World of Warships: Legends ship guide

Emerald

Also called: 翡翠 Beta
Sonar cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Strong secondaries (4.5 km)Wide always-pen zoneStrong AALobs over islandsSmoke + SonarSlow torp reload
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Community Data

Emerald Community Stats

Across 7,000+ Standard battles from 370+ players, Emerald averages a 54% win rate, 27,600 damage and 0.9 kills per battle, and survives 27% of them.

Community Data

Emerald Community Stats

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Playstyle

Overview

Emerald is a Tier IV British light cruiser with Sonar as her vision tool. It lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 3.7 km. AA (230 AA DPS at 3.5 km) ranks 3 of 23 in T4 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best big torpedo salvo in T4 CAs (8, 2nd of 21) and sensitive AP fuse in T4 CAs (12 mm, 1st of 23). The trade is torpedo reload in T4 CAs (106 s, 19th of 21).

Positioning

Work the islands rather than a firing line. Sonar (3.7 km on ships, 2.7 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Lead with AP wherever the target gives you a side; the HE is the weaker barrel here, so save it for targets AP cannot punish. 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 4.7 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 1.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 3.7 km) reads 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.

Potato Avoidance

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Top-tier AA ↗

230 AA DPS, top decile of T4 CAs (median 169).

Big torpedo salvo ↗

8 tubes per side, best of T4 CAs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

ELITE MAIN BATTERY ↗
  • Sensitive AP fuse · arms on 12 mm+ plate
  • Fast turret traverse · 10°/s
Quick acceleration ↗

~2.8 s from a stop to 12 kt, top decile of T4 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Slow torp reload ↗

106 s torpedo reload, bottom decile of T4 CAs. Long wait between drops.

Quick-fuse AP ↗

0.0 s AP fuse timer, bottom decile of T4 CAs. Bursts earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Emerald

Emerald is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

Show U.K. tech-tree branch diagram

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 Emerald sits among Tier IV CAs (22 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% speed8.2 s (1/23) BestAcceleration (0-12 kt)2.8 s (1/23) BestAP arming threshold12 mm (1/23) BestAP ricochet start65° (1/23) BestAP auto-bounce angle80° (1/23) BestTurn speed retained93% (1/23) BestSecondary range4.5 km (1 of 3 tied) Top 10%Main battery reload7 s (3/23) Top 10%AP velocity936 m/s (2/23) Top 10%AA DPS230 (3/23) Top 10%Bow armor15 mm (3/23) Top 25%Hit points27,100 HP (6/23) Top 25%Stealth profile10.42 km / 6.25 km (5/23 / 5/23) Top 25%Smoke fire bloom4.7 km (4/23) Top 25%Secondary HE alpha1,500 (5/16) Bottom 25%Secondary DPM (per side)33,750 (15/16) Bottom 25%AP pen at 10 km78 mm (20/23) Bottom 25%Torpedo reload106 s (19/21) ShortestAP fuse timer0.004 s (23/23)
See 26 mid-pack stats

