World of Warships: Legends ship guide

Duke of York

Also called: 约克公爵 Beta
U.K. · Tier VI · Battleship · Premium
Fire-starter battleshipBurn the enemy line with improved-HE salvos, then heal through the return fire.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Pressing Enhanced Secondary Targeting before you have somewhere to be
Key characteristics
2 sigma accuracyHigh HE / fire outputImproved HE penWide always-pen zoneStrong AASluggish rudder
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Community Data

Duke of York Community Stats

Across 3,900+ Standard battles from 200+ players, Duke of York averages a 61% win rate, 65,400 damage and 1.0 kills per battle, and survives 43% of them.

Community Data

Duke of York Community Stats

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Playstyle

Overview

Duke of York is a Tier VI British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. AA (656 AA DPS at 4.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: sigma in T6 BBs (2, 5th of 32) and fires per minute in T6 BBs (8.3, 3rd of 31). The trade is worst rudder shift in T6 BBs (17.5 s, 32nd of 32).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 60,500 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. With 17.5 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pressing Enhanced Secondary Targeting before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside.

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 9/32 T6 BBs.

Top-tier AA ↗

656 AA DPS, best of T6 BBs (median 404).

ELITE MAIN BATTERY ↗
  • Tight grouping
  • High fire pressure · 8.32 fires/min
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Heavy citadel belt ↗

381 mm citadel belt, top decile of T6 BBs. Citadels through angle are rare.

Fast heal cycle ↗

60 s Repair Party reload, top decile of T6 BBs. Heals up more often than peers.

Sluggish rudder ↗

17.5 s rudder shift, worst of T6 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Duke of York

Duke of York 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

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.5% Tier VI Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 20 containers (17 more)
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 4 0.192857% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.142857%
    • Santa Level 4 → Santa Level 50.05%
  • Santa Level 3 0.139643% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.085714%
    • Santa Level 3 → Santa Level 50.025%
    • Santa Level 3 → Santa Level 40.021429%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
  • Summer Big Crate 0.133333% Tier VI Premium ship Common · Summer Big Crate · 1 of 3 ships
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.059161% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 20.028571%
    • Santa Level 2 → Santa Level 30.012857%
    • Santa Level 2 → Santa Level 40.007143%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.027929% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017143%
    • Champion's Box → Santa Level 3 → Santa Level 50.005%
    • Champion's Box → Santa Level 3 → Santa Level 40.004286%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Santa Level 1 0.010181% Tier VI Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 20.004286%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
    • Santa Level 10.000057%
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
  • Holiday Update: Glimpse Into the Future Store / event post Start: 2024-12-12
    • several famous ships that served in northern waters during World War II will feature in the Store with their commemorative flags: Tirpitz, Duke of York, Scharnhorst, London, and Cossack '38.
  • Victory in Europe Day: 80th Anniversary Store / event post Start: 2025-05-05
    • Visit the Store during the last 2 weeks of the update—from May 5 through 19—to find various ships that participated in World War II, including Aigle, Texas, Alabama, Oktyabrskaya Revolutsiya, and Duke of York.
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Builds

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Cohort position

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Where Duke of York sits among Tier VI BBs (31 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.

BestAP ricochet start60° (1 of 2 tied) BestAA DPS656 (1/32) Top 10%Fires per minute8.32 (3/31) Top 10%AP auto-bounce angle67.5° (3/32) Top 10%Citadel belt381 mm (3/32) Top 25%Sigma2 (5/32) Top 25%HE shell damage6,100 (7/31) Top 25%AP arming threshold59 mm (7/32) Top 25%Effective HE DPM (incl. fire)185,986 (7/31) Top 25%AA threat1,662 (7/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%AP shell damage10,500 (25/32) Bottom 25%Secondary DPM (per side)135,830 (27/32) Bottom 25%AP velocity757 m/s (25/32) Bottom 25%HE velocity757 m/s (27/31) ShorterAP fuse timer0.015 s (27/32) Bottom 25%AP pen at 10 km427 mm (27/32) Bottom 25%AA range4.5 km (25/32) WorstRudder shift17.5 s (32/32) WorstSecondary range4.5 km (1 of 7 tied) WorstNo torpedoes (26 of 32 in cohort)
See 28 mid-pack stats

Not standouts for Duke of York -- 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.

Hit points60,500 HP(10/32) Max speed28 kt(15/32) Concealment14.48 km(13/32) Smoke fire bloom12.54 km(11/32) Air detection11.58 km(14/32) Turning circle790 m(20/32) Main battery range15.94 km(19/32) Main battery reload29.5 s(15/32) HE DPM123,768(9/31) AP DPM213,043(13/32) Main dispersion219.4 m(15/32) Secondary HE alpha1,900(16/31) Secondary fire chance8%(18/31) Secondary HE pen22 mm(19/31) Time to 90% speed33.7 s(16/32) Acceleration (0-12 kt)14.2 s(17/32) Engine power111,700 hp(13/32) Power / turn radius141.4 hp/m(15/32) Displacement42,076 t(21/32) Power-to-weight2.65 hp/t(16/32) Flak damage per salvo (expected)788(19/32) Repair charges3(15/32) Repair heal rate0.6 %/s(14/32) Max armor381 mm(11/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit Points60,500
Displacement42,076 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
227.1 x 31.4 m (published figure)
Armor range13–381 mm
Plate armor thicknesses13, 16, 25, 26, 32, 40, 44, 51, 64, 76, 80, 102, 114, 120, 127, 152, 235, 260, 280, 310, 320, 325, 356, 381 mm
Armor material/layer entries68
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 60,500 HP = 10,890 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 60,500 HP = 12,100 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
30,300
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.
18,200
Effective HP
ƒBase 60,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 60,500 HP = 10,164 HP per charge, × 3 charges = 30,492 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
67,222–90,992
Repairable: penetration75%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,500
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,500 = 17,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
8,500
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 45,400 = 90,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
45,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,200 = 6,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,000 = 6,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,000
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: 356 mm/45 Mk VII
Mounts / barrels3 mounts / 10 barrels
Reload time29.5 s
Firing range15.9 km
Turret traverse4 °/s
Turret armor330 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.
±142°, ±138°, ±144°
Guns to bear
ƒ180° − 138° (the most restricted aft-facing mount's arc) = 42° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° 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.
42° off bow / 38° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (15.9 km) shells land in an ellipse about 219 m wide and 132 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 dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1594330·12−21000+2)·30=219.4m
219.4 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =219.4·0.6=131.7m
131.7 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =219.4·0.62=65.8m
65.8 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131.7·0.62=39.5m
39.5 m at 15.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ10 broadside guns x 60 / 29.571 s (29.5 s = 207 ticks) base reload = 20.3.
20.3
HE shells
HE alpha6,100
HE Velocity757 m/s
Fire Chance41%
HE fire DPM vs T6 BB62209
Effective HE DPM vs T6 BB185977
HE penetration
ƒ89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
89 mm
HE full-salvo alpha
ƒ6,100 HE damage x 10 broadside guns = 61,000.
61,000
HE DPM
ƒ61,000 HE full-salvo alpha x 60 / 29.571 s (29.5 s = 207 ticks) base reload = 123,768.
123,768
Fires/min
ƒ20.3 shells/min × 0.41 (41% fire chance) = 8.32.
8.32
AP shells
AP alpha10,500
AP Velocity757 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.015 s
Fuse Threshold59 mm
AP pen max range355 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2295·7210.69·0.356−1.07·7571.38=610.7mm.
610.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 511.3 m/s: P=10−7·2295·7210.69·0.356−1.07·511.31.38=355.4mm.
355.4 mm at 15.9 km
AP full-salvo alpha
ƒ10,500 AP damage x 10 broadside guns = 105,000.
105,000
AP DPM
ƒ105,000 AP full-salvo alpha x 60 / 29.571 s (29.5 s = 207 ticks) base reload = 213,043.
213,043
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.
90
AA Defense
AA mount points63
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.
4.5 km
40 mm Bofors Mk II2×4 40mm
40 mm/39 QF Mark VII6×4 40mm
40 mm/39 QF Mark VIII8×8 40mm
20 mm Oerlikon Mk IV39×1 20mm
20 mm Oerlikon Mk V8×2 20mm
134 mm/50 QF Mk I (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 134mm
Far aura
Guns134 mm/50 QF Mk I (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 58 from dual-purpose secondaries firing as AA in this range band.
58
Range4.5 km
Outer Medium aura
Guns40 mm Bofors Mk II
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.75 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range3.5 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 = 97
97
Inner Medium aura
Guns40 mm/39 QF Mark VII + 40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 112 raw aura damage × 3.5 × 0.75 hit probability = 294 - the same in-game units as the Close-range AA DPS headline.
294
Range2.5 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 + Inner Medium 294 = 391
391
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 108 raw aura damage × 3.5 × 0.7 hit probability = 265 - the same in-game units as the Close-range AA DPS headline.
265
Range2 km
Total DPS in Aura
ƒFar 58 + Outer Medium 39 + Inner Medium 294 + Near 265 = 656
656
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 210 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 134 mm (8/side) × 60/6.714 s (6.67 s = 47 ticks) × 1900 = 135,830. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
135,830
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 5.7 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 42,768. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
42,768
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 135,830 + secondary fire DPM 42,768 = 178,598: shell damage plus fire damage against one T6 battleship, every shell hitting.
178,598
134 mm/50 QF Mk I (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 134mm
Caliber134 mm
Reload time6.67 s
HE alpha1,900
Muzzle Velocity792 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6.714 s (6.67 s = 47 ticks) × 0.08 (8% fire chance) = 5.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.7
HE Pen22 mm
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
Maneuverability
Engine power111,700 hp
Maximum speed28.0 kt
Turning circle radius790 m
Rudder shift time17.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
37.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
33.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 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.
53.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.0 = +0.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.48 km x 0.955 = 13.83 km. Camouflage does not change detectability by air.
14.48 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.83 km.
13.83 km
Detectability by air11.58 km
Smoke firing penalty12.54 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.48 km) = 15.94 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.94 km
Detect when firing (air)
ƒAir detectability 11.58 km + gun-firing bloom 7.12 km = 18.7 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.
18.7 km
Detect when on fire (sea)
ƒSea detectability 14.48 km + 2.0 km while burning = 16.48 km.
16.48 km
Detect when on fire (air)
ƒAir detectability 11.58 km + 3.0 km while burning = 14.58 km.
14.58 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 10,164 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 60,500 HP = 10,164 HP: up to 16.8% of max HP restored per charge.
· 30,492 HP (50.4% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 3 charges = 0.504 × 60,500 HP = 30,492 HP: up to 50.4% of max HP if the whole Repair Party loadout is used.
· 363 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 60,500 HP = 363 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BBStandard
The standard battleship dispersion curve.
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 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 dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km42.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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=0.5·15943=7972 m, and radiusOnMax=0.6 at 15943 m. Below the kink: k=0.2+(0.5−0.2)·50007972=0.3882, so σV=σH·k=110·0.3882=42.7m.
Shell scatter height @ 10 km84.1 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=0.5·15943=7972 m, and radiusOnMax=0.6 at 15943 m. Above the kink: k=0.5+(0.6−0.5)·10000−797215943−7972=0.5254, so σV=σH·k=160·0.5254=84.1m.
Shell scatter height @ 15 km123.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same 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=0.5·15943=7972 m, and radiusOnMax=0.6 at 15943 m. Above the kink: k=0.5+(0.6−0.5)·15000−797215943−7972=0.5882, so σV=σH·k=210·0.5882=123.5m.
AP pen 5 km509 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2295·7210.69·0.356−1.07·663.21.38=509mm, where 663.2 m/s is the shell's speed when it arrives at 5 km (from 757 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km427 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2295·7210.69·0.356−1.07·5841.38=427mm, where 584 m/s is the shell's speed when it arrives at 10 km (from 757 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km365 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2295·7210.69·0.356−1.07·521.51.38=365mm, where 521.5 m/s is the shell's speed when it arrives at 15 km (from 757 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.48 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·0.3142·0.35628·721=2.17×10−5. That runs from a 757 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.48 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·0.3142·0.35628·721=2.17×10−5. That runs from a 757 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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) - 0.25 in this case. Lets HE pen ~89mm armor instead of ~59mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)10
3 mounts × 3.33 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,295
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass721 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3142
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity757 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity757 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range58
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 6x4 -> 126 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 8x8 -> 168 DPS @ 2.5 km; 40mm Bofors Mk2 2x4 -> 39 DPS @ 3.5 km; 20mm Oerlikon MK4 39x1 -> 220 DPS @ 2 km; 20mm Oerlikon MK V 8x2 -> 45 DPS @ 2 km; 5 25in 50 QF MK I 8x2 -> 58 DPS @ 4.5 km.
AA DPS layered by range58 DPS @ 4.5 km, 97 DPS @ 3.5 km, 391 DPS @ 2.5 km, 656 DPS @ 2 km
@ 4.5 km: 58 from one family; @ 3.5 km: 39 + 58 = 97; @ 2.5 km: 126 + 168 + 39 + 58 = 391; @ 2 km: 126 + 168 + 39 + 220 + 45 + 58 = 656. 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-blank656
126 + 168 + 39 + 220 + 45 + 58 = 656 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1662
126 × 2.5 + 168 × 2.5 + 39 × 3.5 + 220 × 2 + 45 × 2 + 58 × 4.5 = 1662. 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 firepower

