Erie
Also called: 伊利 Beta- Hold islands tight enough to break vision on demand
- Avoid: Firing the moment an enemy appears
On this page
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.
Erie Community Stats
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Erie Community Stats
Record History
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
8.3 km surface detect, top decile of T2 CAs. Stays dark longer.
- 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
2.8 s rudder shift, top decile of T2 CAs. Snappy weave.
- Weak AA · 6 AA
- Short AA reach · 0.8 km
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
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April Update: The Bonds of Loyalty
Collection reward
Start: 2025-04-03
- Full collection — U.S. Tier II Premium cruiser Erie
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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.
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.
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.
Peers in this cohort
Compare Tier II CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 9 deg/s traverse speed = 20 s.ƒ
4 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 52.5.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
1,100 HE damage x 4 broadside guns = 4,400.ƒ
4,400 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 57,750.ƒ
52.5 shells/min × 0.12 (12% fire chance) = 6.3.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.5 km), where the shell has slowed to 335.1 m/s: .ƒ
3,000 AP damage x 4 broadside guns = 12,000.ƒ
12,000 AP full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 157,500.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0.8 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 2 raw aura damage × 3.5 × 0.9 hit probability = 6 - the same in-game units as the Close-range AA DPS headline.ƒ
top speed / 4 + 4.9 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (25.2 kt of 28.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 8.28 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.91 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 8.28 km + 2.0 km while burning = 10.28 km.ƒ
Air detectability 5.84 km + 3.0 km while burning = 8.84 km.
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
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.(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.(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.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: at 0 m, at m, and at 10500 m. Below the kink: , so .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: at 0 m, at m, and at 10500 m. Above the kink: , so .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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
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.@ 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.6 = 6 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (0.8 km).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.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.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 6 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. |
| Stern | 6 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. |
| Citadel | 73 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. |
| Superstructure | 6 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 HP | 2,500 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,500 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Erie can equip.
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.
