World of Warships: Legends ship guide

Dover

Also called: 多佛 Beta
U.K. · Tier VII · Battleship · Premium · Hawke Variant
Tank battleshipA health pool that outlasts the line: soak trades peers cannot afford to take.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
Long torps (8.5 km)Heavy AP pen2 sigma accuracy17.6 km gun rangeDefensive AAEasily spotted
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Community Data

Dover Community Stats

Across 690+ Standard battles from 66 players, Dover averages a 56% win rate, 78,800 damage and 1.1 kills per battle, and survives 42% of them.

Community Data

Dover Community Stats

Log in to GamingDiver and upload your data to see Community Data for Dover: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Dover is a Tier VII British tank battleship (77,500 HP): cohort-best hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The Repair Party keeps pace with the HP, so the pool is genuinely renewable and she can hold a lane through more than one push. Standout traits: deep effective HP in T7 BBs (116,560, 2nd of 49) and heavy AP shells in T7 BBs (13,860, 4th of 49). The trade is surface detection in T7 BBs (15.6 km, 45th of 49).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos. Both phases of a turn are slow (16.2 s on the rudder, a 910 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

ELITE HP ↗
  • High HP pool · 77500 HP
  • Deep effective · 116560 effective
ELITE MAIN BATTERY ↗
  • Heavy AP shells · 13860 damage
  • Tight grouping
  • Long gun range · 17.6 km
  • Fast turret traverse · 6°
Quick acceleration ↗

~4.5 s from a stop to 12 kt, top decile of T7 BBs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Easily spotted ↗

15.6 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Thin armor ↗

305 mm max plate, bottom decile of T7 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Dover

Dover is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

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

Best listed chance for this ship

Official WG availability sources
  • Thunderer Marathon Is Starting! Store / event post Start: 2026-06-01
    • As a free bonus with the new medieval-themed content: 2,500 Ship Parts with battleship Dover, 500 Ship Parts with each castle skin, and 250 Ship Parts with the Sir Aldric Stormvale and Brother Severin Commander guises—up to 5,000 in total for all this content (find it individually in the Store or in Medieval Chests).
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.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Dover sits among Tier VII BBs (48 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.

BestHit points77,500 HP (1/49) BestTime to 90% speed20.6 s (1/49) BestAcceleration (0-12 kt)4.5 s (1 of 2 tied) Top 10%Traverse-to-turn ratio6.39 × (4/49) Top 25%Main battery range17.6 km (7/49) Top 25%Sigma2 (7/49) Top 25%Fires per minute7.2 (10/48) Top 25%AP DPM249,480 (9/49) Top 25%AP pen at 10 km600 mm (10/49) Top 25%Torpedo range8.5 km (5/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/49) Bottom 25%Max speed29 kt (39/49) Bottom 25%Stealth profile15.56 km / 12.44 km (45/49 / 45/49) Bottom 25%Smoke fire bloom15.02 km (45/49) Bottom 25%Rudder shift16.2 s (41/49) Bottom 25%Turning circle910 m (42/49) Bottom 25%Main dispersion236 m (41/49) Bottom 25%AP velocity747 m/s (43/49) Bottom 25%AP fuse timer0.01 s (43/49) Bottom 25%Displacement50,529 t (41/49) Bottom 25%Flak damage per salvo (expected)1,050 (44/49) WorstHE velocity792 m/s (1 of 4 tied) WorstMax armor305 mm (1 of 4 tied) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 26 mid-pack stats

Not standouts for Dover -- 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.

