World of Warships: Legends ship guide

Edinburgh

Also called: 爱丁堡 Beta
AP-only cruiserNo HE shells: every salvo is AP into broadsides, dodge in open water.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Radar (9 km)Wide always-pen zoneLobs over islandsSmoke + SonarDefensive AAWeak torp belt
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Community Data

Edinburgh Community Stats

Across 12,000+ Standard battles from 250+ players, Edinburgh averages a 59% win rate, 60,400 damage and 1.1 kills per battle, and survives 39% of them.

Community Data

Edinburgh Community Stats

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Playstyle

Overview

Edinburgh is a Tier VII British AP-only cruiser with strong AP DPM (294,792): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (9 km, 30 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: deep effective HP in T7 CAs (65,520, 7th of 57) and repairs citadel hits in T7 CAs (50, 5th of 57). The trade is small torpedo salvo in T7 CAs (3, 40th of 43).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Shooting from the cloud gives you away at 5.7 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 1.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (680 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 7.5 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Surveillance Radar

9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Deep effective HP ↗

65520 effective HP once Repair Party is counted, top quartile of T7 CAs. Absorbs more total punishment than the raw HP pool suggests.

ELITE REPAIR PARTY ↗
  • Super-heal
  • Repairs citadel hits · 50%
  • Fast heal cycle · 17472 HP
ELITE ARMOR ↗
  • Thick end plates · 30 mm
  • Thick bow plate · 30 mm
Weak torp belt ↗

0% torpedo damage reduction, bottom quartile of T7 CAs. Torps hit for closer to their printed damage.

Small torpedo salvo ↗

3 tubes per side, bottom quartile of the 43 T7 CAs with torpedoes. Fewer torpedoes per launch: pick angles the target can't turn out of.

Acquisition

How to get Edinburgh

Edinburgh is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.K. tech-tree branch diagram
Official WG availability sources
  • February 2020 Update Patchnotes Tech tree line Start: 2020-01-30
    • The tier IV - VII British cruisers are finally making their way to your ports, bringing Repair Parties, Sonar and Smoke Generators, albeit no HE shells.
    • You're already familiar Weymouth, Caledon and Danae and at long last they're joined by the rest of the British cruiser fleet:
    • Tier VII - Edinburgh

Builds

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Edinburgh sits among Tier VII CAs (57 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.

BestTime to 90% speed9.5 s (1/57) BestAcceleration (0-12 kt)3.3 s (1/57) BestAP arming threshold12 mm (1 of 5 tied) BestAP ricochet start60° (1 of 14 tied) BestAP auto-bounce angle75° (1 of 6 tied) BestRepair heal rate2 %/s (1 of 3 tied) BestEnd plates30 mm (1 of 2 tied / 1 of 2 tied) Top 10%Secondary DPM (per side)180,000 (5/51) Top 10%Turn speed retained92.9% (3/58) Top 25%Stealth profile11.98 km / 7.19 km (15/58 / 13/58) Top 25%Smoke fire bloom5.71 km (7/58) Top 25%Turning circle680 m (13/58) Top 25%Displacement13,720 t (12/58) Top 25%Torpedo reload72 s (7/43) Bottom 25%AP shell damage3,100 (50/58) Bottom 25%Secondary HE pen17 mm (40/51) Bottom 25%Engine power80,000 hp (52/57) Bottom 25%Power / turn radius117.6 hp/m (51/57) Bottom 25%Power-to-weight5.83 hp/t (46/57) Bottom 25%AP pen at 10 km122 mm (50/58) Bottom 25%Max armor114 mm (47/58) ShortestAP fuse timer0.005 s (1 of 3 tied)
See 24 mid-pack stats

Not standouts for Edinburgh -- 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 points36,400 HP(44/58) Max speed32.5 kt(43/58) Rudder shift8.7 s(24/58) Main battery caliber152 mm(43/58) Main battery range15.32 km(40/58) Main battery reload7.5 s(17/58) Sigma2(30/58) AP DPM294,792(17/58) Main dispersion138.7 m(18/58) Secondary HE alpha1,500(27/51) Secondary fire chance6%(19/51) AP velocity841 m/s(40/58) AA DPS407(24/58) AA range5 km(29/58) AA threat1,344(32/58) Flak damage per salvo (expected)1,701(25/58) Torpedo range9.99 km(17/43) Torpedo damage≈14,433(22/43) Torpedo speed62 kt(25/43) Torpedo reaction time7.8 s(29/43) Citadel belt114 mm(39/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit PointsInitial: 31,800 → 36,400
Displacement13,720 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.
187 x 19.3 m (published figure)
Armor range6–114 mm
Plate armor thicknesses6, 13, 19, 30, 37, 51, 63, 76, 114 mm
Armor material/layer entries35
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 36,400 HP = 3,276 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 36,400 HP = 3,640 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
18,200
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.
10,900
Effective HP
ƒBase 36,400 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 36,400 HP = 14,560 HP per charge, × 2 charges = 29,120 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.
65,520
Repairable: penetration50%
Repairable: citadel50%
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 × 1,300 = 2,600), 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.
1,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,900 = 9,800), 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.
4,900
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 × 27,300 = 54,600), 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.
27,300
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 × 3,600 = 7,200), 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.
3,600
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 × 1,200 = 2,400), 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 ×. 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.
1,200
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: 152 mm/50 Mk XXIII
Mounts / barrels4 mounts / 12 barrels
Reload time7.5 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse7 °/s
Turret armor102 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.
2x ±142°, ±143°, ±141°
Guns to bear
ƒ180° − 142° (the most restricted aft-facing mount's arc) = 38° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
38° off bow / 39° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 139 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(15317.530·8−1.11000+1.1)·30=138.7m
138.7 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
83.2 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.62=41.6m
41.6 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.62=25m
25 m at 15.3 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 95.1. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 105.
Initial: 95.1 → 105
AP shells
AP alpha3,100
AP Velocity841 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP pen max range85 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2609·50.80.69·0.152−1.07·8411.38=320mm.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 322.4 m/s: P=10−7·2609·50.80.69·0.152−1.07·322.41.38=85.2mm.
85.2 mm at 15.3 km
AP full-salvo alpha
ƒ3,100 AP damage x 12 broadside guns = 37,200.
37,200
AP DPM
ƒZero upgrades: 37,200 AP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 294,792. All upgrades (Main Battery Mod. 3 = -10% reload): 37,200 AP full-salvo alpha x 60 / 6.857 s (6.8 s = 48 ticks) all-upgrades reload (7.5 s × 0.9 Main Battery Mod. 3 = 6.8 s) = 325,500.
Initial: 294,792 → 325,500
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
15
Torpedoes
ModuleTorpedoes: 533 mm Mk IX**
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time72 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 61.0 kt.
Initial: 61 kt → 62 kt
RangeInitial: 8.01 km → 9.99 km
Maximum simulated damage
ƒInitial: 44,300 × 0.333 = 14,767 → 43,300 × 0.333 = 14,433 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,300·0.333=14,433. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 14,767 → ≈ 14,433
Maximum damage (ammunition)
ƒ43,300 warhead alpha / 3 + 1,100 blast = 15,533. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
15,533
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.59 per hit, shown as 2.59×100=259%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
259%
Torpedo launcher traverse25 °/s
Launch arcswing 129° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,433 = 43,299. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
43,299
AA Defense
AA mount pointsInitial: 16 → 17
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk VIInitial: 40 mm Vickers 2-pdr. Mk VIII (3×8) → 40 mm Bofors Mk VI (3×6)
20 mm Oerlikon Mk VInitial: 5×2 → 14×2 20mm
20 mm Oerlikon Mk IV (stock hull only)8×1 20mm
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (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 104 from dual-purpose secondaries firing as AA in this range band.
104
Range5 km
Medium aura
Guns40 mm Bofors Mk VI
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.9 hit probability = 145 - the same in-game units as the Close-range AA DPS headline.
145
Range3.5 km
Total DPS in Aura
ƒFar 104 + Medium 145 = 249
249
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒInitial: 41 × 3.5 × 0.85 = 122 → 53 × 3.5 × 0.85 = 158. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 122 → 158
Range2 km
Total DPS in Aura
ƒFar 104 + Medium 145 + Near 158 = 407
407
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 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, 4 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.
90%
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 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.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 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: 6×2 102 mm (6/side) × 60/3 s × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
180,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 7.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 53,408. 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.
53,408
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 53,408 = 233,408: shell damage plus fire damage against one T7 battleship, every shell hitting.
233,408
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
102 mm/45 QF Mk XIX → 102 mm/45 QF Mk XIX* (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 7.2. 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.
7.2
HE Pen17 mm
Maneuverability
Engine power80,000 hp
Maximum speed32.5 kt
Turning circle radius680 m
Rudder shift timeInitial: 12.1 s → 8.7 s
Engine power-boost threshold30.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
30.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
9.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
27.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 6.2 = +0.8°/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 (+0.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.98 km x 0.955 = 11.44 km. Camouflage does not change detectability by air.
11.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.44 km.
11.44 km
Detectability by air7.19 km
Smoke firing penalty5.71 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.98 km) = 15.32 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.32 km
Detect when firing (air)
ƒAir detectability 7.19 km + gun-firing bloom 3.04 km = 10.23 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.23 km
Detect when on fire (sea)
ƒSea detectability 11.98 km + 2.0 km while burning = 13.98 km.
13.98 km
Detect when on fire (air)
ƒAir detectability 7.19 km + 3.0 km while burning = 10.19 km.
10.19 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 14,560 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 36,400 HP = 14,560 HP: up to 40% of max HP restored per charge.
· 29,120 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 36,400 HP = 29,120 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 728 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 36,400 HP = 728 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 · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 106 s cloud active · 600 m radius
Catapult Fighter3 charges · 80 s reload · 70 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
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Module options (3)

