World of Warships: Legends ship guide

Danae

Also called: 达娜厄 Beta
AP-only cruiserAP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Wide always-pen zoneLobs over islandsSonarHeavy citadel beltSensitive AP fusePattern widens fast with range
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Community Data

Danae Community Stats

Across 3,900+ Standard battles from 370+ players, Danae averages a 55% win rate, 24,300 damage and 1.0 kills per battle, and survives 25% of them.

Community Data

Danae Community Stats

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Playstyle

Overview

Danae is a Tier III British AP-only cruiser with strong AP DPM (137,887): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (3.5 km on ships and 2.5 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: AP overmatch threshold in T3 CAs (10.6 mm, 4th of 12) and best heavy citadel belt in T3 CAs (76 mm, 3rd of 12). The trade is pattern widens fast with range in T3 CAs (9.5 m, 11th of 12).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 7.5 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 10.6 mm
  • Sensitive AP fuse · arms on 12 mm+ plate
  • Fast turret traverse · 10°/s
  • Wide always-pen zone · 65°
Heavy citadel belt ↗

76 mm citadel belt, best of T3 CAs. Citadels through angle are rare.

Quick acceleration ↗

~3.2 s from a stop to 12 kt, top decile of T3 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Fast torpedoes ↗

59 kt torpedo speed, top decile of T3 CAs. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.

Pattern widens fast with range ↗

Shell pattern widens about 9.5 m per km of range, bottom decile of T3 CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Short AA reach ↗

2.5 km AA reach, bottom quartile of T3 CAs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Danae

Danae is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.K. tech-tree branch diagram

Builds

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

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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 Danae sits among Tier III CAs (11 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.

BestTurning circle540 m (1 of 2 tied) BestTime to 90% speed8.4 s (1/12) BestAcceleration (0-12 kt)3.2 s (1/12) BestAP arming threshold12 mm (1/12) BestAP ricochet start65° (1/12) BestAP auto-bounce angle80° (1/12) BestTurn speed retained93% (1/12) BestCitadel belt76 mm (1 of 4 tied) Top 10%Stealth profile9.55 km / 5.73 km (2/12 / 2/12) Top 10%Main dispersion119.7 m (2/12) Top 25%Main battery caliber152 mm (4/12) Top 25%Displacement6,090 t (4/12) Top 25%AA DPS153 (3/12) Top 25%AA threat344 (4/12) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Main battery range12.57 km (11/12) Bottom 25%Power-to-weight6.57 hp/t (10/12) WorstNo secondaries (8 of 12 in cohort) ShortestAP fuse timer0.004 s (12/12) WorstEngine power40,000 hp (1 of 2 tied) WorstPower / turn radius74.1 hp/m (1 of 2 tied) WorstAA range2.5 km (1 of 2 tied) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied)
See 15 mid-pack stats