Main battery caliber406 mm(17/49) Main battery reload30 s(33/49) HE shell damage5,355(36/48) HE DPM96,390(25/48) Secondary DPM (per side)206,200(27/49) Secondary HE alpha2,150(18/46) Secondary fire chance9%(21/46) Secondary HE pen25 mm(23/46) AP arming threshold68 mm(35/49) Engine power150,200 hp(29/49) Turn-speed retention165.1 hp/m(35/49) Power-to-weight2.97 hp/t(33/49) Effective HE DPM (incl. fire)149,798(22/48) Secondary range5.5 km(21/49) AA DPS566(21/49) AA range5 km(19/49) AA threat1,789(20/49) Torpedo damage≈14,767(9/16) Torpedo speed61 kt(11/16) Torpedo reaction time7.9 s(11/16) Repair charges3(23/49) Citadel belt305 mm(27/48) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value)
Survivability
Hit Points77,500
Displacement50,529 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
262.5 x 32.29 m
Armor range16–305 mm
Plate armor thicknesses16, 19, 25, 32, 50, 51, 76, 102, 152, 165, 254, 279, 305 mm
Armor material/layer entries56
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 60 s = 18% of the pool = 18% × 77,500 HP = 13,950 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.5% of max HP per second × 40 s = 20% of the pool = 20% × 77,500 HP = 15,500 HP on this ship. Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.267 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
20%
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.
36,900
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.
23,300
Effective HP
ƒBase 77,500 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 13,020 HP per charge, x3 charges = 39,060 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
86,111–116,560
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
3,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
8,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
58,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
6,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
5,000
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: 406 mm/45 Mk.I Vickers A
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.6 km
Turret traverse6 °/s
Turret armor406 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.
±141°, 2x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 39° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.6 km) shells land in an ellipse about 236 m wide and 142 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1760030·12−21000+2)·30=236m
236 m at 17.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =236·0.6=141.6m
141.6 m at 17.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =236·0.62=70.8m
70.8 m at 17.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =141.6·0.62=42.5m
42.5 m at 17.6 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Initial: 18 → 20
HE shells
HE alpha5,355
HE Velocity792 m/s
Fire Chance40%
HE fire DPM vs T7 BB53408
Effective HE DPM vs T7 BB149798
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,355 HE damage x 9 broadside guns = 48,195.
48,195
HE DPM
ƒZero upgrades: 48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390. All upgrades (Main Battery Mod. 3 = -10% reload): 48,195 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 107,100.
Initial: 96,390 → 107,100
Fires/min
ƒZero upgrades: 18 shells/min x 40% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 40% fire chance = 8.
Initial: 7.2 → 8
AP shells
AP alpha13,860
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP pen max range515 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2527·10800.69·0.406−1.07·7471.38=758.1mm. Matches the in-game spec card.
758.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.6 km), where the shell has slowed to 564.7 m/s: P=10−7·2527·10800.69·0.406−1.07·564.71.38=515.3mm.
515.3 mm at 17.6 km
AP full-salvo alpha
ƒ13,860 AP damage x 9 broadside guns = 124,740.
124,740
AP DPM
ƒZero upgrades: 124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480. All upgrades (Main Battery Mod. 3 = -10% reload): 124,740 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 277,200.
Initial: 249,480 → 277,200
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.
250
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time80 s
Projectile speed61 kt
Range8.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=44,300·0.333=14,767.
≈ 14,767
Maximum damage (ammunition)
ƒ44,300 warhead alpha / 3 + 1,100 blast = 15,867. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,867
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. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. Torpedo flood 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. Not shown on the in-game port screen.
265%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.
29,534
AA Defense
AA mount points36
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
40 mm Bofors Mk IV10×2 40mm
20 mm Oerlikon Mk IV8×1 20mm
20 mm Oerlikon Mk V4×2 20mm
20 mm Oerlikon Mk.IIIA10×1 20mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Outer Medium aura
Guns40 mm Bofors Mk IV
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.75 hit probability = 281 - the same in-game units as the Close-range AA DPS headline.
281
Range3.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 = 344
344
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.75 hit probability = 97 - the same in-game units as the Close-range AA DPS headline.
97
Range2.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 = 441
441
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V + 20 mm Oerlikon Mk.IIIA
Continuous DPS
ƒEffective DPS: 51 raw aura damage × 3.5 × 0.7 hit probability = 125 - the same in-game units as the Close-range AA DPS headline.
125
Range2 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 + Near 125 = 566
566
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 200 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
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
Mounts12
Firing range5.5 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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
114 mm/45 Mark II BD (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
HE Pen19 mm
Show 1 more gun family
152 mm/50 Mk XXII (4×2)
Caliber152 mm
Reload time12 s
HE alpha2,150
Muzzle Velocity884 m/s
Fire Chance9%
HE Pen25 mm
Maneuverability
Engine power150,200 hp
Maximum speed29 kt
Turning circle radius910 m
Rudder shift time16.2 s
Engine power-boost threshold22.4 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.2 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
34.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
20.63 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
42.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·29.0·0.5144910=0.94°/s, so ratio=ωturretωhull=60.94=6.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.4× slow
Concealment
Detectability by sea15.56 km
Detectability by air12.44 km
Smoke firing penalty15.02 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.56 km) = 17.6 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
17.6 km
Detect when firing (air)
ƒAir detectability 12.44 km + gun-firing bloom 8.53 km = 20.97 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
20.97 km
Detect when on fire (sea)
ƒSea detectability 15.56 km + 2.0 km while burning = 17.56 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
17.56 km
Detect when on fire (air)
ƒAir detectability 12.44 km + 3.0 km while burning = 15.44 km; matches the in-game 'Detect Fire Air' value on every captured ship.
15.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 13,020 HP (16.8% of max HP) total heal (per charge)
ƒ0.6% of max HP per second × 28 s effective active time = up to 16.8% of max HP restored per charge.
· 39,060 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 465 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (77,500 HP) per second = 465 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

