World of Warships: Legends ship guide

Defence

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
356 mm overmatchHeavy torpedoesHeavy AP penSmoke + SonarSlow AP shells
Community Data

Defence Community Stats

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Playstyle

Overview

Defence is a Legendary British super-cruiser: a battleship-sized hull with a 356mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (2%/s, for 20 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Sonar (5.6 km on ships and 3.9 km on torpedoes, 100 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best HE alpha in Legendary CAs (6,100) and best HE fire chance in Legendary CAs (41).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Big-caliber overmatch

24.9 mm overmatch threshold, top decile of Legendary CAs. Punishes bow-tanking ships peers can't crack.

Heavy HE shells

6100.0 damage per HE shell, best of Legendary CAs. Punishes superstructure and modules harder than peers.

High fire chance

41.0% fire chance per HE shell, best of Legendary CAs.

Wide always-pen zone

60.0° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.

Slow AP shells

757.0 m/s AP muzzle velocity, bottom decile of Legendary CAs. Lobby trajectory, more lead, easier to dodge at range.

Stiff AP fuse

59.0 mm AP arming threshold, bottom decile of Legendary CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Defence

Defence is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
  • "The Best Form of Offence" Campaign Breakdown Campaign Start: 2024-12-16 · End: 2025-01-26 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Defence Ship feature / release Start: 2024-12-17 · 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.
Show direct source rows

Builds Beta

Bruce Fraser is the official recommended commander direction, improving speed and main-battery output. Build for range, fire chance, AP damage/penetration, concealment or agility, and survivability so Defence can keep heavy guns active.

Open in Build Tool →

Commanders frequently paired with this ship Bruce Fraser

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 Defence sits among Legendary CAs (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.

BestHE shell damage6,100 (1/20) BestHE fire chance41% (1/20) BestHE alpha1,900 (1/13) BestSecondary HE pen22 mm (1 of 2 tied) BestAP ricochet start60° (1 of 5 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Main battery caliber356 mm (2/21) Top 10%AP auto-bounce angle67.5° (3/21) Top 10%Torpedo damage21,067 (2/13) Top 25%Hit points60,600 HP (6/21) Top 25%Air detection7.55 km (6/21) Top 25%Main battery range16 km (6/21) Top 25%Secondary fire chance8% (3/13) Top 25%Torpedo speed67 kt (3/13) Top 25%Torpedo reload90 s (3/13) Top 25%Citadel belt229 mm (4/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%AP DPM233,333 (18/21) Bottom 25%Secondary DPM (per side)136,732 (12/14) Bottom 25%AP fuse timer0.01 s (17/21) Bottom 25%Turn-speed retention155.8 hp/m (17/21) Bottom 25%AA range4.5 km (19/21) Bottom 10%AP arming threshold59 mm (20/21) Bottom 10%Power-to-weight4.33 hp/t (20/21) WorstTraverse-to-turn ratio3.96 × (21/21) WorstAP velocity757 m/s (21/21) WorstHE velocity757 m/s (20/20)
See 20 mid-pack stats

Not standouts for Defence -- 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.