Not standouts for Danae -- 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 points23,000 HP(8/12) Max speed30 kt(9/12) Smoke fire bloom4.21 km(5/12) Rudder shift6.1 s(6/12) Main battery reload7.5 s(7/12) AP shell damage2,900(6/12) AP DPM137,887(6/12) AP velocity853 m/s(7/12) AP pen at 10 km62 mm(7/12) Torpedo range6 km(7/11) Torpedo damage≈11,067(5/11) Torpedo reaction time7.6 s(5/11) Torpedo reload71 s(8/11) Max armor76 mm(5/12) NormSigma2(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 20,300 → 23,000
Displacement6,090 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.
144.4 x 14.9 m (ship-model figure)
Armor range10–76 mm
Plate armor thicknesses10, 13, 15, 16, 19, 25, 38, 57, 76 mm
Armor material/layer entries41
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 × 23,000 HP = 2,070 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 × 23,000 HP = 2,300 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.
11,500
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.
6,900
Effective HP
ƒBase 23,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 23,000 HP = 3,220 HP per charge, × 2 charges = 6,440 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
25,556–29,440
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 × 2,600 = 5,200), 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.
2,600
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 × 17,300 = 34,600), 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.
17,300
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 × 2,600 = 5,200), 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.
2,600
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 × 1,700 = 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
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: 152 mm/45 CPXIV
Mounts / barrels6 mounts / 6 barrels
Reload time7.5 s
Firing range (base)11.4 km
Firing range (top fire control)12.6 km
Turret traverse10 °/s
Turret armor76 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.
±143°, 2x ±145°, ±141°, 2x ±150°
Guns to bear
ƒ180° − 141° (the most restricted aft-facing mount's arc) = 39° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
39° off bow / 39° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (12.6 km) shells land in an ellipse about 120 m wide and 72 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 =(12569.730·8−1.11000+1.1)·30=119.7m
119.7 m at 12.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.7·0.6=71.8m
71.8 m at 12.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =119.7·0.62=35.9m
35.9 m at 12.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =71.8·0.62=21.6m
21.6 m at 12.6 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 47.5.
47.5
AP shells
AP alpha2,900
AP Velocity853 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2045·45.360.69·0.152−1.07·8531.38=236.6mm.
236.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.6 km), where the shell has slowed to 273.6 m/s: P=10−7·2045·45.360.69·0.152−1.07·273.61.38=49.3mm.
49.3 mm at 12.6 km
AP full-salvo alpha
ƒ2,900 AP damage x 6 broadside guns = 17,400.
17,400
AP DPM
ƒ17,400 AP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 137,887.
137,887
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Mk V
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 62 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 71×0.85=60.4 s.
Initial: 62 s → 71 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 59.0 kt); the stock torpedo module runs 53.0 kt.
Initial: 53 kt → 59 kt
Range6 km
Maximum simulated damage
ƒInitial: 27,300 × 0.333 = 9,100 → 33,200 × 0.333 = 11,067 (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=33,200·0.333=11,067. 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: ≈ 9,100 → ≈ 11,067
Maximum damage (ammunition)
ƒ33,200 warhead alpha / 3 + 900 blast = 11,967. 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.
11,967
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 detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 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 1.96 per hit, shown as 1.96×100=196%. 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.
196%
Torpedo launcher traverse25 °/s
Launch arcswing 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
66,402
AA Defense
AA mount pointsInitial: 8 → 6
Maximum AA range
ƒInitial: 3 km → 2.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
Initial: 3 km → 2.5 km
40 mm Vickers 2-pdr. Mk VIIIInitial: 40 mm Vickers 2-pdr. QF Mk II (2×1) → 40 mm Vickers 2-pdr. Mk VIII (2×8)
12.7 mm Mk III4×4 13mm
76.2 mm/45 HA Mk IV (stock hull only)2×1 76mm
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 0.9 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range2.5 km
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒInitial: 13 × 3.5 × 0.85 = 39 → 10 × 3.5 × 0.85 = 30. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 39 → 30
Range1.2 km
Total DPS in Aura
ƒMedium 123 + Near 30 = 153
153
Maneuverability
Engine power40,000 hp
Maximum speed30.0 kt
Turning circle radius540 m
Rudder shift timeInitial: 8.5 s → 6.1 s
Engine power-boost threshold27.9 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
27 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
8.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
26.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.0 = +3.0°/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 (+3.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.55 km x 0.955 = 9.12 km. Camouflage does not change detectability by air.
9.55 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.55 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.12 km.
9.12 km
Detectability by air5.73 km
Smoke firing penalty4.21 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.55 km) = 12.57 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
12.57 km
Detect when firing (air)
ƒAir detectability 5.73 km + gun-firing bloom 3.04 km = 8.77 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.77 km
Detect when on fire (sea)
ƒSea detectability 9.55 km + 2.0 km while burning = 11.55 km.
11.55 km
Detect when on fire (air)
ƒAir detectability 5.73 km + 3.0 km while burning = 8.73 km.
8.73 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 3,220 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 23,000 HP = 3,220 HP: up to 14% of max HP restored per charge.
· 6,440 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 23,000 HP = 6,440 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 115 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 23,000 HP = 115 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar Hull B only2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Module options (3)