Not standouts for Emerald -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed33 kt(15/23) Rudder shift7 s(11/23) Turning circle670 m(13/23) Main battery caliber152 mm(13/23) Main battery range13.42 km(15/23) AP shell damage3,000(17/23) AP DPM154,286(13/23) Main dispersion125.6 m(9/23) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) Engine power80,000 hp(15/23) Power / turn radius119.4 hp/m(17/23) Displacement9,350 t(17/23) Power-to-weight8.56 hp/t(17/23) AA range3.5 km(17/23) AA threat520(12/23) Flak damage per salvo (expected)252(11/17) Torpedo range6 km(15/21) Torpedo damage≈14,633(7/21) Torpedo speed59 kt(12/21) Torpedo reaction time7.6 s(11/21) Max armor76 mm(15/23) Citadel belt76 mm(8/23) Stern armor13 mm(11/23) NormSigma2(21 of 23 tied at this value) NormRepair heal rate0.5 %/s(2 of 3 tied at this value)
Survivability
Hit PointsInitial: 24,000 → 27,100
Displacement9,350 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.
173.4 x 17.1 m (ship-model figure)
Armor range10–76 mm
Plate armor thicknesses10, 13, 15, 16, 19, 25, 38, 57, 76 mm
Armor material/layer entries40
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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: 13.3% → 16.6%
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 × 27,100 HP = 2,439 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 × 27,100 HP = 2,710 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.
13,600
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.
8,100
Effective HP
ƒBase 27,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 27,100 HP = 3,794 HP per charge, × 2 charges = 7,588 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.
30,111–34,688
Repairable: penetration50%
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 × 3,000 = 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
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 × 20,300 = 40,600), 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.
20,300
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 × 3,400 = 6,800), 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 ×. 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.
3,400
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 × 1,700 = 3,400), 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.
1,700
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/45 CPXIV
Mounts / barrels7 mounts / 7 barrels
Reload time7 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse10 °/s
Turret armor76 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.
±145°, 175° port-only, ±129°, ±153°, ±132°, 175° starboard-only, ±146°
Guns to bear
ƒ180° − 132° (the most restricted aft-facing mount's arc) = 48° off bow; 180° − 129° (the most restricted forward-facing mount's arc) = 51° 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.
48° off bow / 51° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (13.4 km) shells land in an ellipse about 126 m wide and 75 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 =(13415.630·8−1.11000+1.1)·30=125.6m
125.6 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.3m
75.3 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.6·0.62=37.7m
37.7 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.3·0.62=22.6m
22.6 m at 13.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
AP shells
AP alpha3,000
AP Velocity936 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 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 =10−7·2045·45.360.69·0.152−1.07·9361.38=268.9mm.
268.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 304.7 m/s: P=10−7·2045·45.360.69·0.152−1.07·304.71.38=57.1mm.
57.1 mm at 13.4 km
AP full-salvo alpha
ƒ3,000 AP damage x 6 broadside guns = 18,000.
18,000
AP DPM
ƒ18,000 AP full-salvo alpha x 60 / 7 s base reload = 154,286.
154,286
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.
12
Torpedoes
ModuleTorpedoes: 533 mm Mk VII
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 71 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 106×0.85=90.1 s.
Initial: 71 s → 106 s
Projectile speed59.0 kt
Range6 km
Maximum simulated damage
ƒInitial: 33,200 × 0.333 = 11,067 → 43,900 × 0.333 = 14,633 (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=43,900·0.333=14,633. 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: ≈ 11,067 → ≈ 14,633
Maximum damage (ammunition)
ƒ43,900 warhead alpha / 3 + 1,100 blast = 15,733. 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.
15,733
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 detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.62 per hit, shown as 2.62×100=262%. 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.
262%
Torpedo launcher traverse25 °/s
Launch arcswing 133° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
117,064
AA Defense
AA mount pointsInitial: 8 → 14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
3.5 km
40 mm Vickers 2-pdr. Mk VIIInitial: 40 mm Vickers 2-pdr. QF Mk II (2×1) → 40 mm Vickers 2-pdr. Mk VII (2×4)
20 mm Oerlikon Mk IV (upgraded hull only)6×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)6×2 20mm
12.7 mm Mk III (stock hull only)6×4 13mm
102 mm/45 Mk V (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×1 102mm
Far aura
Guns102 mm/45 Mk V (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 19 from dual-purpose secondaries firing as AA in this range band.
19
Range3.5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.9 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range2.5 km
Total DPS in Aura
ƒFar 19 + Medium 63 = 82
82
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 50 raw aura damage × 3.5 × 0.85 hit probability = 149 - the same in-game units as the Close-range AA DPS headline.
149
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 63 + Near 149 = 231
231
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 140 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts3
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: 3×1 102 mm (1.5/side) × 60/4 s × 1500 = 33,750. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
33,750
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 1.4 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 9,768. 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.
9,768
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 33,750 + secondary fire DPM 9,768 = 43,518: shell damage plus fire damage against one T4 battleship, every shell hitting.
43,518
102 mm/45 Mk V (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×1 102mm
Caliber102 mm
Reload time4 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ3×1 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 1.4. 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.
1.4
HE Pen17 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 power80,000 hp
Maximum speed33.0 kt
Turning circle radius670 m
Rudder shift timeInitial: 9.8 s → 7 s
Engine power-boost threshold30.7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
26.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
8.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
26 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 6.4 = +3.6°/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 (+3.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.42 km x 0.955 = 9.95 km. Camouflage does not change detectability by air.
10.42 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.42 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.95 km.
9.95 km
Detectability by air6.25 km
Smoke firing penalty4.7 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 10.42 km) = 13.42 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.42 km
Detect when firing (air)
ƒAir detectability 6.25 km + gun-firing bloom 3.04 km = 9.29 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
9.29 km
Detect when on fire (sea)
ƒSea detectability 10.42 km + 2.0 km while burning = 12.42 km.
12.42 km
Detect when on fire (air)
ƒAir detectability 6.25 km + 3.0 km while burning = 9.25 km.
9.25 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 3,794 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 27,100 HP = 3,794 HP: up to 14% of max HP restored per charge.
· 7,588 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 27,100 HP = 7,588 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 136 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 27,100 HP = 136 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 96 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
Module options (3)