Concealment12.59 km(7/21) Rudder shift16.6 s(16/21) Main battery reload16.2 s(15/21) Sigma2.05(13/21) Fires per minute9.11(13/20) HE DPM135,556(15/20) Main dispersion143.4 m(13/21) Acceleration11 s(15/21) Engine power120,000 hp(15/21) Displacement27,733 t(16/21) AA DPS624(8/21) AA threat2,252(11/21) Torpedo range9.99 km(9/13) Max armor229 mm(7/21) Deck armor127 mm(7/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 5.56 kmRepair 2Smoke
Survivability
Hit Points60,600
Displacement27,733 t
Armor range16–229 mm
Plate armor thicknesses16, 19, 20, 25, 30, 38, 40, 45, 51, 76, 89, 102, 127, 152, 178, 203, 210, 229 mm
Armor material/layer entries61
Fire resistance40%
Fire duration45 s
Torp Reduction21%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
30,300
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.
18,200
Main Battery
ModuleArtillery: 356 mm/45 Mk.VII
Mounts / barrels3 mounts / 6 barrels
Reload time18 s
Firing range16 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16000/30·(8−1.1)/1000 + 1.1)·30 = 143.4 m
143.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.4 × 0.6 = 86 m
86 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.4 × 0.314 (σ=2.05) = 45 m
45 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.314 (σ=2.05) = 27 m
27 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 18 s base reload = 20.
20
HE shells
HE Damage6,100
HE Velocity757 m/s
Fire Chance41%
HE penetration
ƒ89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
89 mm
HE full-salvo alpha
ƒ6,100 HE damage x 6 broadside guns = 36,600.
36,600
Base HE DPM
ƒ36,600 HE full-salvo alpha x 60 / 18 s base reload = 122,000.
122,000
Installed HE DPM
ƒ36,600 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 135,556.
135,556
Base fires/min
ƒ6 HE shells x 60 / 18 s reload x 41% fire chance = 8.2.
8.2
AP shells
AP Damage10,500
AP Velocity757 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.015 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical 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 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
610.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 476.8 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 476.8^1.38 = 322.7 mm.
322.7 mm
AP full-salvo alpha
ƒ10,500 AP damage x 6 broadside guns = 63,000.
63,000
Base AP DPM
ƒ63,000 AP full-salvo alpha x 60 / 18 s base reload = 210,000.
210,000
Installed AP DPM
ƒ63,000 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 233,333.
233,333
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.
175
Torpedoes
ModuleTorpedoes: 622 mm PR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed67 kt
Range9.99 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,268
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (176×3.5×0.9) + (22×3.5×0.9) = 624. 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.
624
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm Bofors Mk VI8×6 40mm
40 mm Bofors Mk IV6×2 40mm
134 mm/50 QF Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range4.5 km
Medium aura
DPS176
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 176 = 198
198
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius770 m
Engine power multiplier speed threshold31.2 kt
Traverse-to-turn ratio4.0× drags
Concealment
Detectability by sea12.59 km
Detectability by air7.55 km
Smoke firing penalty11 km
Detect after firing main guns12.59 km
Detect Fire Sea14.59 km
Detect Fire Air10.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Sonar2 charges · 180 s reload · 100 s active · 5.56 km ship detect · 3.89 km torpedo detect
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 8 °/s

See all derived stats

Show

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 (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp143.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16000/30·(8−1.1)/1000 + 1.1)·30 = 143.4 m
Max Vert Disp86 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 143.4 × 0.6 = 86 m
Med Horiz Disp45 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 143.4 × 0.314 (σ=2.05) = 45 m
Med Vert Disp27 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 86 × 0.314 (σ=2.05) = 27 m
AP Pen Close610.7 mm
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 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
AP Pen Far322.7 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 476.8 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 476.8^1.38 = 322.7 mm.
HE penetration89 mm
89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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) - 0.25 in this case. Lets HE pen ~89mm armor instead of ~59mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha36,600
6,100 HE damage x 6 broadside guns = 36,600.
AP full-salvo alpha63,000
10,500 AP damage x 6 broadside guns = 63,000.
Base HE DPM122,000
36,600 HE full-salvo alpha x 60 / 18 s base reload = 122,000.
Base AP DPM210,000
63,000 AP full-salvo alpha x 60 / 18 s base reload = 210,000.
Installed HE DPM135,556
36,600 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 135,556.
Installed AP DPM233,333
63,000 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 233,333.
Base shells/min20
6 broadside guns x 60 / 18 s base reload = 20.
Installed shells/min22.2
6 broadside guns x 60 / 16.2 s installed Artillery reload = 22.2.
Base fires/min8.2
6 HE shells x 60 / 18 s reload x 41% fire chance = 8.2.
Installed fires/min9.11
6 HE shells x 60 / 16.2 s installed reload x 41% fire chance = 9.11.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range57.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,268
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS624
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (176×3.5×0.9) + (22×3.5×0.9) = 624. 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.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2252
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor

Hull HP 60,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)3,700 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–210 mm)45,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)4,800 (8% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 25–229 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).
Superstructure16 mm primary (range 16–229 mm)4,100 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP30,300 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (134 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 HP18,200 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Defence can equip, from in-game data.

  • Defence 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.