Exeter
Beta- Hold 12-15 km where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
Exeter Community Stats
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Exeter Community Stats
Playstyle
Overview
Exeter is a Tier V British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (5.7 km on ships and 4 km on torpedoes, 112 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP fuse timer in T5 CAs (0.033 s) and best AA reach in T5 CAs (5 km).
Positioning
Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
5.0 km AA reach, best of T5 CAs.
140.0 mm citadel belt, best of T5 CAs. Citadels through angle are rare.
8.0 s rudder shift, top decile of T5 CAs. Snappy weave.
14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.
34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
~11.2 s to max forward speed, bottom decile of T5 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Exeter
Exeter is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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
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Black Friday 2021
6%
V Exeter
Event containers · Black Friday 2021
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Super V Crate
4.166667%
One of the Tier V Premium ships
Event containers · Super V Crate · 1 of 24 ships
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Super Santa '21
1.5%
V Exeter
Event containers · Super Santa '21
Show all 19 containers (16 more)
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Champion's Box
1.247917%
V Exeter
Event containers · Champion's Box · 3 paths combined
Show 3 paths
- Champion's Box → Black Friday 20211.2%
- Champion's Box → Santa Level 30.040417%
- Champion's Box → Santa Level 3 → Santa Level 40.0075%
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Black Friday Ultimate Crate
0.9996%
V Exeter
Event containers · Black Friday Ultimate Crate → Black Friday 2021
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Ultimate Crate
0.624227%
V Exeter
Event containers · Ultimate Crate · 2 paths combined
Show 2 paths
- Ultimate Crate → Black Friday 20210.6%
- Ultimate Crate → Super Santa '230.024227%
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Spectral Vault 4.0
0.26087%
Tier V Premium ship
Event containers · Spectral Vault 4.0 · 1 of 23 ships
-
Santa Level 4
0.25%
Tier V Premium ship
Event containers · Santa Level 4 · 1 of 24 ships
-
Super Santa '23
0.242273%
Tier V Premium ship
Event containers · Super Santa '23 · 1 of 22 ships
-
Santa Level 3
0.239583%
Tier V Premium ship
Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
Show 2 paths
- Santa Level 30.202083%
- Santa Level 3 → Santa Level 40.0375%
-
Spectral Vault 3.0
0.239565%
Tier V Premium ship
Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
Show 2 paths
- Spectral Vault 3.00.21087%
- Spectral Vault 3.0 → Spectral Vault 4.00.028696%
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Mystic Lantern
0.2%
Tier V Premium ship
Event containers · Mystic Lantern · 1 of 25 ships
-
Mega Santa '23
0.143955%
Tier V Premium ship
Event containers · Mega Santa '23 · 1 of 22 ships
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Santa Level 2
0.106771%
Tier V Premium ship
Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
Show 4 paths
- Santa Level 20.058333%
- Santa Level 2 → Santa Level 30.030312%
- Santa Level 2 → Santa Level 40.0125%
- Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
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Spectral Vault 2.0
0.090043%
Tier V Premium ship
Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
Show 4 paths
- Spectral Vault 2.00.06087%
- Spectral Vault 2.0 → Spectral Vault 3.00.021087%
- Spectral Vault 2.0 → Spectral Vault 4.00.005217%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
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Santa Level 1
0.03437%
Tier V Premium ship
Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
Show 6 paths
- Santa Level 1 → Santa Level 30.010104%
- Santa Level 1 → Santa Level 20.00875%
- Santa Level 10.00825%
- Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
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Spectral Vault 1.0
0.019108%
Tier V Premium ship
Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
Show 7 paths
- Spectral Vault 1.00.008609%
- Spectral Vault 1.0 → Spectral Vault 2.00.005478%
- Spectral Vault 1.0 → Spectral Vault 3.00.002109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
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Mystic Box
0.012%
Tier V Premium ship
Event containers · Mystic Box · 1 of 25 ships
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Secret Santa '23
0.0009%
Tier V Premium ship
Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Black Friday 2021 6% · V Exeter
- Mega Santa '23 0.143955% · Tier V Premium ship
- Mystic Box 0.012% · Tier V Premium ship
- Mystic Lantern 0.2% · Tier V Premium ship
- Santa Level 1 0.00825% · Tier V Premium ship
Builds Beta
AL Belfast, AL Cheshire, and AL Neptune are useful British cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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Where Exeter sits among Tier V CAs (28 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 22 mid-pack stats
Not standouts for Exeter -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14257/30·(8−1.1)/1000 + 1.1)·30 = 131.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.4 × 0.6 = 78.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.4 × 0.32 (σ=2) = 42 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.8 × 0.32 (σ=2) = 25.2 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
6 broadside guns x 60 / 12 s base reload = 30.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,850 HE damage x 6 broadside guns = 17,100.ƒ
17,100 HE full-salvo alpha x 60 / 12 s base reload = 85,500.ƒ
6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 350 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 350^1.38 = 114 mm.ƒ
4,550 AP damage x 6 broadside guns = 27,300.ƒ
27,300 AP full-salvo alpha x 60 / 12 s base reload = 136,500.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (3×3.5×0.85) + (18×3.5×0.9) = 151. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 18 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 18 + Medium 27 = 45ƒ
Far 18 + Medium 27 + Near 3 = 48ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Sonar2 charges · 180 s reload · 112 s active · 5.7 km ship detect · 3.97 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 20 s emit / 99 s cloud active
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14257/30·(8−1.1)/1000 + 1.1)·30 = 131.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.4 × 0.6 = 78.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.4 × 0.32 (σ=2) = 42 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.8 × 0.32 (σ=2) = 25.2 mCanonical 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 × 2400 × 116.1^0.69 × 0.203^-1.07 × 855^1.38 = 390.9 mm. Matches the in-game spec card.Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 350 m/s: 1e-7 × 2400 × 116.1^0.69 × 0.203^-1.07 × 350^1.38 = 114 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,850 HE damage x 6 broadside guns = 17,100.4,550 AP damage x 6 broadside guns = 27,300.17,100 HE full-salvo alpha x 60 / 12 s base reload = 85,500.27,300 AP full-salvo alpha x 60 / 12 s base reload = 136,500.6 broadside guns x 60 / 12 s base reload = 30.6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (3×3.5×0.85) + (18×3.5×0.9) = 151. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.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.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.Armor
Hull HP 29,400, 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 |
|---|---|---|---|---|
| Bow | 30 mm primary (range 16–30 mm) | 3,600 (12% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 25 mm primary (range 19–76 mm) | 22,100 (75% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 16–38 mm) | 1,600 (5% of HP) | Overmatched by 305mm+ (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 140 mm primary (range 25–140 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–76 mm) | 2,000 (7% 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 | 14,700 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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. |
| Secondary mount (102 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 8,800 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Exeter can equip, from in-game data.
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.
