World of Warships: Legends ship guide

Ducklinger

Beta
Germany · Tier IV · Battleship · Premium
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Take an angle that threatens broadsides while leaving room to turn out before the flank collapses
  • Avoid: Do not sit stationary bow-in for the whole match
Key characteristics
1.8 sigma accuracyImproved HE penLow HE DPM

Variant of Derfflinger

Cosmetic-only variant of Derfflinger. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Ducklinger Community Stats

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Playstyle

Overview

Ducklinger is best treated as crossfire creation and heavy salvo punishment. Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Positioning

Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Potato Avoidance

Sit stationary bow-in for the whole match

Reposition early when the enemy stops giving you useful shots.

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 6/24 T4 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T4 BBs. Pens hull plates peers' secondaries shatter on.

Quick acceleration

~31.8 s to 90% of top speed, top decile of T4 BBs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Low HE DPM

74667 HE DPM, bottom decile of T4 BBs. Don't bank on burn pressure.

Acquisition

How to get Ducklinger

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

Builds Beta

Start with the standard battleship priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

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Cohort position

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Where Ducklinger sits among Tier IV BBs (24 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.

BestSecondary HE pen38 mm (1 of 4 tied) Top 10%Traverse-to-turn ratio4.37 × (2/24) Top 10%Acceleration31.8 s (2/24) Top 25%Hit points50,000 HP (5/24) Top 25%Main battery range15.2 km (6/24) Top 25%Main dispersion175.7 m (6/24) Top 25%AP velocity850 m/s (4/24) Top 25%HE velocity850 m/s (5/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Engine power76,634 hp (7/24) Top 25%Turn-speed retention103.6 hp/m (7/24) Top 25%Power-to-weight2.46 hp/t (7/24) Top 25%Secondary range4.5 km (7/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%AP DPM172,800 (20/24) Bottom 25%AA range3 km (19/24) Bottom 25%AA threat177 (19/23) Bottom 10%HE DPM74,667 (23/24) WorstFires per minute4.09 (24/24) WorstNo torpedoes (21 of 24 in cohort)
See 17 mid-pack stats

Not standouts for Ducklinger -- 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 speed23 kt(15/24) Concealment13.53 km(17/24) Air detection10.82 km(18/24) Rudder shift13.4 s(15/24) Main battery reload27 s(12/24) Sigma1.8(11/24) AP shell damage9,720(11/24) Secondary DPM (per side)135,613(13/24) HE alpha1,800(15/23) Secondary fire chance10%(7/23) Displacement31,200 t(11/24) AA DPS120(15/24) Repair charges3(11/24) Max armor300 mm(11/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points50,000
Displacement31,200 t
Armor range13–300 mm
Plate armor thicknesses13, 19, 25, 30, 35, 45, 50, 60, 80, 100, 120, 150, 200, 225, 235, 250, 260, 265, 270, 300 mm
Armor material/layer entries85
Fire resistance16.6%
Fire duration60 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.
23,800
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.
15,000
Main Battery
ModuleArtillery: 305 mm/50 SK C/08 Drh LC/1912
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.2 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1520030·101.61000+1.6)·30=175.7m
175.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =175.7·0.6=105.4m
105.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =175.7·0.344(σ=1.8)=60.4m
60.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =105.4·0.343(σ=1.8)=36.2m
36.2 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage4,200
HE Velocity850 m/s
Fire Chance23%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ4,200 HE damage x 8 broadside guns = 33,600.
33,600
Base HE DPM
ƒ33,600 HE full-salvo alpha x 60 / 30 s base reload = 67,200.
67,200
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 23% fire chance = 3.68.
3.68
AP shells
AP Damage9,720
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2800·4150.69·0.3051.07·8501.38=704.7mm. Matches the in-game spec card.
704.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19 km), where the shell has slowed to 480.6 m/s: P=107·2800·4150.69·0.3051.07·480.61.38=320.8mm.
320.8 mm
AP full-salvo alpha
ƒ9,720 AP damage x 8 broadside guns = 77,760.
77,760
Base AP DPM
ƒ77,760 AP full-salvo alpha x 60 / 30 s base reload = 155,520.
155,520
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.
50
AA Defense
AA mount points15
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.7) + (11×3.5×0.75) = 120. 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.
120
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
7.92 mm MG 0815×1 8mm
88 mm L/45 MPL C/13 (DP)8×1 88mm
Far aura
DPS
ƒIncludes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
11
Range3 km
Near aura
DPS37
Range1 km
Total DPS in Aura
ƒFar 11 + Near 37 = 48
48
S
Secondary Battery
Mounts20
Firing range4.5 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
150 mm L/45 MPL C/06 (×12)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/45 MPL C/13 (×8)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 76,634 hp
Engine power76,634 hp
Maximum speed23 kt
Turning circle radius740 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (20.7 kt of 23). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(76,63431,200)0.42=1.4585; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=31.8s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
31.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (22.8 kt of 23). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=50.3s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
50.3 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·23.0·0.5144740=0.92°/s, so ratio=ωturretωhull=40.92=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea13.53 km
Detectability by air10.82 km
Smoke firing penalty10.33 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.53 km
Detect Fire Sea15.53 km
Detect Fire Air13.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
ƒHeal per second (0.5%) x active time (28 s) = up to 14% of max HP restored per charge if the consumable runs its full duration.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp175.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15200}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 175.7\,\text{m}$
Max Vert Disp105.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 175.7 \cdot 0.6 = 105.4\,\text{m}$
Med Horiz Disp60.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 175.7 \cdot 0.344\;(\sigma = 1.8) = 60.4\,\text{m}$
Med Vert Disp36.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 105.4 \cdot 0.343\;(\sigma = 1.8) = 36.2\,\text{m}$
AP Pen Close704.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 850^{1.38} = 704.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far320.8 mm
Same formula at the ship's max firing range (19 km), where the shell has slowed to 480.6 m/s: $P = 10^{-7}\cdot 2800 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 480.6^{1.38} = 320.8\,\text{mm}$.
HE penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha33,600
4,200 HE damage x 8 broadside guns = 33,600.
AP full-salvo alpha77,760
9,720 AP damage x 8 broadside guns = 77,760.
Base HE DPM67,200
33,600 HE full-salvo alpha x 60 / 30 s base reload = 67,200.
Base AP DPM155,520
77,760 AP full-salvo alpha x 60 / 30 s base reload = 155,520.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min3.68
8 HE shells x 60 / 30 s reload x 23% fire chance = 3.68.

AA defense

Close-range AA DPS120
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.7) + (11×3.5×0.75) = 120. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index177
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 range1 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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)135,613
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: 12×1 150 mm (6/side) × 60/8.57 × 1800 = 75,613 + 8×1 88 mm (4/side) × 60/4 × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Ducklinger 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.