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

HullUpgrade
  • Hit points24,000 → 27,100
  • Rudder shift9.8 → 7 s
  • AA mounts8 → 14
  • Close-range AA DPS28 → 70
  • Maximum AA range2 → 2.5 km
Fire controlUpgrade
  • Main battery range12,196 → 13415.6 m
TorpedoesTrade-off
  • Reload71 → 106 s
  • Alpha damage33,200 → 43,900
  • Display damage11,067 → 14,633

Under the hood

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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 height @ 5 km28.6 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=0.5·13415.6=6708 m, and radiusOnMax=0.6 at 13415.6 m. Below the kink: k=0.2+(0.5−0.2)·50006708=0.4236, so σV=σH·k=67.5·0.4236=28.6m.
Shell scatter height @ 10 km56 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=0.5·13415.6=6708 m, and radiusOnMax=0.6 at 13415.6 m. Above the kink: k=0.5+(0.6−0.5)·10000−670813415.6−6708=0.5491, so σV=σH·k=102·0.5491=56m.
AP pen 5 km142 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 =10−7·2045·45.360.69·0.152−1.07·588.91.38=142mm, where 588.9 m/s is the shell's speed when it arrives at 5 km (from 936 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 km78 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 =10−7·2045·45.360.69·0.152−1.07·382.61.38=78mm, where 382.6 m/s is the shell's speed when it arrives at 10 km (from 936 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 km6.33 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·0.3786·0.15228·45.36=7.57×10−5. That runs from a 936 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)6
Counted from each mount's firing arc: most barrels that bear at once: 6 of 7, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,045
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 mass45.36 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 coefficient0.3786
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity936 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 time7.6 s
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range37.9 s
6000 m / (59.0 kt × 2.6855) = 37.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: 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 damage234,128
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 14,633 = 234,128. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range19
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 63 DPS @ 2.5 km; 20mm Oerlikon MK4 6x1 -> 74 DPS @ 2 km; 20mm Oerlikon MK V 6x2 -> 74 DPS @ 2 km; 4in 45 MK V 3x1 -> 19 DPS @ 3.5 km.
AA DPS layered by range19 DPS @ 3.5 km, 82 DPS @ 2.5 km, 230 DPS @ 2 km
@ 3.5 km: 19 from one family; @ 2.5 km: 63 + 19 = 82; @ 2 km: 63 + 74 + 74 + 19 = 230. 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-blank230
63 + 74 + 74 + 19 = 230 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index520
63 × 2.5 + 74 × 2 + 74 × 2 + 19 × 3.5 = 520. 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 advanced British light cruiser among those designed during World War I. The ship's powerful propulsion allowed for high speeds. Her larger displacement helped strengthen the cruiser's artillery and torpedo armament as well as equip her with aircraft-handling gear.

Armor Beta

Hull HP 24,000 → 27,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern15 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow15 mm primary (range 13–38 mm)3,000 (11% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm15 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)25 mm20,300 (75% of HP)
Overmatched by 380mm+ AP (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–38 mm)1,700 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm3,400 (13% 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 HP13,600 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 HP8,100 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 Emerald. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×1
2025-11-27

Holiday Update: Christmas on the Waves

  • Main battery reload time reduced from 7.5 to 7.0 seconds.
Read the full official post
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull rudder-shift time reduced from 10.9 to 9.8 s.
  • Upgraded Hull rudder-shift time reduced from 7.8 to 7.0 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Emerald 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.