mm.
125.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.1 km), where the shell has slowed to 335.9 m/s: P=10−7·1451·14.970.69·0.102−1.07·335.91.38=33.1mm.
33.1 mm at 9.1 km
AP full-salvo alpha
ƒZero upgrades: 1,700 AP damage x 3 broadside guns = 5,100. All upgrades (top gun, 6-gun broadside): 1,700 AP damage x 6 broadside guns = 10,200.
Initial: 5,100 → 10,200
AP DPM
ƒZero upgrades: 5,100 AP full-salvo alpha x 60 / 7 s base reload = 43,714. All upgrades (top gun, 6-gun broadside): 10,200 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 87,429.
Initial: 43,714 → 87,429
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.
3
Torpedoes
ModuleTorpedoes: Mark 11
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 40 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 66×0.85=56.1 s.
Initial: 40 s → 66 s
Projectile speed56.0 kt
RangeInitial: 5.04 km → 5.49 km
Maximum simulated damage
ƒInitial: 27,000 × 0.333 = 9,000 → 32,500 × 0.333 = 10,833 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=32,500·0.333=10,833. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 9,000 → ≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 900 blast = 11,733. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
11,733
Torpedo module damage
ƒPer-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.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse25 °/s
Launch arcswing 145°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
64,998
AA Defense
AA mount pointsInitial: 1 → 3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/23 Mk71×1 76mm
12.7 mm Browning M2 mod. 2 (upgraded hull only)2×1 13mm
Far aura
Guns76.2 mm/23 Mk7
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒFar 4 + Near 17 = 21
21
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 × 100 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.
100
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.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power27,500 hp
Maximum speed35.0 kt
Turning circle radius520 m
Rudder shift timeInitial: 4.2 s → 2.8 s
Engine power-boost threshold7.0 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. Base value; speed modifiers scale it.
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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
15.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
16.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
28.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.7 = +1.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.92 km x 0.955 = 5.65 km. Camouflage does not change detectability by air.
5.92 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.92 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.65 km.
5.65 km
Detectability by air2.96 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.92 km) = 9.12 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.12 km
Detect when firing (air)
ƒAir detectability 2.96 km + gun-firing bloom 2.04 km = 5 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.
5 km
Detect when on fire (sea)
ƒSea detectability 5.92 km + 2.0 km while burning = 7.92 km.
7.92 km
Detect when on fire (air)
ƒAir detectability 2.96 km + 3.0 km while burning = 5.96 km.
5.96 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 24 s emit / 112 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points8,800 → 10,900
  • Rudder shift4.2 → 2.8 s
  • AA mounts1 → 3
  • Close-range AA DPS1 → 6
Fire controlUpgrade
  • Main battery range8,292 → 9121.2 m
TorpedoesTrade-off
  • Range5.04 → 5.49 km
  • Reload40 → 66 s
  • Alpha damage27,000 → 32,500
  • Display damage9,000 → 10,833

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km59 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1451·14.970.69·0.102−1.07·509.81.38=59mm, where 509.8 m/s is the shell's speed when it arrives at 5 km (from 884 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)Initial: 3 → 6
Counted from each mount's firing arc. Stock guns: 3 of 4 barrels bear at once. Top guns: 6 of 8. Alpha and DPM pair each configuration's salvo with its own reload.

Model inputs

Krupp (AP)1,451
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass14.97 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.33
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity884 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity884 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range36.5 s
5490 m / (56.0 kt × 2.6855) = 36.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; Browning M2 Mod2 2x1 -> 17 DPS @ 1.2 km.
AA DPS layered by range4 DPS @ 3 km, 21 DPS @ 1.2 km
@ 3 km: 4 from one family; @ 1.2 km: 4 + 17 = 21. 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-blank21
4 + 17 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index32
4 × 3 + 17 × 1.2 = 32. 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 range1.2 km
Open in Charting Tool

Ship Charts

Background

Developed from the Wickes class, Clemson belonged to the second series of the U.S. Navy "flush-deckers." The ship's hull was designed in such a way that the single mounts of the main battery could be replaced by twin mounts in order to double the destroyer's firepower.

Armor Beta

Hull HP 8,800 → 10,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–21 mm)1,700 (16% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–13 mm)1,000 (9% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 mm)≈ 165,500 (effectively 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.
Superstructure6 mm primary (range 6–21 mm)600 (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 HP5,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 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 HP3,300 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Clemson can equip.

  • Clemson default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision