World of Warships: Legends ship guide

Also known as Dunkerque Black

Dunkerque B

Also called: 敦刻尔克 B Beta
France · Tier V · Battleship · Premium · Dunkerque Variant
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn…
  • Avoid: Using the 29.5-kn speed to push rather than to rotate
Key characteristics
Heavy AP penSpotter planeHigh fire chanceFlat AP shellsLong-reach AAWide dispersion
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Community Data

Dunkerque B Community Stats

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Playstyle

Overview

Dunkerque B is a Tier V French fast battleship at 29.5 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: top-decile long-range AP brick in T5 BBs (410.7 mm) and best AP shell velocity in T5 BBs (870).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 29.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

ELITE MAIN BATTERY
  • Long-range AP brick · 410.68 mm
  • Flat AP shells · 870.0 m
  • Fast AP shells · 4.75 s
  • Fast HE shells · 4.71 s
  • Flat HE shells · 885.0 m
Long-reach AA

5.2 km AA reach, best of T5 BBs.

Holds speed in turns

146.6 hp per metre of turn radius, top decile of T5 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Wide dispersion

Shell pattern widens about 13.9 m per km of range, bottom decile of T5 BBs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Dunkerque B

Dunkerque B 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.

Best listed chance for this ship

Show all 5 containers (2 more)
  • Piñata Chest 0.16% Tier V or VI Premium ship Event · Piñata Chest · 1 of 25 ships
  • Explorer's Chest 0.114286% One of these ships New · Explorer's Chest · 1 of 35 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Carnot Ship feature / release Start: 2023-03-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Sevastopol Ship feature / release Start: 2025-12-02 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL DunkerqueAL Richelieu

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

Cohort position

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Where Dunkerque B sits among Tier V BBs (25 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 velocity870 m/s (1/25) BestAA range5.2 km (1/25) Top 10%Max speed29.5 kt (3/25) Top 10%HE velocity885 m/s (2/25) Top 10%AP arming threshold55 mm (3/25) Top 10%Engine power107,000 hp (3/25) Top 10%Turn-speed retention146.6 hp/m (2/25) Top 10%AP pen at 10 km495 mm (2/25) Top 25%Traverse-to-turn ratio4.2 × (5/25) Top 25%Main battery range16.12 km (6/25) Top 25%Main battery reload28 s (7/25) Top 25%HE fire chance35% (5/25) Top 25%Power-to-weight3.01 hp/t (4/25) Bottom 25%Stealth profile14.62 km / 11.7 km (21/25 / 21/25) Bottom 25%Main battery caliber330 mm (23/25) Bottom 25%HE DPM82,286 (20/25) Bottom 25%AP DPM166,286 (23/25) WorstMain dispersion224 m (25/25)
See 27 mid-pack stats

Not standouts for Dunkerque B -- 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 points52,600 HP(17/25) Rudder shift14.1 s(12/25) Sigma1.7(15/25) HE shell damage4,800(19/25) Fires per minute6(15/25) Secondary DPM (per side)182,400(13/25) HE alpha1,900(10/24) Secondary fire chance9%(12/24) Secondary HE pen22 mm(13/24) Acceleration35.7 s(8/25) Displacement35,500 t(8/25) Effective HE DPM (incl. fire)127,473(19/25) AA DPS165(17/25) AA threat498(18/25) Flak per wave (expected)600(12/25) Repair charges3(13/25) Max armor340 mm(12/25) Citadel belt340 mm(8/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) Deck armor60 mm(11/22) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormSecondary range4 km(17 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit Points52,600
Displacement35,500 t
Armor range16–340 mm
Plate armor thicknesses16, 20, 25, 30, 40, 50, 60, 98, 100, 120, 130, 150, 160, 175, 198, 225, 228, 250, 300, 340 mm
Armor material/layer entries64
Fire resistance23.3%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 330 mm/52 St. Chamond Mle 1932
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range16.1 km
Turret traverse5 °/s
AP pen max range401 mm
HE fire DPM vs T5 BB45187
Effective HE DPM vs T5 BB127473
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1611830·122.21000+2.2)·30=224m
224 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =224·0.6=134.4m
134.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =224·0.356(σ=1.7)=79.8m
79.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =134.4·0.356(σ=1.7)=47.9m
47.9 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,800
HE Velocity885 m/s
Fire Chance35%
HE penetration
ƒ55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 8 broadside guns = 38,400.
38,400
HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 28 s base reload = 82,286.
82,286
Fires/min
ƒ17.1 shells/min x 35% fire chance = 6.
6
AP shells
AP Damage9,700
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold55 mm
AP overmatch
ƒfloor(330 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2428·5600.69·0.331.07·8701.38=713.2mm. Matches the in-game spec card.
713.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.1 km), where the shell has slowed to 538.9 m/s: P=107·2428·5600.69·0.331.07·538.91.38=368.3mm.
368.3 mm
AP full-salvo alpha
ƒ9,700 AP damage x 8 broadside guns = 77,600.
77,600
AP DPM
ƒ77,600 AP full-salvo alpha x 60 / 28 s base reload = 166,286.
166,286
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 points13
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (32×3.5×0.7) + (25×3.5×0.75) = 165. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
165
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm/50 Mle 19335×2 37mm
13.2 mm/76 CAQ Mle 19298×4 13mm
130 mm/45 Mle 1932 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×4 130mm
130 mm/45 Mle 1932 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×2 130mm
130 mm/45 Mle 1932 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×4 130mm
Far aura
Guns130 mm/45 Mle 1932 (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 66 from dual-purpose secondaries firing as AA in this range band.
66
Range5.2 km
Medium aura
Guns37 mm/50 Mle 1933
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.75 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range3 km
Total DPS in Aura
ƒFar 66 + Medium 21 = 87
87
Near aura
Guns13.2 mm/76 CAQ Mle 1929
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 0.7 hit probability = 78 - the same in-game units as the Close-range AA DPS headline.
78
Range1.2 km
Total DPS in Aura
ƒFar 66 + Medium 21 + Near 78 = 165
165
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 200 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 × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
S
Secondary Battery
Mounts5
Firing range4.0 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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
130 mm/45 Mle 1932 (×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber130 mm
Reload time5 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
130 mm/45 Mle 1932 (×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber130 mm
Reload time5 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
130 mm/45 Mle 1932 (×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber130 mm
Reload time5 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power107,000 hp
Maximum speed29.5 kt
Turning circle radius730 m
Rudder shift time14.1 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 (26.6 kt of 29.5 kt), from our in-house acceleration model.
35.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
57.5 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·29.5·0.5144730=1.19°/s, so ratio=ωturretωhull=51.19=4.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.2× drags
Concealment
Detectability by sea14.62 km
Detectability by air11.7 km
Smoke firing penalty11.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.62 km
Detect Fire Sea16.62 km
Detect Fire Air14.7 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,364 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.
· 22,092 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.
· 263 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (52,600 HP) per second = 263 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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)1.7
Max Horiz Disp224 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1611830·122.21000+2.2)·30=224m
Shell scatter width @ 5 km115 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 km164 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 km213 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 Disp134.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =224·0.6=134.4m
Shell scatter height @ 10 km85.9 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.
Med Horiz Disp79.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =224·0.356(σ=1.7)=79.8m
Med Vert Disp47.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =134.4·0.356(σ=1.7)=47.9m
AP Pen Close713.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2428·5600.69·0.331.07·8701.38=713.2mm. Matches the in-game spec card.
AP Pen Far368.3 mm
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 538.9 m/s: P=107·2428·5600.69·0.331.07·538.91.38=368.3mm.
AP pen 5 km597 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 km495 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 km416 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.
HE penetration55 mm
55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(330 mm caliber / 14.3) = 23 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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha38,400
4,800 HE damage x 8 broadside guns = 38,400.
AP full-salvo alpha77,600
9,700 AP damage x 8 broadside guns = 77,600.
HE DPM82,286
38,400 HE full-salvo alpha x 60 / 28 s base reload = 82,286.
AP DPM166,286
77,600 AP full-salvo alpha x 60 / 28 s base reload = 166,286.
Shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Fires/min6
17.1 shells/min x 35% fire chance = 6.

AA defense

Close-range AA DPS165
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (32×3.5×0.7) + (25×3.5×0.75) = 165. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index498
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 range1.2 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 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)182,400
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: 2×4 130 mm (4/side) × 60/5 × 1900 = 91,200 + 2×2 130 mm (2/side) × 60/5 × 1900 = 45,600 + 1×4 130 mm (2/side) × 60/5 × 1900 = 45,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen22 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 130 mm family.

Armor Beta

Hull HP 52,600, 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 & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel225 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,900 (4% of HP)
Overmatch not possible in its bracketAngle 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)16 mm primary (range 16–228 mm)39,500 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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 25–150 mm)2,100 (4% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel225 mm primary (range 16–340 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.
Superstructure20 mm primary (range 20–340 mm)1,800 (3% 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 HP26,300 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 (130 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 (37 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 HP15,800 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Dunkerque B 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.