Cross of Dorn
Beta- Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides…
- The AP kit pays best when you choose your salvo target, not when you chase one
- Avoid: Open-water broadside trading
Cross of Dorn Community Stats
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Cross of Dorn Community Stats
Playstyle
Overview
Cross of Dorn is a Tier VI German heavy cruiser carrying 210mm guns at 14.5 km, 9-second reload. The guns earn citadels on broadside cruisers and chip pressure on battleships; she is not a brawler. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round.
Positioning
Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one.
Potato Avoidance
Open-water broadside trading
Her 210mm shells citadel cruisers on the wrong frame, and her 32,600-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.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 5/32 T6 CAs.
20.0 mm superstructure, best of T6 CAs. HE farms less.
150.0 mm armor deck, best of T6 CAs. Eats plunging fire and HE that peers don't.
14.7 mm overmatch threshold, top decile of T6 CAs. Punishes bow-tanking ships peers can't crack.
150.0 mm max plate, top decile of T6 CAs.
35.0 mm AP arming threshold, bottom decile of T6 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Cross of Dorn
Cross of Dorn is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Collaboration. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CollaborationIntroduced via the official Fury, WAAAGH! and Legends: Warhammer 40,000 collaboration. Collab/promo ships sometimes return through later limited offers.
Best listed chance for this ship
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Warhammer 40,000
2.5%
VI Cross of Dorn
Collaboration containers · Warhammer 40,000
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Fury, WAAAGH! and Legends: Warhammer 40,000 collaboration in detail Event/store source Start: 2021-11-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows
- Warhammer 40,000 2.5% · VI Cross of Dorn
Builds Beta
AL Graf Spee, AL Hipper, and AL Roon are useful German cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Cross of Dorn sits among Tier VI CAs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 25 mid-pack stats
Not standouts for Cross of Dorn -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14490/30·(8−1.1)/1000 + 1.1)·30 = 133 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133 × 0.6 = 79.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133 × 0.32 (σ=2) = 42.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 mƒ
180 degrees / 5.2 deg/s traverse speed = 34.6 s.ƒ
8 broadside guns x 60 / 10 s base reload = 48.HE shells
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53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
2,900 HE damage x 8 broadside guns = 23,200.ƒ
23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.ƒ
8 HE shells x 60 / 10 s reload x 10% fire chance = 4.8.AP shells
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floor(210 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2495 × 108^0.69 × 0.21^-1.07 × 900^1.38 = 400.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 334 m/s: 1e-7 × 2495 × 108^0.69 × 0.21^-1.07 × 334^1.38 = 101.9 mm.ƒ
4,500 AP damage x 8 broadside guns = 36,000.ƒ
36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (47×3.5×0.85) + (27×3.5×0.9) = 307. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 27 + Medium 26 = 53ƒ
Far 27 + Medium 26 + Near 47 = 100ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter2 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14490/30·(8−1.1)/1000 + 1.1)·30 = 133 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 133 × 0.6 = 79.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 133 × 0.32 (σ=2) = 42.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.8 × 0.32 (σ=2) = 25.5 mCanonical 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 × 2495 × 108^0.69 × 0.21^-1.07 × 900^1.38 = 400.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 334 m/s: 1e-7 × 2495 × 108^0.69 × 0.21^-1.07 × 334^1.38 = 101.9 mm.53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.252 in this case. Lets HE pen ~52mm armor instead of ~35mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(210 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 5.2 deg/s traverse speed = 34.6 s.2,900 HE damage x 8 broadside guns = 23,200.4,500 AP damage x 8 broadside guns = 36,000.23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.8 broadside guns x 60 / 10 s base reload = 48.8 HE shells x 60 / 10 s reload x 10% fire chance = 4.8.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (47×3.5×0.85) + (27×3.5×0.9) = 307. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.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: 20 mm from the 105 mm family.Armor
Hull HP 32,600, 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 |
|---|---|---|---|---|
| Bow | 30 mm primary (range 16–30 mm) | 1,100 (3% of HP) | Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 80 mm primary (range 20–80 mm) | 24,500 (75% of HP) | No common caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 16–51 mm) | 900 (3% of HP) | Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 80 mm primary (range 13–80 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). |
| Superstructure | 20 mm primary (range 20–150 mm) | 1,500 (5% 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 HP | 16,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (105 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 9,800 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Cross of Dorn. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Slightly changed the geometry of the superstructure, casemate, and main guns.
Ministry of Balance: New Horizons, Greater Heights
- The ship traits Long Reach and Reloader have been replaced with Agile and Area Denial. This change does not affect the ship's performance.
Skins & permanent camouflages
Every custom exterior Cross of Dorn can equip, from in-game data.
DefaultThe ship’s standard exterior- Warhammer 40KYorck Wh40KWarhammer 40K
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.
