World of Warships: Legends ship guide

Erie

Also called: 伊利 Beta
U.S.A. · Tier II · CL Cruiser · Premium
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
High HE / fire outputHigh fire chanceStealthy (8.3 km)Heavy AP shellsSharp rudderWeak AA
On this page
Community Data

Erie Community Stats

Across 210+ Standard battles from 94 players, Erie averages a 70% win rate, 38,300 damage and 1.5 kills per battle, and survives 46% of them.

Community Data

Erie Community Stats

Log in to GamingDiver and upload your data to see Community Data for Erie: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Erie is a Tier II American all-rounder light cruiser with 152mm guns at 10.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: surface detection in T2 CAs (8.3 km, 2nd of 26) and heavy AP shells in T2 CAs (3,000, 6th of 25). The trade is AA DPS in T2 CAs (6, 17th of 17).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. She is genuinely evasive in both phases of a turn, answering the helm in 2.8 s and carving a 300 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 8.3 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 21,500 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

Best-in-class stealth ↗

8.3 km surface detect, top decile of T2 CAs. Stays dark longer.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 3000 damage
  • High fire pressure · 6.3 fires/min
  • High fire chance · 12%
  • Tight pattern at max range · 93.8 m
  • Fire-starter cruiser
Sharp rudder ↗

2.8 s rudder shift, top decile of T2 CAs. Snappy weave.

WEAK AA ↗
  • Weak AA · 6 AA
  • Short AA reach · 0.8 km
Acquisition

How to get Erie

Erie is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collection reward.

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

Official WG availability sources
  • April Update: The Bonds of Loyalty Collection reward Start: 2025-04-03
    • Full collection — U.S. Tier II Premium cruiser Erie
  • Victory in Europe Day: 80th Anniversary Collection reward Start: 2025-05-05
    • Be sure to complete the Allied Heroes collection, featuring cards depicting ships and heroes of World War II. It launched at the start of the update, but you still have time to collect all the cards and receive new U.S. cruiser Erie.

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 Erie sits among Tier II CAs (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.

BestRudder shift2.8 s (1/26) BestTurning circle300 m (1/26) BestFires per minute6.3 (1 of 2 tied) BestDisplacement2,705 t (1/26) Top 10%Concealment8.28 km (2/26) Top 10%Main battery reload4.5 s (3/26) Top 10%Main dispersion93.8 m (2/26) Top 25%Max speed28 kt (7/26) Top 25%Smoke fire bloom3.58 km (6/26) Top 25%AP shell damage3,000 (6/25) Top 25%AP velocity853 m/s (7/25) Top 25%HE velocity853 m/s (7/25) Top 25%Citadel belt88 mm (7/26) Bottom 25%Air detection5.84 km (21/26) Bottom 25%Main battery range10.5 km (22/26) Bottom 25%HE DPM57,750 (22/25) Bottom 25%Power / turn radius20.7 hp/m (23/26) WorstNo secondaries (10 of 26 in cohort) WorstTime to 90% speed30.7 s (26/26) WorstEngine power6,200 hp (26/26) WorstAA DPS6 (1 of 2 tied) WorstAA range0.8 km (17/17) WorstAA threat5 (17/17) WorstNo torpedoes (20 of 26 in cohort)
See 15 mid-pack stats

