Cyclone
Beta- Hold concealment edges around the contested cap and lean into trades the heal can recover
- Avoid: Using the Repair Party as a panic button
Cyclone Community Stats
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Cyclone Community Stats
Playstyle
Overview
Cyclone is a Tier IV French destroyer with a Repair Party, a consumable most DDs in the cohort do not get. The heal lets her sustain trades and stay in the cap contest after the first detection cycle; that is the kit, not a panic button. Standout traits: best HE alpha in T4 DDs (2,050) and best HE fire chance in T4 DDs (9).
Positioning
Hold concealment edges around the contested cap and lean into trades the heal can recover. The Repair Party means you survive the first detection cycle other DDs do not, but it does not let you brawl open-water; stay near cover or smoke when the heal is on cooldown.
Potato Avoidance
Using the Repair Party as a panic button
The heal is part of the kit, not a save: most charges should land after a clean trade in cover, not mid-spotting cycle in open water. Used reactively, it covers one cap fight; used proactively, it covers two.
Signature Traits
2050.0 damage per HE shell, best of T4 DDs. Punishes superstructure and modules harder than peers.
9.0% fire chance per HE shell, best of T4 DDs.
0.03 s AP fuse timer, best of T4 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.
9.1 mm overmatch threshold, best of T4 DDs. Punishes bow-tanking ships peers can't crack.
22.0 mm AP arming threshold, worst of T4 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
725.0 m/s HE muzzle velocity, bottom quartile of T4 DDs. Lobby trajectory, harder to land at range.
How to get Cyclone
Cyclone is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- Loyalty Reward 2023 Event/store source Start: 2023-04-10 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
- 5 Years Strong: Loyalty Reward for All Captains! Event/store source Start: 2024-03-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
- 7 Years Strong: New Golden Anchor Event & Loyalty Rewards Event/store source Start: 2026-03-30 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Builds Beta
Build for speed, gun reload, torpedo utility, concealment, and survivability/Repair Party value.
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Cohort position
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Where Cyclone sits among Tier IV DDs (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.
See 17 mid-pack stats
Not standouts for Cyclone -- 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.
patched
- baseline6In-game data
- 2024-03-216.5Ministry of Balance: Spring Changes Main Battery Reload Time decreased from 10 to 6.5 seconds.
- 2025-04-036April Update: The Bonds of Loyalty Main battery reload time reduced from 6.5 to 6.0 s.
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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 = (10020/30·(8−0.5)/1000 + 0.5)·30 = 90.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 6 s base reload = 40.HE shells
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22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).ƒ
2,050 HE damage x 4 broadside guns = 8,200.ƒ
8,200 HE full-salvo alpha x 60 / 6 s base reload = 82,000.ƒ
4 HE shells x 60 / 6 s reload x 9% fire chance = 3.6.AP shells
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floor(130 mm caliber / 14.3) = 9 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 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 295.1 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 295.1^1.38 = 44.8 mm.ƒ
2,450 AP damage x 4 broadside guns = 9,800.ƒ
9,800 AP full-salvo alpha x 60 / 6 s base reload = 98,000.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: (1×3.5×1) + (4×3.5×0.95) = 17. 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
Medium 1 + Near 4 = 5
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 73 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
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 = (10020/30·(8−0.5)/1000 + 0.5)·30 = 90.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.1 × 0.6 = 54.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.1 × 0.32 (σ=2) = 28.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.1 × 0.32 (σ=2) = 17.3 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 × 1803 × 32.05^0.69 × 0.13^-1.07 × 725^1.38 = 155 mm. Matches the in-game spec card.Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 295.1 m/s: 1e-7 × 1803 × 32.05^0.69 × 0.13^-1.07 × 295.1^1.38 = 44.8 mm.22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).floor(130 mm caliber / 14.3) = 9 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 4 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,050 HE damage x 4 broadside guns = 8,200.2,450 AP damage x 4 broadside guns = 9,800.8,200 HE full-salvo alpha x 60 / 6 s base reload = 82,000.9,800 AP full-salvo alpha x 60 / 6 s base reload = 98,000.4 broadside guns x 60 / 6 s base reload = 40.4 HE shells x 60 / 6 s reload x 9% fire chance = 3.6.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).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: (1×3.5×1) + (4×3.5×0.95) = 17. 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.Armor
Hull HP 11,700, 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 | 10 mm | 1,800 (15% of HP) | Overmatched by 150mm+ (De Ruyter, Karlsruhe)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. |
| Stern | 10 mm | 1,100 (9% of HP) | Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 10 mm | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 10 mm | 600 (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 | 5,900 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. |
| AA mount (37 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 | 3,500 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 Cyclone. Cards are condensed; use each source link for full context.
April Update: The Bonds of Loyalty
- Maximum speed increased from 30 to 36 kts.
- Main battery reload time reduced from 6.5 to 6.0 s.
Ministry of Balance: Spring Changes
- Main Battery Reload Time decreased from 10 to 6.5 seconds.
- Torpedo speed increased from 57 to 65 knots.
- Repair Party moved from slot 2 to slot 4, making this an additional consumable for the ship.
- Overview traits changed: Added Slow trait. Agile trait was changed to Heal Consumable.
- Italian destroyers from Tier VI and up quickly lose the ability to stand in gun duels and aren't designed for torpedo warfare. We're improving the reload on these SAP gunboats to bridge the gap:
Skins & permanent camouflages
Every custom exterior Cyclone can equip, from in-game data.
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.
