World of Warships: Legends ship guide

Cross of Dorn

Beta
Germany · Tier VI · CB Cruiser · Premium
Heavy cruiserAP into broadside cruisers and chip pressure on battleships; not a brawler.
Playstyle
  • Hold 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
  • Avoid: Launching the fighter and forgetting it points back at you
Key characteristics
Improved HE penEngine BoostDefensive AAThickest plateBig torpedo salvoEasily spotted
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Community Data

Cross of Dorn Community Stats

Across 650+ Standard battles from 53 players, Cross of Dorn averages a 52% win rate, 40,900 damage and 0.8 kills per battle, and survives 26% of them.

Community Data

Cross of Dorn Community Stats

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

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Playstyle

Overview

Cross of Dorn is a Tier VI German heavy cruiser carrying 210mm guns at 14.5 km, 10-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 damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: AP overmatch threshold in T6 CAs (14.6 mm, 5th of 44) and armor plate in T6 CAs (150 mm, 9th of 44). The trade is surface detection in T6 CAs (13 km, 37th of 44).

Positioning

Hold 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

Launching the fighter and forgetting it points back at you

It circles your ship, so anyone who sees it knows roughly where you are even if nothing has spotted you yet, which is a bad trade in the middle of repositioning unseen. It earns its slot against carrier and airstrike attention rather than as something to burn the moment it comes off cooldown. Its strongest use is not defensive at all: Arthas The Cold raises your ship's damage while the fighter is up, in exchange for a shorter consumable, which turns it into an attack window.

Signature Traits

Improved HE penetration

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, shared by 5/44 T6 CAs.

Engine Boost

+15% speed (about +4.8 kt), 180 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T6 CAs.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 14.6 mm
  • AP overmatch specialist
Thickest plate ↗

150 mm on her single heaviest plate, top decile of T6 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Easily spotted ↗

13 km surface detect, bottom quartile of T6 CAs. Visible before you can react; position early.

Stiff AP fuse ↗

35 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.

Acquisition

How to get Cross of Dorn

Cross of Dorn is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

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.

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

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 Cross of Dorn sits among Tier VI CAs (43 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.

LongestAP fuse timer0.033 s (1 of 21 tied) Top 10%Main battery caliber210 mm (5/44) Top 10%Torpedo reload68 s (3/34) Top 25%Rudder shift8.1 s (11/44) Top 25%Main dispersion133 m (10/44) Top 25%Displacement10,000 t (7/44) Top 25%Torpedo speed64 kt (9/34) Top 25%Max armor150 mm (9/44) Bottom 25%Max speed32 kt (37/44) Bottom 25%Stealth profile12.98 km / 7.79 km (37/44 / 39/44) Bottom 25%Main battery range14.49 km (38/44) Bottom 25%Fires per minute4.8 (34/37) Bottom 25%Secondary fire chance5% (35/39) Bottom 25%AP arming threshold35 mm (39/43) Bottom 25%Engine power80,000 hp (35/44) Bottom 25%Power / turn radius123.1 hp/m (35/44) Bottom 25%Torpedo range6 km (28/34) Bottom 25%Torpedo damage≈12,700 (30/34) Bottom 25%Citadel belt80 mm (37/44) Bottom 10%Smoke fire bloom7.62 km (43/44) Bottom 10%Secondary HE alpha1,200 (37/39)
See 30 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.