Not standouts for Erie -- 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 points21,500 HP(18/26) Main battery caliber152 mm(9/26) Sigma2(12/26) AP DPM157,500(8/25) Acceleration (0-12 kt)11.7 s(13/26) AP arming threshold25 mm(16/25) Power-to-weight2.29 hp/t(15/26) AP pen at 10 km64 mm(9/25) Max armor102 mm(13/26) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points21,500
Displacement2,705 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.
100.1 x 12.6 m, draft 4.4 m
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 16, 25, 32, 51, 73, 76, 88, 102 mm
Armor material/layer entries37
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
3.3%
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 × 21,500 HP = 1,935 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 × 21,500 HP = 2,150 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.
2,500
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.
7,500
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 × 800 = 1,600), 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.
800
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 × 2,700 = 5,400), 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.
2,700
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 × 18,700 = 37,400), 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.
18,700
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 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), 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.
1,800
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 Mk17
Mounts / barrels4 mounts / 4 barrels
Reload time4.5 s
Firing range10.5 km
Turret traverse9 °/s
Turret armor22 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.
3x ±150°, 292° arc
Guns to bear
ƒ180° − 146° (the most restricted aft-facing mount's arc) = 34° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
34° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 11% less vertical spread at max range (10.5 km) than a standard cruiser: about 94 m wide × 56 m tall, against 105 m × 63 m. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1050030·8−0.51000+0.5)·30=93.8m
93.8 m at 10.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.8·0.6=56.3m
56.3 m at 10.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93.8·0.62=28.1m
28.1 m at 10.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.3·0.62=16.9m
16.9 m at 10.5 km
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Shells/min
ƒ4 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 52.5.
52.5
HE shells
HE alpha1,100
HE Velocity853 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,100 HE damage x 4 broadside guns = 4,400.
4,400
HE DPM
ƒ4,400 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 57,750.
57,750
Fires/min
ƒ52.5 shells/min × 0.12 (12% fire chance) = 6.3.
6.3
AP shells
AP alpha3,000
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 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 =10−7·1830·47.70.69·0.152−1.07·8531.38=219.2mm.
219.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.5 km), where the shell has slowed to 335.1 m/s: P=10−7·1830·47.70.69·0.152−1.07·335.11.38=60.4mm.
60.4 mm at 10.5 km
AP full-salvo alpha
ƒ3,000 AP damage x 4 broadside guns = 12,000.
12,000
AP DPM
ƒ12,000 AP full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 157,500.
157,500
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.
10
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0.8 km; dual-purpose mount auras extend it.
0.8 km
28 mm Mk2 mod. 24×4 28mm
Medium aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 0.9 hit probability = 6 - the same in-game units as the Close-range AA DPS headline.
6
Range0.8 km
Maneuverability
Engine power6,200 hp
Maximum speed28.0 kt
Turning circle radius300 m
Rudder shift time2.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
38.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
30.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
51.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 11.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 9 − 11.3 = -2.3°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 2.3°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 8.28 km x 0.955 = 7.91 km. Camouflage does not change detectability by air.
8.28 km
With Grade IV camouflage (sea)
ƒDetectability by sea 8.28 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.91 km.
7.91 km
Detectability by air5.84 km
Smoke firing penalty3.58 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 8.28 km) = 10.5 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.5 km
Detect when firing (air)
ƒAir detectability 5.84 km + gun-firing bloom 3.04 km = 8.88 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.88 km
Detect when on fire (sea)
ƒSea detectability 8.28 km + 2.0 km while burning = 10.28 km.
10.28 km
Detect when on fire (air)
ƒAir detectability 5.84 km + 3.0 km while burning = 8.84 km.
8.84 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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 cruiser11% tighter H · 11% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (10.5 km) with the same model as Max Horiz/Vert Disp: horizontal 94 / 105 m − 1 = -11%, vertical 56 / 63 m − 1 = -11%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 km25.5 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=0.5·10500=5250 m, and radiusOnMax=0.6 at 10500 m. Below the kink: k=0.2+(0.5−0.2)·50005250=0.4857, so σV=σH·k=52.5·0.4857=25.5m.
Shell scatter height @ 10 km53.1 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=0.5·10500=5250 m, and radiusOnMax=0.6 at 10500 m. Above the kink: k=0.5+(0.6−0.5)·10000−525010500−5250=0.5905, so σV=σH·k=90·0.5905=53.1m.
AP pen 5 km115 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 =10−7·1830·47.70.69·0.152−1.07·533.91.38=115mm, where 533.9 m/s is the shell's speed when it arrives at 5 km (from 853 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 km64 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 =10−7·1830·47.70.69·0.152−1.07·3481.38=64mm, where 348 m/s is the shell's speed when it arrives at 10 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.24 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.315·0.15228·47.6=6×10−5. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km7 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·0.4036·0.15228·47.7=7.68×10−5. That runs from a 853 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)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,830
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 mass47.7 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 coefficient0.4036
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity853 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range6
Only families that reach 0.8 km contribute at the outer edge of the AA bubble. In-game families: 1in Mk2 Mod2 4x4 -> 6 DPS @ 0.8 km.
AA DPS layered by range6 DPS @ 0.8 km
@ 0.8 km: 6 from one family. 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-blank6
6 = 6 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (0.8 km).
AA threat index5
6 × 0.8 = 5. 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.
Open in Charting Tool

Ship Charts

Background

The Erie-class patrol gunboats were designed as small multipurpose ships capable of performing a wide range of tasks, from artillery support of landing operations to protection of convoys. The ships were well-armored and well-armed for their size. They were the first in the U.S. Navy to receive automatic AA guns.

Armor Beta

Hull HP 21,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel73 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 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)800 (4% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)73 mm primary (range 51–88 mm)18,700 (87% of HP)
No common AP caliber overmatches73 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–10 mm)1,800 (8% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel73 mm primary (range 6–88 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 6–102 mm)2,200 (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 HP2,500 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.
AA mount (28 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 HP7,500 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 Erie can equip.

  • Erie 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.