World of Warships: Legends ship guide

Derfflinger

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Hold 12-15 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
Strong secondaries (5 km)Improved HE penLow HE DPM
Community Data

Derfflinger Community Stats

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Playstyle

Overview

Derfflinger is a Tier IV German super-cruiser: a battleship-sized hull with a 305mm 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 (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. 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 torpedo belt percent in T4 CAs (22) and best main battery range in T4 CAs (14.6 km).

Positioning

Hold 12-15 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 3 charges before the cooldown completes.

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/24 T4 BBs.

Flat AP shells

855.0 m/s AP muzzle velocity, best of T4 BBs. Flatter trajectory, less lead, harder to dodge.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T4 BBs. Pens hull plates peers' secondaries shatter on.

Fast AP shells

10.69 s flight time to max range, top decile of T4 BBs. Harder for targets to dodge.

Low HE DPM

69744 HE DPM, bottom decile of T4 BBs. Don't bank on burn pressure.

Low fire chance

22.0% fire chance per HE shell, bottom decile of T4 BBs. AP carries more weight.

Acquisition

How to get Derfflinger

Derfflinger is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Germany tech-tree branch diagram
Germany Tech Tree

Derfflinger sits in the Breakthrough Battlecruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for survivability, main-battery accuracy, speed, secondary utility, and fire resistance.

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Cohort position

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Where Derfflinger sits among Tier IV BBs (24 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.

BestSecondary HE pen38 mm (1 of 4 tied) BestAP velocity855 m/s (1 of 3 tied) BestSecondary range5 km (1 of 3 tied) Top 10%Main dispersion159.7 m (2/24) Top 10%Deck armor150 mm (3/23) Top 25%Stealth profile12.89 km / 10.31 km (4/24 / 4/24) Top 25%Main battery reload23.4 s (4/24) Top 25%HE velocity850 m/s (5/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Engine power76,634 hp (7/24) Top 25%Turn-speed retention103.6 hp/m (7/24) Top 25%Power-to-weight2.46 hp/t (7/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Fires per minute4.51 (20/24) Bottom 25%AA range3 km (19/24) Bottom 25%AA threat177 (19/23) Bottom 10%AP DPM164,103 (23/24) WorstSigma1.6 (1 of 4 tied) WorstHE DPM69,744 (24/24) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort)
See 18 mid-pack stats

Not standouts for Derfflinger -- 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 points47,600 HP(14/24) Max speed26.5 kt(11/24) Rudder shift17.4 s(14/24) Traverse-to-turn ratio3.32 ×(9/24) Main battery range14.62 km(18/24) Secondary DPM (per side)135,613(13/24) HE alpha1,800(15/23) Secondary fire chance10%(7/23) Acceleration7.95 s(15/24) Displacement31,200 t(11/24) AA DPS120(15/24) Repair charges3(11/24) Max armor300 mm(11/24) Citadel belt260 mm(7/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)

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

Repair 3
Survivability
Hit PointsInitial: 41,400 → 47,600
Displacement31,200 t
Armor range13–300 mm
Plate armor thicknesses13, 19, 25, 30, 35, 45, 50, 60, 80, 100, 120, 150, 200, 225, 235, 250, 260, 265, 270, 300 mm
Armor material/layer entries85
Fire resistanceInitial: 13.3% → 16.6%
Fire duration60 s
Torp Reduction22%
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.
23,800
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.
14,300
Main Battery
ModuleArtillery: 305 mm/50 SK C/08 Drh LC/1912
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range (base)13.3 km
Firing range (top fire control)14.6 km
Turret traverse3.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13295/30·(10−1.6)/1000 + 1.6)·30 = 159.7 m
159.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 159.7 × 0.6 = 95.8 m
95.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 159.7 × 0.369 (σ=1.6) = 58.9 m
58.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 95.8 × 0.37 (σ=1.6) = 35.4 m
35.4 m
Turret turn time
ƒ180 degrees / 3.5 deg/s traverse speed = 51.4 s.
51.4 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage3,400 → 3,500
HE Velocity850 m/s
Fire Chance22% → 23%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,500 HE damage x 8 broadside guns = 28,000.
28,000
Base HE DPM
ƒ28,000 HE full-salvo alpha x 60 / 26 s base reload = 64,615.
64,615
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 23% fire chance = 4.25.
4.25
AP shells
AP Damage8,000 → 8,100
AP Velocity855 m/s → 850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2289 × 415^0.69 × 0.305^-1.07 × 850^1.38 = 576.1 mm. Matches the in-game spec card.
576.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.3 km), where the shell has slowed to 406.1 m/s: 1e-7 × 2289 × 415^0.69 × 0.305^-1.07 × 406.1^1.38 = 207.9 mm.
207.9 mm
AP full-salvo alpha
ƒ8,100 AP damage x 8 broadside guns = 64,800.
64,800
Base AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 26 s base reload = 149,538.
149,538
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.
50
AA Defense
AA mount points15
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.7) + (11×3.5×0.75) = 120. 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.
120
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
7.92 mm MG 0815×1 8mm
88 mm L/45 MPL C/13 (DP)8×1 88mm
Far aura
DPS
ƒIncludes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
11
Range3 km
Near aura
DPS37
Range1 km
Total DPS in Aura
ƒFar 11 + Near 37 = 48
48
S
Secondary Battery
Mounts20
Firing range5.0 km
Shell Grouping (σ)1
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
150 mm L/45 MPL C/06 (×12)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/45 MPL C/13 (×8)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 76,634 hp
Engine power76,634 hp
Maximum speed26.5 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.3× drags
Concealment
Detectability by sea12.89 km
Detectability by air10.31 km
Smoke firing penalty9.84 km
Detect after firing main guns12.89 km
Detect Fire Sea14.89 km
Detect Fire Air13.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points41,400 → 47,600
  • Rudder shift22.6 → 17.4 s
Fire controlUpgrade
  • Main battery range13,295 → 14624.5 m

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)1.6
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp159.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13295/30·(10−1.6)/1000 + 1.6)·30 = 159.7 m
Max Vert Disp95.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 159.7 × 0.6 = 95.8 m
Med Horiz Disp58.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 159.7 × 0.369 (σ=1.6) = 58.9 m
Med Vert Disp35.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 95.8 × 0.37 (σ=1.6) = 35.4 m
AP Pen Close576.1 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 × 2289 × 415^0.69 × 0.305^-1.07 × 850^1.38 = 576.1 mm. Matches the in-game spec card.
AP Pen Far207.9 mm
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 406.1 m/s: 1e-7 × 2289 × 415^0.69 × 0.305^-1.07 × 406.1^1.38 = 207.9 mm.
HE penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time51.4 s
180 degrees / 3.5 deg/s traverse speed = 51.4 s.
HE full-salvo alpha28,000
3,500 HE damage x 8 broadside guns = 28,000.
AP full-salvo alpha64,800
8,100 AP damage x 8 broadside guns = 64,800.
Base HE DPM64,615
28,000 HE full-salvo alpha x 60 / 26 s base reload = 64,615.
Base AP DPM149,538
64,800 AP full-salvo alpha x 60 / 26 s base reload = 149,538.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Base fires/min4.25
8 HE shells x 60 / 26 s reload x 23% fire chance = 4.25.

AA defense

Close-range AA DPS120
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.7) + (11×3.5×0.75) = 120. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index177
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 km

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)135,613
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: 12×1 150 mm (6/side) × 60/8.57 × 1800 = 75,613 + 8×1 88 mm (4/side) × 60/4 × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor

Hull HP 41,40047,600 with hull upgrade, 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
Bow30 mm primary (range 19–120 mm)2,600 (5% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 19–300 mm)35,700 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–100 mm)1,500 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel260 mm primary (range 19–260 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–300 mm)1,700 (4% 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 HP23,800 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 (150 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 (8 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 HP14,300 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 Derfflinger can equip, from in-game data.

  • Derfflinger 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.