World of Warships: Legends ship guide

Elbing

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 13.5-km torpedoes for a perfect shot
Key characteristics
Long torps (14 km)Heavy AP pen2 sigma accuracyStrong AAStiff AP fuse
Community Data

Elbing Community Stats

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Playstyle

Overview

Elbing is a Tier VIII German torpedo destroyer reaching 13.5 km. The torpedoes travel at 50 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (419 AA DPS at 6 km, +100% Defensive AA flak burst) 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. Standout traits: best high HP pool in T8 DDs (30,900 HP) and best AP fuse timer in T8 DDs (0.025 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 13.5 km reach at 50 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 13.5-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Big-caliber overmatch

10.5 mm overmatch threshold, best of T8 DDs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

398.2 mm AP pen at 1.5 km, best of T8 DDs. Citadels broadside cruisers up close.

Long-range AP brick

179.5 mm AP pen at max range, best of T8 DDs. Threatens citadels even from range.

High HP pool

30900.0 HP, best of T8 DDs.

Stiff AP fuse

25.0 mm AP arming threshold, worst of T8 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish rudder

8.3 s rudder shift, worst of T8 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Elbing

Elbing is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
Show direct source rows

Builds Beta

Build around main-battery accuracy, AP performance, range, concealment, and survivability. The official guidance frames Elbing as both destroyer and light cruiser, so commander choices should preserve destroyer utility while maximizing the 150 mm guns.

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Cohort position

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Where Elbing sits among Tier VIII DDs (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.

BestHit points30,900 HP (1/25) BestMain battery caliber150 mm (1 of 2 tied) BestAP shell damage4,100 (1/23) BestMain dispersion53 m (1/25) BestAP fuse timer0.03 s (1 of 3 tied) BestAP ricochet start60° (1 of 6 tied) BestAA range6 km (1 of 2 tied) BestTorpedo range13.5 km (1 of 3 tied) BestDeck armor25 mm (1 of 2 tied) Top 10%AP velocity960 m/s (3/23) Top 10%HE velocity960 m/s (3/24) Top 10%Engine power110,000 hp (2/25) Top 10%AA DPS419 (2/25) Top 10%AA threat1,557 (2/25) Top 10%Max armor25 mm (3/25) Top 10%Citadel belt25 mm (3/24) Top 25%AP auto-bounce angle67.5° (4/23) Top 25%Turn-speed retention123.6 hp/m (5/25) Bottom 25%Torpedo speed50 kt (22/24) Bottom 10%Main battery reload6.8 s (24/25) WorstRudder shift8.3 s (25/25) WorstFires per minute4.24 (24/24) WorstHE DPM90,000 (24/24) WorstAP arming threshold25 mm (1 of 2 tied) WorstDisplacement6,508 t (25/25)
See 11 mid-pack stats

Not standouts for Elbing -- here's where she sits on every other ranked stat in the cohort.

Max speed36.2 kt(13/25) Concealment6.9 km(11/25) Air detection3.45 km(11/25) Traverse-to-turn ratio8.34 ×(18/25) Main battery range10.85 km(19/25) HE fire chance8%(11/24) AP DPM217,059(15/23) Acceleration10.9 s(9/25) Power-to-weight16.9 hp/t(19/25) Torpedo damage16,533(13/24) Torpedo reload90 s(9/24)

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

Def-AASmoke
Survivability
Hit Points30,900
Displacement6,508 t
Armor range13–25 mm
Plate armor thicknesses13, 19, 20, 25 mm
Armor material/layer entries36
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
15,500
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.
9,300
Main Battery
ModuleArtillery: 6×150 mm
Mounts / barrels3 mounts / 6 barrels
Reload time7.5 s
Firing range10.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10846/30·(4−0.5)/1000 + 0.5)·30 = 53 m
53 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 53 × 0.6 = 31.8 m
31.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 53 × 0.319 (σ=2) = 16.9 m
16.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 31.8 × 0.321 (σ=2) = 10.2 m
10.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 7.5 s base reload = 48.
48
HE shells
HE Damage1,700
HE Velocity960 m/s
Fire Chance8%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 7.5 s base reload = 81,600.
81,600
Installed HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 90,000.
90,000
Base fires/min
ƒ6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.
3.84
AP shells
AP Damage4,100
AP Velocity960 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2950 × 51^0.69 × 0.15^-1.07 × 960^1.38 = 441.7 mm. Matches the in-game spec card.
441.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 499.9 m/s: 1e-7 × 2950 × 51^0.69 × 0.15^-1.07 × 499.9^1.38 = 179.5 mm.
179.5 mm
AP full-salvo alpha
ƒ4,100 AP damage x 6 broadside guns = 24,600.
24,600
Base AP DPM
ƒ24,600 AP full-salvo alpha x 60 / 7.5 s base reload = 196,800.
196,800
Installed AP DPM
ƒ24,600 AP full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
217,059
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 Fünfling
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time90 s
Projectile speed50 kt
Range13.5 km
Maximum simulated damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming154 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
155,330
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (87×3.5×0.95) + (12×3.5×1) = 419. 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.
419
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
55 mm L/77 Gerät 58 Zwilling2×2 55mm
30 mm Flak 3810×4 30mm
Far aura
DPS
ƒIncludes 12 continuous AA damage from dual-purpose main battery firing as AA in this range band.
12
Range6 km
Medium aura
DPS25
Range5 km
Total DPS in Aura
ƒFar 12 + Medium 25 = 37
37
Near aura
DPS87
Range3 km
Total DPS in Aura
ƒFar 12 + Medium 25 + Near 87 = 124
124
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed36.2 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio8.3× ok
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.98 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 97 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (1)

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

HullUpgrade
  • Turret traverse10 → 8 °/s

See all derived stats

Show

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp53 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10846/30·(4−0.5)/1000 + 0.5)·30 = 53 m
Max Vert Disp31.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 53 × 0.6 = 31.8 m
Med Horiz Disp16.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 53 × 0.319 (σ=2) = 16.9 m
Med Vert Disp10.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 31.8 × 0.321 (σ=2) = 10.2 m
AP Pen Close441.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2950 × 51^0.69 × 0.15^-1.07 × 960^1.38 = 441.7 mm. Matches the in-game spec card.
AP Pen Far179.5 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 499.9 m/s: 1e-7 × 2950 × 51^0.69 × 0.15^-1.07 × 499.9^1.38 = 179.5 mm.
HE penetration38 mm
38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha24,600
4,100 AP damage x 6 broadside guns = 24,600.
Base HE DPM81,600
10,200 HE full-salvo alpha x 60 / 7.5 s base reload = 81,600.
Base AP DPM196,800
24,600 AP full-salvo alpha x 60 / 7.5 s base reload = 196,800.
Installed HE DPM90,000
10,200 HE full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 90,000.
Installed AP DPM217,059
24,600 AP full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,059.
Base shells/min48
6 broadside guns x 60 / 7.5 s base reload = 48.
Installed shells/min52.9
6 broadside guns x 60 / 6.8 s installed Artillery reload = 52.9.
Base fires/min3.84
6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.
Installed fires/min4.24
6 HE shells x 60 / 6.8 s installed reload x 8% fire chance = 4.24.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time9.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed50 kt
Travel time to max range103.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage155,330
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage155,330
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS419
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (87×3.5×0.95) + (12×3.5×1) = 419. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1557
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 range3 km

Armor

Hull HP 30,900, 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,800 (9% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm23,200 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)2,700 (9% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 13–25 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure19 mm primary (range 19–25 mm)3,700 (12% 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 HP15,500 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.
AA mount (55 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 HP9,300 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Elbing 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.