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

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
Dispersion typeStandard battleship
In practice: the baseline curve for a standard battleship -- at max range (17.6 km) shells land in an ellipse about 236 m wide and 142 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
vs standard BBStandard
The standard battleship dispersion curve.
Max Horiz Disp236 m at 17.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1760030·12−21000+2)·30=236m
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp141.6 m at 17.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =236·0.6=141.6m
Shell scatter height @ 5 km40.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified 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=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Below the kink: k=0.2+(0.5−0.2)·50008800=0.3705, so σV=σH·k=110·0.3705=40.8m.
Shell scatter height @ 10 km82.2 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=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Above the kink: k=0.5+(0.6−0.5)·10000−880017600−8800=0.5136, so σV=σH·k=160·0.5136=82.2m.
Shell scatter height @ 15 km119.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same verified model. Only shown when the ship's guns reach 15 km. 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=0.5·17600=8800 m, and radiusOnMax=0.6 at 17600 m. Above the kink: k=0.5+(0.6−0.5)·15000−880017600−8800=0.5705, so σV=σH·k=210·0.5705=119.8m.
Med Horiz Disp70.8 m at 17.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =236·0.62=70.8m
Med Vert Disp42.5 m at 17.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =141.6·0.62=42.5m
AP Pen Close758.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2527·10800.69·0.406−1.07·7471.38=758.1mm. Matches the in-game spec card.
AP Pen Far515.3 mm at 17.6 km
Same formula at the ship's max firing range (17.6 km), where the shell has slowed to 564.7 m/s: P=10−7·2527·10800.69·0.406−1.07·564.71.38=515.3mm.
AP pen 5 km673 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km600 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km541 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.29 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·0.2353·0.40628·1080=1.41×10−5. That runs from a 747 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.23 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·0.3114·0.40628·929=2.17×10−5. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,195
5,355 HE damage x 9 broadside guns = 48,195.
AP full-salvo alpha124,740
13,860 AP damage x 9 broadside guns = 124,740.
HE DPMInitial: 96,390 → 107,100
Zero upgrades: 48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390. All upgrades (Main Battery Mod. 3 = -10% reload): 48,195 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 107,100.
AP DPMInitial: 249,480 → 277,200
Zero upgrades: 124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480. All upgrades (Main Battery Mod. 3 = -10% reload): 124,740 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 277,200.
Shells/minInitial: 18 → 20
Zero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.
Fires/minInitial: 7.2 → 8
Zero upgrades: 18 shells/min x 40% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 40% fire chance = 8.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.9 s
1300 m / (61 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed61 kt
Travel time to max range51.9 s
8500 m / (61 kt × 2.6855) = 51.9 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-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; the exact module-HP conversion is not published.
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
4 tubes / 2 = 2: tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage59,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
Per-side salvo damage29,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 97 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 10x2 -> 281 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 45 DPS @ 2 km; 20mm Oerlikon MK V 4x2 -> 23 DPS @ 2 km; 20mm Oerlikon MK4 10x1 -> 57 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 63 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range63 DPS @ 5 km, 344 DPS @ 3.5 km, 441 DPS @ 2.5 km, 566 DPS @ 2 km
@ 5 km: 63 from one family; @ 3.5 km: 281 + 63 = 344; @ 2.5 km: 97 + 281 + 63 = 441; @ 2 km: 97 + 281 + 45 + 23 + 57 + 63 = 566. 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-blank566
97 + 281 + 45 + 23 + 57 + 63 = 566 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1789
97 × 2.5 + 281 × 3.5 + 45 × 2 + 23 × 2 + 57 × 2 + 63 × 5 = 1791. 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 @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)206,200
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: 8×2 114 mm (8/side) × 60/5 × 1700 = 163,200 + 4×2 152 mm (4/side) × 60/12 × 2150 = 43,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
max(1700 (114 mm), 2150 (152 mm)) = 2150. Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
max(8% (114 mm), 9% (152 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 mm
max(19 mm (114 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

This battleship's unique look is inspired by Dover Castle - a massive medieval fortress on the cliffs above the English Channel in Dover, England. Much of the castle was built in the 12th century during the reign of King Henry II. Because of its strategic location, it was often called the "Key to England." Beneath the castle lies a network of secret tunnels that were used as a military command center and hospital during World War II.

Armor Beta

Hull HP 77,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, 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)25 mm primary (range 16–279 mm)≈ 58,125 (~75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–279 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–305 mm)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.
Superstructure19 mmno cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Dover can equip.

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.