Hit points32,600 HP(29/44) Turning circle650 m(15/44) Main battery reload10 s(19/44) Sigma2(24/44) HE shell damage2,900(15/37) HE fire chance10%(27/37) HE DPM139,200(21/37) AP shell damage4,500(21/43) AP DPM216,000(21/43) Secondary DPM (per side)84,000(27/39) Secondary HE pen20 mm(17/39) AP velocity900 m/s(13/43) HE velocity900 m/s(12/37) Time to 90% speed23.9 s(17/44) Acceleration (0-12 kt)8.9 s(27/44) Power-to-weight8 hp/t(25/44) AP pen at 10 km166 mm(23/43) Effective HE DPM (incl. fire)175,095(22/37) AA DPS307(17/44) AA range4.5 km(31/44) AA threat950(25/44) Flak damage per salvo (expected)900(16/43) Torpedo reaction time7.6 s(14/34) Bow armor16 mm(25/44) Stern armor16 mm(25/44) NormSecondary dispersion bracket57(38 of 39 tied at this value) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value) NormSecondary range4.5 km(26 of 39 tied at this value)
Survivability
Hit Points32,600
Displacement10,000 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.
178.1 x 21.5 m (ship-model figure)
Armor range13–150 mm
Plate armor thicknesses13, 16, 20, 25, 30, 40, 50, 51, 80, 100, 150 mm
Armor material/layer entries56
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 32,600 HP = 2,934 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 × 32,600 HP = 3,260 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.3 hull torpedo-damage coefficient / 0.333 unprotected baseline = 10%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
10%
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.
16,300
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.
9,800
Repairable: penetration50%
Repairable: citadel10%
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 × 1,100 = 2,200), 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 ×. 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.
1,100
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,200 = 12,400), 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.
6,200
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 × 24,500 = 49,000), 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.
24,500
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 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 900 = 1,800), 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.
900
Citadel 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
Main Battery
ModuleArtillery: 210 mm L/45 SK L/45
Mounts / barrels4 mounts / 8 barrels
Reload time10 s
Firing range14.5 km
Turret traverse5.2 °/s
Turret armor180 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.
±147°, ±150°, ±148°, ±146°
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
33° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.5 km) shells land in an ellipse about 133 m wide and 80 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1449030·8−1.11000+1.1)·30=133m
133 m at 14.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133·0.6=79.8m
79.8 m at 14.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =133·0.62=39.9m
39.9 m at 14.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =79.8·0.62=23.9m
23.9 m at 14.5 km
Turret turn time
ƒ180 degrees / 5.2 deg/s traverse speed = 34.6 s.
34.6 s
Shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
HE shells
HE alpha2,900
HE Velocity900 m/s
Fire Chance10%
HE fire DPM vs T6 BB35895
Effective HE DPM vs T6 BB175095
HE penetration
ƒ53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
53 mm
HE full-salvo alpha
ƒ2,900 HE damage x 8 broadside guns = 23,200.
23,200
HE DPM
ƒ23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.
139,200
Fires/min
ƒ48 shells/min × 0.1 (10% fire chance) = 4.8.
4.8
AP shells
AP alpha4,500
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold35 mm
AP overmatch
ƒfloor(210 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2495·1080.69·0.21−1.07·9001.38=400.1mm.
400.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 376.4 m/s: P=10−7·2495·1080.69·0.21−1.07·376.41.38=120.2mm.
120.2 mm at 14.5 km
AP full-salvo alpha
ƒ4,500 AP damage x 8 broadside guns = 36,000.
36,000
AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.
216,000
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.
25
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed64.0 kt
Range6 km
Maximum simulated damage
ƒMost 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=38,100·0.333=12,700. 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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. 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.
13,700
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.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 142° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
76,200
AA Defense
AA mount points22
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.
4.5 km
40 mm L/56 Flak 286×1 40mm
20 mm Flakvierling 384×4 20mm
20 mm Flakzwilling 388×2 20mm
20 mm Flak 384×1 20mm
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/37 (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 85 from dual-purpose secondaries firing as AA in this range band.
85
Range4.5 km
Medium aura
Guns40 mm L/56 Flak 28
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.
82
Range3.5 km
Total DPS in Aura
ƒFar 85 + Medium 82 = 167
167
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.85 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range2 km
Total DPS in Aura
ƒFar 85 + Medium 82 + Near 140 = 307
307
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 200 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 84,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
84,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 3.5 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 26,173. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
26,173
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 84,000 + secondary fire DPM 26,173 = 110,173: shell damage plus fire damage against one T6 battleship, every shell hitting.
110,173
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 105mm
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 3.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.5
HE Pen20 mm
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power80,000 hp
Maximum speed32.0 kt
Turning circle radius650 m
Rudder shift time8.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
26.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
37.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5.2 − 6.0 = -0.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.98 km x 0.955 = 12.4 km. Camouflage does not change detectability by air.
12.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.4 km.
12.4 km
Detectability by air7.79 km
Smoke firing penalty7.62 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.98 km) = 14.49 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.49 km
Detect when firing (air)
ƒAir detectability 7.79 km + gun-firing bloom 4.2 km = 11.99 km. The bloom tracks main-battery caliber 210 mm × 0.020 = 4.2 km.
11.99 km
Detect when on fire (sea)
ƒSea detectability 12.98 km + 2.0 km while burning = 14.98 km.
14.98 km
Detect when on fire (air)
ƒAir detectability 7.79 km + 3.0 km while burning = 10.79 km.
10.79 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
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.
Catapult Fighter2 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km27.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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=0.5·14490=7245 m, and radiusOnMax=0.6 at 14490 m. Below the kink: k=0.2+(0.5−0.2)·50007245=0.407, so σV=σH·k=67.5·0.407=27.5m.
Shell scatter height @ 10 km54.9 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=0.5·14490=7245 m, and radiusOnMax=0.6 at 14490 m. Above the kink: k=0.5+(0.6−0.5)·10000−724514490−7245=0.538, so σV=σH·k=102·0.538=54.9m.
AP pen 5 km255 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 =10−7·2495·1080.69·0.21−1.07·649.31.38=255mm, where 649.3 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km166 mm
AP penetration at a fixed 10 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 =10−7·2495·1080.69·0.21−1.07·475.91.38=166mm, where 475.9 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.66 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·0.3331·0.2128·108=5.34×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.56 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·0.3331·0.2128·113.5=5.08×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Improved HE PenYes
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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,495
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 mass108 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 coefficient0.3331
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 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.
minRadius1.1
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 time7.6 s
1300 m / (64.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed64.0 kt
Travel time to max range34.9 s
6000 m / (64.0 kt × 2.6855) = 34.9 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 damage152,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,700 = 152,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range85
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm flak 28 6x1 -> 82 DPS @ 3.5 km; 20mm Flack 38 quad 4x4 -> 35 DPS @ 2 km; 20mm Flak 38 M43U 8x2 -> 70 DPS @ 2 km; 20mm Flak 38 4x1 -> 35 DPS @ 2 km; 105 mm SKC 37 4x2 -> 85 DPS @ 4.5 km.
AA DPS layered by range85 DPS @ 4.5 km, 167 DPS @ 3.5 km, 307 DPS @ 2 km
@ 4.5 km: 85 from one family; @ 3.5 km: 82 + 85 = 167; @ 2 km: 82 + 35 + 70 + 35 + 85 = 307. 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-blank307
82 + 35 + 70 + 35 + 85 = 307 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index950
82 × 3.5 + 35 × 2 + 70 × 2 + 35 × 2 + 85 × 4.5 = 950. 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 firepower