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

HullUpgrade
  • Hit points31,800 → 36,400
  • Rudder shift12.1 → 8.7 s
  • AA mounts16 → 17
  • Close-range AA DPS76 → 99
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range13,925 → 15317.5 m
TorpedoesTrade-off
  • Range8.01 → 9.99 km
  • Alpha damage44,300 → 43,300
  • Display damage14,767 → 14,433
  • Speed61 → 62 kt

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 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 km26.7 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=0.5·15317.5=7659 m, and radiusOnMax=0.6 at 15317.5 m. Below the kink: k=0.2+(0.5−0.2)·50007659=0.3959, so σV=σH·k=67.5·0.3959=26.7m.
Shell scatter height @ 10 km54.1 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=0.5·15317.5=7659 m, and radiusOnMax=0.6 at 15317.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−765915317.5−7659=0.5306, so σV=σH·k=102·0.5306=54.1m.
Shell scatter height @ 15 km81.3 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=0.5·15317.5=7659 m, and radiusOnMax=0.6 at 15317.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−765915317.5−7659=0.5959, so σV=σH·k=136.5·0.5959=81.3m.
AP pen 5 km195 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 =10−7·2609·50.80.69·0.152−1.07·586.91.38=195mm, where 586.9 m/s is the shell's speed when it arrives at 5 km (from 841 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 km122 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 =10−7·2609·50.80.69·0.152−1.07·4191.38=122mm, where 419 m/s is the shell's speed when it arrives at 10 km (from 841 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 km87 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 =10−7·2609·50.80.69·0.152−1.07·326.41.38=87mm, where 326.4 m/s is the shell's speed when it arrives at 15 km (from 841 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.28 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·0.3297·0.15228·50.8=5.89×10−5. That runs from a 841 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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,609
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 mass50.8 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 coefficient0.3297
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity841 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range60 s
9990 m / (62.0 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage86,598
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,433 = 86,598. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range104
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MK VI 3x6 -> 145 DPS @ 3.5 km; 20mm Oerlikon MK V 14x2 -> 158 DPS @ 2 km; 4IN45 XX 6x2 -> 104 DPS @ 5 km.
AA DPS layered by range104 DPS @ 5 km, 249 DPS @ 3.5 km, 407 DPS @ 2 km
@ 5 km: 104 from one family; @ 3.5 km: 145 + 104 = 249; @ 2 km: 145 + 158 + 104 = 407. 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-blank407
145 + 158 + 104 = 407 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1344
145 × 3.5 + 158 × 2 + 104 × 5 = 1344. 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 alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
The only family (102 mm): 17 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: 17 mm from the 102 mm family.
Open in Charting Tool

Ship Charts

Background

The most powerful light cruiser in the Royal Navy during World War II. Outrivaled most other same-type ships in terms of armor protection. She inherited powerful main guns from her predecessors. Among other Royal Navy cruisers of the 1930s, Edinburgh carried more powerful AA weapons.

Armor Beta

Hull HP 31,800 → 36,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern30 mm

Overmatched by 6 AP guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow30 mm1,300 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 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)37 mm primary (range 19–37 mm)27,300 (75% of HP)
No common AP caliber overmatches37 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 30–37 mm)1,200 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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.
Superstructure6 mm primary (range 6–51 mm)3,600 (10% 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 HP18,200 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 (102 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 HP10,900 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

Exteriors

Skins & permanent camouflages

Every custom exterior Edinburgh 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.