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

HullTrade-off
  • Hit points20,300 → 23,000
  • Rudder shift8.5 → 6.1 s
  • AA mounts8 → 6
  • Close-range AA DPS31 → 49
  • Maximum AA range3 → 2.5 km
Fire controlUpgrade
  • Main battery range11,427 → 12569.7 m
TorpedoesTrade-off
  • Reload62 → 71 s
  • Alpha damage27,300 → 33,200
  • Display damage9,100 → 11,067
  • Speed53 → 59 kt

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 km29.6 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=0.5·12569.7=6285 m, and radiusOnMax=0.6 at 12569.7 m. Below the kink: k=0.2+(0.5−0.2)·50006285=0.4387, so σV=σH·k=67.5·0.4387=29.6m.
Shell scatter height @ 10 km57 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=0.5·12569.7=6285 m, and radiusOnMax=0.6 at 12569.7 m. Above the kink: k=0.5+(0.6−0.5)·10000−628512569.7−6285=0.5591, so σV=σH·k=102·0.5591=57m.
AP pen 5 km117 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 =10−7·2045·45.360.69·0.152−1.07·511.51.38=117mm, where 511.5 m/s is the shell's speed when it arrives at 5 km (from 853 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 km62 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 =10−7·2045·45.360.69·0.152−1.07·3221.38=62mm, where 322 m/s is the shell's speed when it arrives at 10 km (from 853 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 km7.36 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·0.4194·0.15228·45.36=8.39×10−5. That runs from a 853 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.
Guns per full salvo (alpha, DPM)6
6 mounts × 1 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,045
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 mass45.36 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 coefficient0.4194
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
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
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range37.9 s
6000 m / (59.0 kt × 2.6855) = 37.9 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 damage132,804
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 11,067 = 132,804. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range123
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 123 DPS @ 2.5 km; 12mm62 HI 4x4 -> 30 DPS @ 1.2 km.
AA DPS layered by range123 DPS @ 2.5 km, 153 DPS @ 1.2 km
@ 2.5 km: 123 from one family; @ 1.2 km: 123 + 30 = 153. 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-blank153
123 + 30 = 153 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index344
123 × 2.5 + 30 × 1.2 = 344. 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 preceding Caledon-class cruiser ships. In contrast with her predecessors, she was bigger in size and had more powerful torpedoes. Danae also featured reinforced artillery.

Armor Beta

Hull HP 20,300 → 23,000 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.

Belt / citadel76 mm

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

Farming10 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 10–38 mm)2,600 (11% 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.
Hull (midship)25 mm primary (range 13–25 mm)17,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–38 mm)1,700 (7% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 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.
Superstructure10 mm2,600 (11% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP11,500 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP6,900 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 Danae. Cards are condensed; use each source link for full context.

Buff ×14
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP increased from 18,400 to 20,300:
  • Bow HP increased from 2,100 to 2,300.
  • Stern HP increased from 1,400 to 1,500.
  • Hull HP increased from 13,800 to 15,200.
  • Magazine HP increased from 9,200 to 10,200.
  • Steering Gear HP increased from 5,500 to 6,100.
  • Superstructure HP increased from 2,000 to 2,300.
  • Upgraded Hull HP increased from 20,900 to 23,000:
  • Bow HP increased from 2,400 to 2,600.
  • Stern HP increased from 1,600 to 1,700.
  • Hull HP increased from 15,700 to 17,300.
  • Magazine HP increased from 10,500 to 11,500.
  • Steering Gear HP increased from 6,300 to 6,900.
  • Superstructure HP increased from 2,300 to 2,600.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Danae can equip.

  • Danae 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.