Max HE alpha1900
The only family (134 mm): 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
The only family (134 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 mm
The only family (134 mm): 22 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: 22 mm from the 134 mm family.
Open in Charting Tool

Ship Charts

Background

A King George V-class battleship that carried 356 mm main guns, and could run at quite a high speed for a ship of her type. Numerous dual-purpose artillery served as a basis for the ship's AA defenses. A very successful gun fire control system provided for high accuracy of fire of the ship's main battery.

Armor Beta

Hull HP 60,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel381 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–325 mm)3,500 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)320 mm primary (range 13–381 mm)45,400 (75% of HP)
No common AP caliber overmatches320 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–310 mm)3,000 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 32–381 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.
Superstructure16 mm3,200 (5% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.75
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 HP30,300 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 (134 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 HP18,200 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.

Balance History

Balance updates affecting Duke of York. Cards are condensed; use each source link for full context.

Buff ×5Consumable ×4
2023-06-15

Ministry of Balance: Italian Concerto

  • After much investigation, we were able to move the citadel locations on these ships back to their original locations while keeping the updated turret model. Their armor should now perform as it used to.
Read the full official post
2023-04-06

Ministry of Balance Reports: German Commander Refit & More

  • Due to updates that were required to fix holes in their turret armor, King George V and Duke of York became more vulnerable. They have received an improved Repair Party to balance this:
  • Extra charge added (Duke of York).
  • Repair Party cooldown reduced from 80 to 60 seconds.
  • HP restoration per second increased by ~25%.
  • Ship parts have more HP restored, making them a little harder to saturate after Repair Party is used compared to the old consumable.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Duke of York 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.