World of Warships: Legends ship guide

Devonshire

Also called: 德文郡 Beta
Sonar cruiserLean on Sonar to win vision around cover, then farm where the team needs it.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Heavy HE shellsStrong secondaries (5 km)Strong AASonarDefensive AASlow
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Community Data

Devonshire Community Stats

Across 5,900+ Standard battles from 250+ players, Devonshire averages a 58% win rate, 41,200 damage and 0.9 kills per battle, and survives 32% of them.

Community Data

Devonshire Community Stats

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Playstyle

Overview

Devonshire is a Tier V British heavy cruiser with Sonar as her vision tool. It lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Her sonar reaches 4 km, which is the range at which she can commit to a contest without guessing. AA (361 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 2 of 28 in T5 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE alpha in T5 CAs (3,300, 1st of 24) and AP overmatch threshold in T5 CAs (14.1 mm, 5th of 28). The trade is top speed in T5 CAs (31.2 kt, 26th of 28).

Positioning

Work the islands rather than a firing line. Sonar (4 km on ships, 2.8 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 6.1 km, so pick the salvo rather than holding the trigger.

Potato Avoidance

Pushing in blind because the kit says brawler

4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 3300 damage
  • Big-caliber AP overmatch · 14.1 mm
ELITE AA ↗
  • Top-tier AA · 361 AA
  • Long-reach AA · 5 km
Repairs citadel hits ↗

50% of citadel damage heals back, best of T5 CAs. Most peers recover a tenth of it.

Strong torpedo belt ↗

16% torpedo damage reduction, top decile of T5 CAs.

Slow for the class ↗

31.2 kt, bottom quartile of T5 CAs. Hard to rotate flanks or disengage; commit positioning early.

Stiff AP fuse ↗

34 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.

History: Early Access Jan 2021 (temporary crate drops, now ended).

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

Show U.K. tech-tree branch diagram

Best listed chance for this ship

Official WG availability sources
  • Update: February 2021 Early Access Start: 2021-01-28
    • To gain Early Access to either of the ships, open the British cruiser crates that are available in the Campaign and in the Store.
    • V Devonshire
  • Marchin' on: The First Update of Spring 2021 Tech tree line Start: 2021-03-04
    • The other ships—Hawkins, Devonshire and Surrey—are now also researchable, so get in and get shooting if you didn’t have a chance to in the previous Update!
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Devonshire sits among Tier V CAs (27 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 2 tied) LongestAP fuse timer0.033 s (1 of 10 tied) BestSecondary range5 km (1 of 5 tied) BestAA range5 km (1 of 11 tied) Top 10%HE fire chance17% (3/24) Top 10%AA DPS361 (2/28) Top 10%Flak damage per salvo (expected)855 (3/26) Top 25%Hit points34,400 HP (6/28) Top 25%Main battery caliber203 mm (5/28) Top 25%Secondary DPM (per side)120,000 (5/25) Top 25%AP pen at 10 km201 mm (7/28) Top 25%AA threat1,056 (4/28) 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 reload14 s (23/28) Bottom 25%AP DPM154,286 (23/28) Bottom 25%AP velocity814 m/s (25/28) Bottom 25%HE velocity814 m/s (21/24) Bottom 25%Time to 90% speed25.3 s (25/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Displacement13,315 t (23/28) Bottom 25%Power-to-weight6.01 hp/t (26/28) Bottom 25%Torpedo reload96 s (19/24) Bottom 10%Acceleration (0-12 kt)9.5 s (27/28)
See 27 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) Smoke fire bloom6.11 km(18/28) Air detection6.64 km(9/28) Rudder shift7.9 s(15/28) Turning circle710 m(19/28) Main battery range14.26 km(20/28) Sigma2(15/28) Fires per minute5.83(15/24) HE DPM113,143(15/24) AP shell damage4,500(9/28) Main dispersion131.4 m(9/28) Secondary HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) Engine power80,000 hp(18/28) Power / turn radius112.7 hp/m(21/28) Effective HE DPM (incl. fire)157,050(16/24) Torpedo range8.01 km(13/24) Torpedo damage≈14,333(10/24) Torpedo speed61 kt(10/24) Torpedo reaction time7.9 s(17/24) Bow armor16 mm(13/28) Stern armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value) NormRepair heal rate0.5 %/s(5 of 7 tied at this value)
Survivability
Hit PointsInitial: 28,600 → 34,400
Displacement13,315 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.
192.3 x 20.8 m (ship-model figure)
Armor range13–114 mm
Plate armor thicknesses13, 16, 19, 25, 27, 30, 35, 38, 76, 89, 102, 114 mm
Armor material/layer entries53
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. 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: 20% → 23.3%
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 × 34,400 HP = 3,096 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 × 34,400 HP = 3,440 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
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
Effective HP
ƒBase 34,400 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 34,400 HP = 4,816 HP per charge, × 2 charges = 9,632 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.
44,032
Repairable: penetration50%
Repairable: citadel50%
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 × 3,000 = 6,000), 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.
3,000
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), 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.
2,800
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 × 25,800 = 51,600), 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.
25,800
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 × 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 ×. 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.
1,700
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 × 2,800 = 5,600), 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.
2,800
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: 203 mm/50 BL Mk VIII
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 14.5 s → 14 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverseInitial: 8 °/s → 9 °/s
Turret armor25 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.
2x ±147°, 2x ±146°
Guns to bear
ƒ180° − 146° (the most restricted aft-facing mount's arc) = 34° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
34° off bow / 33° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.3 km) shells land in an ellipse about 131 m wide and 79 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 =(14263.730·8−1.11000+1.1)·30=131.4m
131.4 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.4·0.6=78.9m
78.9 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =131.4·0.62=39.4m
39.4 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =78.9·0.62=23.7m
23.7 m at 14.3 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 32.9. All upgrades (top gun): 8 broadside guns x 60 / 14 s all-upgrades reload = 34.3.
Initial: 32.9 → 34.3
HE shells
HE alpha3,300
HE Velocity814 m/s
Fire Chance17%
HE fire DPM vs T5 BB43896
Effective HE DPM vs T5 BB157039
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
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 108,706. All upgrades (top gun): 26,400 HE full-salvo alpha x 60 / 14 s all-upgrades reload = 113,143.
Initial: 108,706 → 113,143
Fires/min
ƒZero upgrades: 32.9 shells/min × 0.17 (17% fire chance) = 5.6. All upgrades (top gun): 34.3 shells/min × 0.17 (17% fire chance) = 5.83.
Initial: 5.6 → 5.83
AP shells
AP alpha4,500
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2650·116.10.69·0.203−1.07·8141.38=403.3mm.
403.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 410.8 m/s: P=10−7·2650·116.10.69·0.203−1.07·410.81.38=157mm.
157 mm at 14.3 km
AP full-salvo alpha
ƒ4,500 AP damage x 8 broadside guns = 36,000.
36,000
AP DPM
ƒZero upgrades: 36,000 AP full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 148,235. All upgrades (top gun): 36,000 AP full-salvo alpha x 60 / 14 s all-upgrades reload = 154,286.
Initial: 148,235 → 154,286
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 speed61.0 kt
Range8.01 km
Maximum simulated damage
ƒMost 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=43,000·0.333=14,333. 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.
≈ 14,333
Maximum damage (ammunition)
ƒ43,000 warhead alpha / 3 + 1,100 blast = 15,433. 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.
15,433
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.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km61 kt×2.6855=7.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.57 per hit, shown as 2.57×100=257%. 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.
257%
Torpedo launcher traverse25 °/s
Launch arcswing 138° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,333 = 57,332. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
57,332
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base 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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 88 from dual-purpose secondaries firing as AA in this range band.
88
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒInitial: 30 × 3.5 × 0.9 = 94 → 44 × 3.5 × 0.9 = 139. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 94 → 139
Range2.5 km
Total DPS in Aura
ƒFar 88 + Medium 139 = 227
227
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒInitial: 30 × 3.5 × 0.85 = 89 → 45 × 3.5 × 0.85 = 134. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 89 → 134
Range2 km
Total DPS in Aura
ƒFar 88 + Medium 139 + Near 134 = 361
361
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
120,000
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 4.8 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 36,150. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
36,150
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 120,000 + secondary fire DPM 36,150 = 156,150: shell damage plus fire damage against one T5 battleship, every shell hitting.
156,150
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 102mm
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.8
HE Pen17 mm
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 power80,000 hp
Maximum speed31.2 kt
Turning circle radius710 m
Rudder shift timeInitial: 11 s → 7.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.2 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 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.
29.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.1 kt of 31.25 kt).
25.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.9 kt of 31.25 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.
40.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.3 = +2.7°/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 (+2.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.06 km x 0.955 = 10.56 km. Camouflage does not change detectability by air.
11.06 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.06 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.56 km.
10.56 km
Detectability by air6.64 km
Smoke firing penalty6.11 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.06 km) = 14.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.26 km
Detect when firing (air)
ƒAir detectability 6.64 km + gun-firing bloom 4.06 km = 10.7 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
10.7 km
Detect when on fire (sea)
ƒSea detectability 11.06 km + 2.0 km while burning = 13.06 km.
13.06 km
Detect when on fire (air)
ƒAir detectability 6.64 km + 3.0 km while burning = 9.64 km.
9.64 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 4,816 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 × 34,400 HP = 4,816 HP: up to 14% of max HP restored per charge.
· 9,632 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 34,400 HP = 9,632 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 172 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 34,400 HP = 172 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points28,600 → 34,400
  • Rudder shift11 → 7.9 s
  • Close-range AA DPS60 → 89
  • Turret traverse8 → 9 °/s
Fire controlUpgrade
  • Main battery range12,967 → 14263.7 m
ArtilleryUpgrade
  • Base reload14.5 → 14 s

