World of Warships: Legends ship guide

Ducklinger

Also called: 鸭枪手 · Кряклингер · Canartilleur · Patolinger Beta
Germany · Tier IV · Battleship · Premium · Derfflinger Variant
Fire-starter battleshipBurn the enemy line with improved-HE salvos, then heal through the return fire.
Playstyle
  • Close along cover toward a flank the enemy has already committed to, so the secondaries find targets before the mains run dry of broadsides
  • Avoid: Fighting at max range where twenty secondary mounts and the booster do nothing
Key characteristics
Improved HE penPunch-through secondariesQuick accelerationFast AP shellsFlat-trajectory sniperLow HE DPM
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Community Data

Ducklinger Community Stats

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Playstyle

Overview

Ducklinger is a Tier IV German secondary battleship on the Derfflinger hull: 305mm mains backed by twenty secondary mounts out to 4.5 km, with a Secondary Battery Booster to lift that output on command. Repair Party pays back the health that closing costs, so the kit rewards getting inside secondary range rather than holding mid-range AP lines.

Positioning

Close along cover toward a flank the enemy has already committed to, so the secondaries find targets before the mains run dry of broadsides.

Potato Avoidance

Fighting at max range where twenty secondary mounts and the booster do nothing

Her damage lives inside 4.5 km.

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, shared by 6/24 T4 BBs.

Punch-through secondaries

38 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.

ELITE MAIN BATTERY
  • Fast AP shells · 5.05 s
  • Flat-trajectory sniper
Low HE DPM

67200 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

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.

Open in Build Tool →

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Cohort position

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Where Ducklinger sits among Tier IV BBs (23 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%AP pen at 10 km444 mm (5/24) Top 25%Secondary range4.5 km (7/24) Top 25%Citadel belt260 mm (7/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%AP DPM155,520 (21/24) Bottom 25%AA threat178 (19/23) Bottom 10%HE DPM67,200 (23/24) Bottom 10%Effective HE DPM (incl. fire)93,828 (23/24) WorstFires per minute3.68 (24/24) WorstAA range3 km (1 of 8 tied) WorstNo torpedoes (21 of 24 in cohort)
See 22 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 reload30 s(13/24) Sigma1.8(11/24) AP shell damage9,720(11/24) Secondary DPM (per side)135,613(13/24) Secondary HE alpha1,800(15/23) Secondary fire chance10%(7/23) Displacement31,200 t(11/24) AA DPS120(17/23) Flak per wave (expected)180(12/16) Repair charges3(11/24) Max armor300 mm(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) Deck armor50 mm(15/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormTurn speed retained81%(23 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
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.
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
Effective HP
ƒBase 50,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,000 HP per charge, x3 charges = 21,000 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 — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
71,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
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
Turret armor270 mm
AP pen max range355 mm
HE fire DPM vs T4 BB26628
Effective HE DPM vs T4 BB93828
Shell Grouping (σ)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·0.6σ =175.7·0.61.8=58.6m
58.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =105.4·0.61.8=35.1m
35.1 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
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
HE DPM
ƒ33,600 HE full-salvo alpha x 60 / 30 s base reload = 67,200.
67,200
Fires/min
ƒ16 shells/min 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
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
3 km
7.92 mm MG 0815×1 8mm
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 88mm
Far aura
Guns88 mm L/45 MPL C/13 (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 29 from dual-purpose secondaries firing as AA in this range band.
29
Range3 km
Near aura
Guns7.92 mm MG 08
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.7 hit probability = 91 - the same in-game units as the Close-range AA DPS headline.
91
Range1 km
Total DPS in Aura
ƒFar 29 + Near 91 = 120
120
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 120 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
120
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns 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 other 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 bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop.
2.5-3 km
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
Show 1 more gun family
88 mm L/45 MPL C/13 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Maneuverability
Engine power76,634 hp
Maximum speed23 kt
Turning circle radius740 m
Rudder shift time13.4 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23 kt), from our in-house acceleration model.
31.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 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.
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 · 7,000 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 21,000 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 250 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (50,000 HP) per second = 250 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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)1.8
Max Horiz Disp175.7 m
Horizontal 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
Shell scatter width @ 5 km90 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 km132 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 km174 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 Disp105.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =175.7·0.6=105.4m
Shell scatter height @ 10 km70.2 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=0.5·15200=7600 m, and radiusOnMax=0.6 at 15200 m. Above the kink: k=0.5+(0.60.5)·100007600152007600=0.5316, so σV=σH·k=132·0.5316=70.2m.
Med Horiz Disp58.6 m
50%-hit horizontal radius: σH,50=σH·0.6σ =175.7·0.61.8=58.6m
Med Vert Disp35.1 m
50%-hit vertical radius: σV,50=σV·0.6σ =105.4·0.61.8=35.1m
AP Pen Close704.7 mm
Canonical 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.
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=107·2800·4150.69·0.3051.07·480.61.38=320.8mm.
AP pen 5 km564 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=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km444 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=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km358 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=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.05 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·0.3093·0.30528·415=2.72×105. That runs from a 850 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 km5.05 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·0.3093·0.30528·415=2.72×105. That runs from a 850 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 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.
HE DPM67,200
33,600 HE full-salvo alpha x 60 / 30 s base reload = 67,200.
AP DPM155,520
77,760 AP full-salvo alpha x 60 / 30 s base reload = 155,520.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min3.68
16 shells/min x 23% fire chance = 3.68.

AA defense

AA DPS at max range29
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: MachineGunMaxim 7 62 15x1 -> 91 DPS @ 1 km; 88mm45 SK L45 8x1 -> 29 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
AA DPS layered by range29 DPS @ 3 km, 120 DPS @ 1 km
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-blank120
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index178
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.

Armor Beta

Hull HP 50,000, 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.

Bow & stern19 mm

Overmatched by 76+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–120 mm)2,700 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 19–300 mm)37,500 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–100 mm)1,600 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 19–260 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–300 mm)1,800 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP23,800 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (150 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 (8 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 HP15,000 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.

Open in Charting Tool

Ship Charts

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.