World of Warships: Legends ship guide

Dover

Beta

Quick take: Fast flanking battleship · AP punish · Flank pressure · Overpush risk

Community Data

Dover Community Stats

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Acquisition

How to get Dover

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

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

Survivability
Hit Points77,500
Displacement50,529 t
Armor range16–305 mm
Plate armor thicknesses16, 19, 25, 32, 50, 51, 76, 102, 152, 165, 254, 279, 305 mm
Armor material/layer entries53
Fire resistance36.6%
Fire duration60 s
Torp Reduction20%
Main Battery
ModuleArtillery: 406 mm/45 Mk.I Vickers A
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.6 km
Turret traverseInitial: 6 °/s → 10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at the ship's max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30.
236 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = horizontal × radiusOnMax.
141.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(sigma), the sigma-dependent normal quantile.
75.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(sigma).
45.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed.
18 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload.
18
HE shells
HE Damage5,355
HE Velocity792 m/s
Fire Chance40%
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
Base HE DPM
ƒHE full-salvo alpha x 60 / base reload.
96,390
Installed HE DPM
ƒHE full-salvo alpha x 60 / installed Artillery reload (Main Battery Mod. 3 = -10% reload).
107,100
Base fires/min
ƒ9 HE shells x 60 / 30 s reload x 40% fire chance.
7.2
AP shells
AP Damage13,860
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3).
28 mm
AP full-salvo alpha
ƒ13,860 AP damage x 9 broadside guns.
124,740
Base AP DPM
ƒAP full-salvo alpha x 60 / base reload.
249,480
Installed AP DPM
ƒAP full-salvo alpha x 60 / installed Artillery reload (Main Battery Mod. 3 = -10% reload).
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
Display damage15,867
Torpedo detectability1.3 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Torp Arming
Per-side salvo damage
ƒper-side salvo x per-torpedo display damage.
31,734
AA Defense
AA mount points36
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
566
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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 secondary)8×2 114mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range5 km
Outer Medium aura
DPS107
Range3.5 km
Inner Medium aura
DPS37
Range2.5 km
Near aura
DPS51
Range2 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)
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 Mk XXII (×4)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 150,200 hp
Engine power150,200 hp
Maximum speed29 kt
Turning circle radius910 m
Engine power multiplier speed threshold22.4 kt
Traverse-to-turn ratio10.6× ok
Concealment
Detectability by sea15.56 km
Detectability by air12.44 km
Smoke firing penalty15.02 km
Detect after firing main guns15.56 km
Detect Fire Sea17.56 km
Detect Fire Air15.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 0.6% heal per second
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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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 Disp236 m
Horizontal dispersion ellipse width at the ship's max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30.
Max Vert Disp141.6 m
Vertical dispersion ellipse height at max range = horizontal × radiusOnMax.
Med Horiz Disp75.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(sigma), the sigma-dependent normal quantile.
Med Vert Disp45.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(sigma).
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3).
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.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed.
HE full-salvo alpha48,195
5,355 HE damage x 9 broadside guns.
AP full-salvo alpha124,740
13,860 AP damage x 9 broadside guns.
Base HE DPM96,390
HE full-salvo alpha x 60 / base reload.
Base AP DPM249,480
AP full-salvo alpha x 60 / base reload.
Installed HE DPM107,100
HE full-salvo alpha x 60 / installed Artillery reload (Main Battery Mod. 3 = -10% reload).
Installed AP DPM277,200
AP full-salvo alpha x 60 / installed Artillery reload (Main Battery Mod. 3 = -10% reload).
Base shells/min18
9 broadside guns x 60 / 30 s base reload.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload.
Base fires/min7.2
9 HE shells x 60 / 30 s reload x 40% fire chance.
Installed fires/min8
9 HE shells x 60 / 27 s installed reload x 40% fire chance.

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 range53.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage63,468
tube count x per-torpedo display damage (all torpedoes hitting).
Per-side salvo damage31,734
per-side salvo x per-torpedo display damage.

AA defense

Close-range AA DPS566
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
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.

Ideal role

Dover is a Tier VII British special Hawke variant built around tempo, sustain, and punishment windows. The client data gives her 406 mm guns with a very fast 12.0 s reload, strong AP punch, useful HE pressure, the British super-heal, Defensive AA Fire, Secondary Battery Booster, and single-launch torpedoes. Play her as an aggressive flanking battleship that can create crossfires and keep pressure rolling, not as a stationary bow tank.

Best positioning

Work a flank at mid range, usually 12-16 km early, with an island or turn-out route close enough to break focus fire. Dover wants broadside targets for the 406 mm AP and enough room to angle between salvos. When a flank starts collapsing, her fast reload, repair party, torpedoes, and secondary booster let her punish the push, but she still needs an exit before multiple battleships can farm her broadside.

Potato avoidance

Do not confuse the fast reload and secondary booster with permission to brawl from the opening minute. Dover can win short committed trades, but if she spends her repair parties and torpedoes while isolated, the large hull becomes easy damage. Use the reload advantage to create pressure first, then commit only when the enemy turn-out path is already constrained.

Commander direction Beta

Build for main-battery reload/accuracy, survivability, and enough concealment or mobility to choose the engagement. Inspirations that improve reload, grouping, fire chance, or battleship survivability fit the hull. Secondary investment is useful as a pressure tool, but the 406 mm battery is the main reason to play Dover.

Use these as direction, not a fixed build sheet: tune the final commander, inspirations, and skills around your roster, matchmaking, and comfort. See the Community builds section below for openable saved builds, including WG's Through the Spy Glass recommendations.

Open in Build Tool →

Community builds Beta

Curated and community-submitted builds for Dover. Up- or down-vote the ones that fit your playstyle, then open the top picks straight in the Build Tool.

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision