World of Warships: Legends ship guide

Drake

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2.05 sigma accuracyImproved HE penSonarDefensive AALow AP DPM
Community Data

Drake Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Drake is a Tier VIII British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round.

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~2%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/27 T8 CAs.

Super-heal

Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.

Torpedo belt specialist

Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.

Low AP DPM

172500 AP DPM, bottom decile of T8 CAs. Citadel windows matter more than spam.

Acquisition

How to get Drake

Drake is available in the Royal Heavy Cruisers branch of the U.K. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

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

Builds Beta

Build for reload/range, Propulsion Mod. 2 handling, concealment, survivability, and HE/fire pressure.

Open in Build Tool →

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

Cohort position

Hide

Where Drake sits among Tier VIII 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.

BestRepair heal rate2 %/s (1 of 5 tied) Top 25%Hit points49,800 HP (7/27) Top 25%Air detection7.34 km (7/27) Top 25%HE fire chance24% (5/25) Top 25%AP auto-bounce angle65° (6/27) Top 25%AA DPS569 (7/27) Top 25%Citadel belt177 mm (7/27) Bottom 25%Main battery reload18 s (23/27) Bottom 25%HE DPM115,500 (21/25) Bottom 25%Secondary DPM (per side)115,200 (18/21) Bottom 25%Engine power102,000 hp (22/27) Bottom 25%Turn-speed retention134.2 hp/m (25/27) Bottom 25%Power-to-weight5.2 hp/t (23/27) Bottom 25%Deck armor64 mm (21/26) Bottom 10%AP DPM172,500 (26/27)
See 32 mid-pack stats

Not standouts for Drake -- 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.

Max speed33.3 kt(13/27) Concealment12.24 km(8/27) Rudder shift14.4 s(18/27) Traverse-to-turn ratio6.97 ×(11/27) Main battery caliber234 mm(9/27) Main battery range15.6 km(13/27) Sigma2.05(13/27) Fires per minute7.2(16/25) AP shell damage5,750(11/27) Main dispersion130.8 m(9/27) HE alpha1,600(13/20) Secondary fire chance7%(8/20) Secondary HE pen19 mm(15/20) AP velocity841 m/s(15/27) HE velocity841 m/s(15/25) Acceleration10.6 s(17/27) AP arming threshold39 mm(19/27) Displacement19,600 t(14/27) AA range5 km(19/27) AA threat1,955(10/27) Torpedo range9.99 km(7/16) Torpedo damage16,767(7/16) Torpedo speed62 kt(9/16) Torpedo reload96 s(9/16) Max armor177 mm(11/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value)

