World of Warships: Legends ship guide

Devonshire

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyStrong secondaries (5 km)High fire chanceStrong AASlow
Community Data

Devonshire Community Stats

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Playstyle

Overview

Devonshire is a Tier V British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.4 km on ships and 3.1 km on torpedoes, 92 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. AA (428 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP fuse timer in T5 CAs (0.033 s).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

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

Heavy HE shells

3300.0 damage per HE shell, best of T5 CAs. Punishes superstructure and modules harder than peers.

Top-tier AA

428.0 AA DPS, best of T5 CAs (median 221.5).

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Big-caliber overmatch

14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.

High fire chance

17.0% fire chance per HE shell, top decile of T5 CAs.

Stiff AP fuse

34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Devonshire

Devonshire is available in the Royal Heavy Cruisers branch of the U.K. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 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 U.K. tech-tree branch diagram
U.K. Tech Tree

Devonshire sits in the Royal Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for reload/range, Propulsion Mod. 2 handling, concealment, repair value, and survivability.

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Cohort position

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Where Devonshire sits among Tier V CAs (28 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 damage3,300 (1 of 3 tied) BestAP fuse timer0.03 s (1 of 11 tied) BestSecondary range5 km (1 of 5 tied) BestAA DPS428 (1/28) BestAA range5 km (1 of 10 tied) Top 10%HE fire chance17% (3/26) Top 10%AA threat1,190 (2/28) Top 25%Hit points34,400 HP (7/28) Top 25%Traverse-to-turn ratio6.18 × (5/28) Top 25%Main battery caliber203 mm (6/28) Top 25%Main dispersion122.5 m (5/28) Top 25%Secondary DPM (per side)120,000 (5/25) Top 25%Max armor114 mm (8/28) Top 25%Citadel belt114 mm (5/28) Bottom 25%Max speed31.2 kt (26/28) Bottom 25%Main battery reload13.1 s (22/28) Bottom 25%AP DPM164,885 (24/28) Bottom 25%AP velocity814 m/s (23/28) Bottom 25%HE velocity814 m/s (21/26) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,315 t (22/28) Bottom 25%Power-to-weight6.01 hp/t (26/28) Bottom 25%Torpedo reload96 s (19/24) Bottom 25%Deck armor27 mm (26/28)
See 22 mid-pack stats

Not standouts for Devonshire -- 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.

Concealment11.06 km(9/28) Air detection6.64 km(9/28) Rudder shift10.2 s(15/28) Main battery range14.26 km(21/28) Sigma2(15/28) Fires per minute6.23(17/26) HE DPM120,916(18/26) AP shell damage4,500(9/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) Acceleration9.38 s(9/28) Engine power80,000 hp(18/28) Turn-speed retention112.7 hp/m(21/28) Torpedo range8.01 km(13/24) Torpedo damage15,433(11/24) Torpedo speed61 kt(11/24) Stern armor30 mm(15/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormRepair heal rate0.5 %/s(5 of 7 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 4.4 kmRepair 2Def-AA
Survivability
Hit PointsInitial: 28,600 → 34,400
Displacement13,315 t
Armor range13–114 mm
Plate armor thicknesses13, 16, 19, 25, 27, 30, 35, 38, 76, 89, 102, 114 mm
Armor material/layer entries53
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction16%
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.
17,200
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.
10,300
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels4 mounts / 8 barrels
Reload time14.5 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12967/30·(8−1.1)/1000 + 1.1)·30 = 122.5 m
122.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 122.5 × 0.6 = 73.5 m
73.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 122.5 × 0.319 (σ=2) = 39.1 m
39.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73.5 × 0.32 (σ=2) = 23.5 m
23.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 14.5 s base reload = 33.1.
33.1
HE shells
HE Damage3,300
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 8 broadside guns = 26,400.
26,400
Base HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 14.5 s base reload = 109,241.
109,241
Base fires/min
ƒ8 HE shells x 60 / 14.5 s reload x 17% fire chance = 5.63.
5.63
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
403.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 369.4 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 369.4^1.38 = 135.6 mm.
135.6 mm
AP full-salvo alpha
ƒ4,500 AP damage x 8 broadside guns = 36,000.
36,000
Base AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 14.5 s base reload = 148,966.
148,966
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.
25
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage14,333 (est.)
Alpha damage43,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,332
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VIIIInitial: 40 mm/39 QF Mark VII (4×4) → 40 mm Vickers 2-pdr. Mk VIII (4×8)
20 mm Oerlikon Mk IVInitial: 12×1 → 2×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)10×2 20mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range5 km
Medium aura
DPSInitial: 30 → 44
Range2.5 km
Total DPS in Aura
ƒFar 28 + Medium 44 = 72
72
Near aura
DPSInitial: 30 → 45
Range2 km
Total DPS in Aura
ƒFar 28 + Medium 44 + Near 45 = 117
117
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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: 80,000 hp
Engine power80,000 hp
Maximum speed31.2 kt
Turning circle radius710 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.2× slow
Concealment
Detectability by sea11.06 km
Detectability by air6.64 km
Smoke firing penalty6.11 km
Detect after firing main guns11.06 km
Detect Fire Sea13.06 km
Detect Fire Air9.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (2)

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

HullUpgrade
  • Hit points28,600 → 34,400
  • Rudder shift14.3 → 10.2 s
  • Close-range AA DPS60 → 89
Fire controlUpgrade
  • Main battery range12,967 → 14263.7 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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp122.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12967/30·(8−1.1)/1000 + 1.1)·30 = 122.5 m
Max Vert Disp73.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 122.5 × 0.6 = 73.5 m
Med Horiz Disp39.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 122.5 × 0.319 (σ=2) = 39.1 m
Med Vert Disp23.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73.5 × 0.32 (σ=2) = 23.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close403.3 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 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
AP Pen Far135.6 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 369.4 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 369.4^1.38 = 135.6 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha26,400
3,300 HE damage x 8 broadside guns = 26,400.
AP full-salvo alpha36,000
4,500 AP damage x 8 broadside guns = 36,000.
Base HE DPM109,241
26,400 HE full-salvo alpha x 60 / 14.5 s base reload = 109,241.
Base AP DPM148,966
36,000 AP full-salvo alpha x 60 / 14.5 s base reload = 148,966.
Base shells/min33.1
8 broadside guns x 60 / 14.5 s base reload = 33.1.
Base fires/min5.63
8 HE shells x 60 / 14.5 s reload x 17% fire chance = 5.63.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 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 damage114,664
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,332
per-side salvo x per-torpedo simulated damage.

AA defense

AA DPS at max range88
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 20mm 10x2 -> 112 DPS @ 2 km; 20mm Oerlikon Mk IV (?) -> 89 DPS @ 2 km; 102mm 4x2 -> 88 DPS @ 5 km; 40mm 4x8 -> 139 DPS @ 2.5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range88 DPS @ 5 km, 227 DPS @ 2.5 km, 428 DPS @ 2 km
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-blank428
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1190
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 range2 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)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor

Hull HP 28,60034,400 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 16–76 mm)3,000 (9% of HP)
Overmatch not possible at T VIAngle 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)25 mm primary (range 16–89 mm)25,800 (75% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–76 mm)2,800 (8% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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 16–27 mm)1,700 (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 HP17,200 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 (102 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 HP10,300 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.

Balance History

Balance updates affecting Devonshire. Cards are condensed; use each source link for full context.

Buff ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • The armor models of Devonshire and Surrey have each received a small armor addition to their turret rings.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Devonshire 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.