Max HE alpha1200
The only family (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
The only family (105 mm): 5%. 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.
Max HE pen20 mm
The only family (105 mm): 20 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: 20 mm from the 105 mm family.
Open in Charting Tool

Ship Charts

Background

This warship is one of the most closely guarded secrets of the Black Templars. Only a few chosen Brothers know of its very existence. This ship was the gift, reward, and blessing given by Rogal Dorn to the newborn Chapter and its first High Marshal Sigismund. It is ancient like the time itself, dating back to the early days of the Dark Age of Technology. Looking deceptively small compared to the gargantuan vessels of Chapter’s fleets, it holds the mysterious and now forbidden powers of that long-forgotten era.

Armor Beta

Hull HP 32,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)80 mm primary (range 20–80 mm)24,500 (75% of HP)
No common AP 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.
Stern16 mm primary (range 16–51 mm)900 (3% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 13–80 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.
Superstructure20 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 HP16,300 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.
Secondary mount (105 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 HP9,800 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.

Balance History

Balance updates affecting Cross of Dorn. Cards are condensed; use each source link for full context.

Rework ×2
2025-10-30

Ministry of Balance: Preparing for Winter

  • Slightly changed the geometry of the superstructure, casemate, and main guns.
Read the full official post
2025-05-15

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Cross of Dorn can equip.

  • Cross of Dorn 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.