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

Sonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit PointsInitial: 47,300 → 49,800
Displacement19,600 t
Armor range16–177 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 37, 40, 64, 114, 177 mm
Armor material/layer entries44
Fire resistance40%
Fire duration30 s
Torp Reduction22%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
23,400
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
14,900
Main Battery
ModuleArtillery: 234 mm/50 Mk XII
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range (base)14.2 km
Firing range (top fire control)15.6 km
Turret traverse9 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14180/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
130.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
78.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.313 (σ=2.05) = 41 m
41 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.313 (σ=2.05) = 24.6 m
24.6 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Base shells/min
ƒ9 broadside guns x 60 / 20 s base reload = 27.
27
HE shells
HE Damage3,850
HE Velocity841 m/s
Fire Chance24%
HE penetration
ƒ59 mm ≈ 234 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
59 mm
HE full-salvo alpha
ƒ3,850 HE damage x 9 broadside guns = 34,650.
34,650
Base HE DPM
ƒ34,650 HE full-salvo alpha x 60 / 20 s base reload = 103,950.
103,950
Installed HE DPM
ƒ34,650 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 115,500.
115,500
Base fires/min
ƒ9 HE shells x 60 / 20 s reload x 24% fire chance = 6.48.
6.48
AP shells
AP Damage5,750
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold39 mm
AP overmatch
ƒfloor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
16 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 556.9 mm. Matches the in-game spec card.
556.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 367.8 m/s: 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 367.8^1.38 = 177.9 mm.
177.9 mm
AP full-salvo alpha
ƒ5,750 AP damage x 9 broadside guns = 51,750.
51,750
Base AP DPM
ƒ51,750 AP full-salvo alpha x 60 / 20 s base reload = 155,250.
155,250
Installed AP DPM
ƒ51,750 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 172,500.
172,500
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.
35
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage15,667 (est.)
Alpha damage47,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
62,668
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (43×3.5×0.85) + (33×3.5×0.9) = 569. 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.
569
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk VInitial: 20 mm Oerlikon Mk IV (12×1) → 20 mm Oerlikon Mk V (12×2)
40 mm Bofors Mk VI (upgraded hull only)4×6 40mm
40 mm STAAG (upgraded hull only)4×2 40mm
40 mm Vickers 2-pdr. Mk VIII (stock hull only)4×8 40mm
40 mm/39 QF Mark VII (stock hull only)4×4 40mm
113 mm/45 QF Mk IV RP10 Mk IV (DP)6×2 113mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
33
Range5 km
Medium aura
DPS107
Range3.5 km
Total DPS in Aura
ƒFar 33 + Medium 107 = 140
140
Near aura
DPSInitial: 28 → 43
Range2 km
Total DPS in Aura
ƒFar 33 + Medium 107 + Near 43 = 183
183
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber113 mm
Reload time5 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed33.3 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.0× slow
Concealment
Detectability by sea12.24 km
Detectability by air7.34 km
Smoke firing penalty7.6 km
Detect after firing main guns12.24 km
Detect Fire Sea14.24 km
Detect Fire Air10.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullTrade-off
  • Hit points47,300 → 49,800
  • Rudder shift20.2 → 14.4 s
  • Close-range AA DPS98 → 150
  • Maximum AA range2.5 → 3.5 km
  • Turret traverse9 → 8 °/s
Fire controlUpgrade
  • Main battery range14,180 → 15,598 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp130.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14180/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
Max Vert Disp78.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
Med Horiz Disp41 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.313 (σ=2.05) = 41 m
Med Vert Disp24.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.313 (σ=2.05) = 24.6 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close556.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 841^1.38 = 556.9 mm. Matches the in-game spec card.
AP Pen Far177.9 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 367.8 m/s: 1e-7 × 2950 × 185.3^0.69 × 0.234^-1.07 × 367.8^1.38 = 177.9 mm.
HE penetration59 mm
59 mm ≈ 234 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.252 in this case. Lets HE pen ~58mm armor instead of ~39mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch16 mm
floor(234 mm caliber / 14.3) = 16 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha34,650
3,850 HE damage x 9 broadside guns = 34,650.
AP full-salvo alpha51,750
5,750 AP damage x 9 broadside guns = 51,750.
Base HE DPM103,950
34,650 HE full-salvo alpha x 60 / 20 s base reload = 103,950.
Base AP DPM155,250
51,750 AP full-salvo alpha x 60 / 20 s base reload = 155,250.
Installed HE DPM115,500
34,650 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 115,500.
Installed AP DPM172,500
51,750 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 172,500.
Base shells/min27
9 broadside guns x 60 / 20 s base reload = 27.
Installed shells/min30
9 broadside guns x 60 / 18 s installed Artillery reload = 30.
Base fires/min6.48
9 HE shells x 60 / 20 s reload x 24% fire chance = 6.48.
Installed fires/min7.2
9 HE shells x 60 / 18 s installed reload x 24% fire chance = 7.2.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage125,336
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage62,668
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS569
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (43×3.5×0.85) + (33×3.5×0.9) = 569. 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.
AA threat index1955
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)115,200
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: 6×2 113 mm (6/side) × 60/5 × 1600 = 115,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 113 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 113 mm family.
Max HE pen19 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: 19 mm from the 113 mm family.

Armor

Hull HP 47,30049,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,700 (5% of HP)
Overmatched by 380mm+ (Bismarck, 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)19 mm primary (range 19–177 mm)37,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–114 mm)2,300 (5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel177 mm primary (range 27–177 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–177 mm)2,800 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP23,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (113 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 HP14,900 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Buff ×15
2024-10-10

Ministry of Balance: Trick and Treat

  • Stock hull total health increased from 40,100 to 47,300.
  • Stock hull engine HP increased from 40,100 to 49,800.
  • Stock hull bow HP increased from 2,200 to 2,600.
  • Stock hull auxiliary room HP increased from 5,700 to 6,700.
  • Stock hull stern HP increased from 1,900 to 2,200.
  • Stock hull HP increased from 30,100 to 35,500.
  • Stock hull steering gear HP increased from 12,000 to 14,200.
  • Stock hull superstructure HP increased from 2,200 to 2,700.
  • Upgraded hull total health increased from 46,800 to 49,800.
  • Upgraded hull engine HP increased from 40,100 to 49,800.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Drake 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.