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 km27.7 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=0.5·14263.7=7132 m, and radiusOnMax=0.6 at 14263.7 m. Below the kink: k=0.2+(0.5−0.2)·50007132=0.4103, so σV=σH·k=67.5·0.4103=27.7m.
Shell scatter height @ 10 km55.1 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=0.5·14263.7=7132 m, and radiusOnMax=0.6 at 14263.7 m. Above the kink: k=0.5+(0.6−0.5)·10000−713214263.7−7132=0.5402, so σV=σH·k=102·0.5402=55.1m.
AP pen 5 km282 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 =10−7·2650·116.10.69·0.203−1.07·628.51.38=282mm, where 628.5 m/s is the shell's speed when it arrives at 5 km (from 814 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 km201 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 =10−7·2650·116.10.69·0.203−1.07·491.81.38=201mm, where 491.8 m/s is the shell's speed when it arrives at 10 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.82 s
How long an HE 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·0.3037·0.20328·116.1=4.23×10−5. That runs from a 814 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.
AP flight time @ 10 km5.82 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·0.3037·0.20328·116.1=4.23×10−5. That runs from a 814 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,650
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 mass116.1 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 coefficient0.3037
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity814 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity814 m/s
Starting speed of the HE shell; sets its flight time and lead.
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 time7.9 s
1300 m / (61.0 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed61.0 kt
Travel time to max range48.9 s
8010 m / (61.0 kt × 2.6855) = 48.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: 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 damage114,664
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,333 = 114,664. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

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: 2 pdr MkVIII 8barrel 4x8 -> 139 DPS @ 2.5 km; 20mm Oerlikon MK4 2x1 -> 22 DPS @ 2 km; 20mm Oerlikon MK V 10x2 -> 112 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 88 DPS @ 5 km.
AA DPS layered by range88 DPS @ 5 km, 227 DPS @ 2.5 km, 361 DPS @ 2 km
@ 5 km: 88 from one family; @ 2.5 km: 139 + 88 = 227; @ 2 km: 139 + 22 + 112 + 88 = 361. 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-blank361
139 + 22 + 112 + 88 = 361 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1056
139 × 2.5 + 22 × 2 + 112 × 2 + 88 × 5 = 1056. 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 firepower

Max HE alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. 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
The only family (102 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

One of the London-class ships - British "Washington Treaty" cruisers of the second series. The large-scale re-equipment of all cruisers of this class which occurred in the late 1930s to the early 1940s provided for changes in the ships' silhouettes, and noticeable reinforcement of their armor protection.

Armor Beta

Hull HP 28,600 → 34,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–76 mm)3,000 (9% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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 16–89 mm)25,800 (75% of HP)
Overmatched by 380mm+ AP (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.
Stern16 mm primary (range 16–76 mm)2,800 (8% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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.
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 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.
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.

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.

  • 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.