Daring
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
Daring Community Stats
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Daring Community Stats
Playstyle
Overview
Daring is a Legendary British 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 AP always-pen window in Legendary DDs (60°) and best AP guaranteed-ricochet angle in Legendary DDs (67.5°).
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
25.0°/s turret traverse, best of Legendary DDs. Tracks fast-rotating targets peers can't keep up with.
60.0° AP min ricochet angle, best of Legendary DDs. Larger impact-angle window where shells always penetrate.
67.5° AP guaranteed ricochet angle, best of Legendary DDs. Auto-bounce kicks in later than peers'.
20.0 s Smoke Generator duration, best of Legendary DDs. Holds the smoke shield longer.
54000.0 hp engine, bottom decile of Legendary DDs. Less headroom for re-accelerating from a stop and holding speed through turns.
85.7 hp per metre of turn radius, bottom decile of Legendary DDs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.
How to get Daring
Daring is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collaboration.
Official WG availability sources
- Pirates Are Back on the Legendary Seas! Event/store source Start: 2024-11-29 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
- Pirates Ahead! New Commanders, Ships, and Skins Event/store source Start: 2026-02-20 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
- Through the Spy Glass: Vampire II Ship feature / release Start: 2025-03-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Builds Beta
Ariadne M. Davis, Grotmaz Smart, and Phillip Vian are useful British destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.
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 Daring sits among Legendary DDs (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.
See 25 mid-pack stats
Not standouts for Daring -- 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 = (11125/30·(8−0.5)/1000 + 0.5)·30 = 98.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.4 × 0.6 = 59.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.4 × 0.32 (σ=2) = 31.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.1 × 0.32 (σ=2) = 18.9 mƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
6 broadside guns x 60 / 2.8 s base reload = 128.6.HE shells
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In-game data: 20 mm = 113 mm caliber / 5.65 (non-standard HE penetration ratio).ƒ
1,700 HE damage x 6 broadside guns = 10,200.ƒ
10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571.ƒ
10,200 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 244,800.ƒ
6 HE shells x 60 / 2.8 s reload x 8% fire chance = 10.29.AP shells
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floor(113 mm caliber / 14.3) = 7 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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 288.9^1.38 = 37.8 mm.ƒ
2,100 AP damage x 6 broadside guns = 12,600.ƒ
12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000.ƒ
12,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 302,400.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: (37×3.5×1) + (22×3.5×1) = 206. 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 22 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 22 + Medium 37 = 59
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Sonar3 charges · 120 s reload · 180 s active · 3.89 km ship detect · 2.78 km torpedo detect
Repair Party2 charges · 80 s reload · 10 s active · 1% heal per second · 10% 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 = (11125/30·(8−0.5)/1000 + 0.5)·30 = 98.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.4 × 0.6 = 59.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.4 × 0.32 (σ=2) = 31.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.1 × 0.32 (σ=2) = 18.9 mStandard destroyer dispersion baseline.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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 288.9^1.38 = 37.8 mm.In-game data: 20 mm = 113 mm caliber / 5.65 (non-standard HE penetration ratio).floor(113 mm caliber / 14.3) = 7 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 6 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.1,700 HE damage x 6 broadside guns = 10,200.2,100 AP damage x 6 broadside guns = 12,600.10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571.12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000.10,200 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 244,800.12,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 302,400.6 broadside guns x 60 / 2.8 s base reload = 128.6.6 broadside guns x 60 / 2.5 s installed Artillery reload = 144.6 HE shells x 60 / 2.8 s reload x 8% fire chance = 10.29.6 HE shells x 60 / 2.5 s installed reload x 8% fire chance = 11.52.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (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: (37×3.5×1) + (22×3.5×1) = 206. 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 20,800, 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 | 20 mm primary (range 19–20 mm) | 3,300 (16% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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) | 19 mm primary (range 16–19 mm) | 15,600 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 16–20 mm) | 1,300 (6% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 10,400 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 (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 | 6,200 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.
Skins & permanent camouflages
Every custom exterior Daring 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.
