World of Warships: Legends ship guide

Flint

Also called: 弗林特 Beta
U.S.A. · Tier VI · CL Cruiser · Premium
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Stay broadside: paper armor overpens AP, but angling thickens the path enough to arm shells into your exposed citadel
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Baits AP overpensHigh HE DPMHigh AP DPMLobs over islandsSmoke + SonarFragile
On this page
Community Data

Flint Community Stats

Across 4,200+ Standard battles from 180+ players, Flint averages a 57% win rate, 48,300 damage and 0.9 kills per battle, and survives 36% of them.

Community Data

Flint Community Stats

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Playstyle

Overview

Flint is a Tier VI American light cruiser whose 127mm guns bring 259,200 HE DPM (2nd of 37), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 4.2 km. She also puts out cohort-strong AP (302,400 AP DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: turret traverse rate in T6 CAs (25, 3rd of 44) and smoke duration in T6 CAs (27 s, 2nd of 11). The trade is loose grouping in T6 CAs (1.7, 43rd of 44).

Positioning

Work the islands rather than a firing line. Sonar (4.2 km on ships, 3 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. 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. Her citadel sits high enough that even glancing broadside shots can land citadel pens; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden. Shooting from the cloud gives you away at 5.2 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 1.7 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 4.2 km) and radar (about 9 km) read straight in regardless. Once the rudder is over she turns tightly for her cohort (610 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Pushing in blind because the kit says brawler

4.2-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

Paper-thin armor

Hull plating is thin enough that large-caliber AP shells overpenetrate clean when hitting broadside, dealing minimal damage. Angling or going bow-in adds effective thickness that can arm incoming shells, putting the exposed citadel at risk. Keep your broadside to large-caliber guns; only angle against mid-caliber AP.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 259200 HE
  • AP DPM machine · 302400 AP
  • Fast turret traverse · 25°/s
  • Fast reload · 5 s
ELITE SMOKE ↗
  • Long smoke deployment · 27 s
  • Lingering smoke · 121 s
Loose grouping ↗

Sigma 1.7, bottom decile of T6 CAs. Shells scatter more; bracketing matters.

Fragile HP pool ↗

26600 HP, bottom decile of T6 CAs. Trade hits sparingly.

Acquisition

How to get Flint

Flint is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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.

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

Best listed chance for this ship

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.5% Tier VI Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 19 containers (16 more)
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 4 0.192857% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.142857%
    • Santa Level 4 → Santa Level 50.05%
  • Santa Level 3 0.139643% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.085714%
    • Santa Level 3 → Santa Level 50.025%
    • Santa Level 3 → Santa Level 40.021429%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '22 0.111111% Tier VI Premium ship Archived · Super Santa '22 · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.059161% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 20.028571%
    • Santa Level 2 → Santa Level 30.012857%
    • Santa Level 2 → Santa Level 40.007143%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.027929% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017143%
    • Champion's Box → Santa Level 3 → Santa Level 50.005%
    • Champion's Box → Santa Level 3 → Santa Level 40.004286%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Santa Level 1 0.010181% Tier VI Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 20.004286%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
    • Santa Level 10.000057%
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
  • Update: June 2020 Doubloons 2020-06-18
    • Tier VI cruiser USS Flint, available for doubloons.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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Cohort position

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Where Flint sits among Tier VI CAs (43 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.

Top 10%Smoke fire bloom5.24 km (5/44) Top 10%Main battery reload5 s (3/44) Top 10%HE DPM259,200 (2/37) Top 10%Main dispersion125.6 m (4/44) Top 10%AP arming threshold21 mm (5/43) Top 10%Displacement8,230 t (3/44) Top 10%Effective HE DPM (incl. fire)313,042 (2/37) Top 25%Turning circle610 m (10/44) Top 25%AP DPM302,400 (6/43) Top 25%Time to 90% speed23.3 s (9/44) Top 25%Power-to-weight9.11 hp/t (7/44) Top 25%AA DPS338 (12/44) Top 25%AA threat1,224 (12/44) Top 25%Flak damage per salvo (expected)1,386 (7/43) Top 25%Torpedo reaction time7.4 s (9/34) Bottom 25%AP velocity792 m/s (39/43) ShorterAP fuse timer0.01 s (37/43) Bottom 25%Engine power75,000 hp (39/44) Bottom 25%Power / turn radius123 hp/m (37/44) Bottom 25%Torpedo speed55 kt (31/34) Bottom 25%Torpedo reload98 s (27/34) Bottom 25%Max armor89 mm (40/44) Bottom 10%Hit points26,600 HP (43/44) Bottom 10%AP pen at 10 km60 mm (40/43) WorstMain battery caliber127 mm (1 of 4 tied) WorstSigma1.7 (1 of 2 tied) WorstHE fire chance5% (1 of 2 tied) WorstNo secondaries (5 of 44 in cohort) WorstHE velocity792 m/s (1 of 3 tied) WorstEnd plates13 mm (1 of 5 tied / 1 of 6 tied)
See 14 mid-pack stats

Not standouts for Flint -- 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 speed32.5 kt(28/44) Concealment11.94 km(23/44) Air detection7.16 km(21/44) Rudder shift8.5 s(15/44) Main battery range14.75 km(30/44) Fires per minute7.2(17/37) Acceleration (0-12 kt)8.6 s(13/44) AA range5 km(15/44) Torpedo range9.15 km(16/34) Torpedo damage≈15,533(13/34) Citadel belt89 mm(32/44) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value)
Survivability
Hit Points26,600
Displacement8,230 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.
165.6 x 16.4 m (ship-model figure)
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries53
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 26,600 HP = 2,394 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 × 26,600 HP = 2,660 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.
13,300
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.
8,000
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 × 1,300 = 2,600), 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.
1,300
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 × 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 ×. 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
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 × 20,000 = 40,000), 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.
20,000
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 × 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 ×. 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.
1,800
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 × 1,500 = 3,000), 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.
1,500
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
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm Mk32
Mounts / barrels6 mounts / 12 barrels
Reload time5 s
Firing range14.7 km
Turret traverse25 °/s
Turret armor32 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 ±149°, 3x ±150°
Guns to bear
ƒ180° − 149° (the most restricted aft-facing mount's arc) = 31° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
31° off bow / 31° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 7% tighter (better) horizontal dispersion and 7% less vertical spread at max range (14.7 km) than a standard cruiser: about 126 m wide × 75 m tall, against 135 m × 81 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 =(1474930·8−0.51000+0.5)·30=125.6m
125.6 m at 14.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.6·0.6=75.4m
75.4 m at 14.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.6·0.61.7=44.3m
44.3 m at 14.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.4·0.61.7=26.6m
26.6 m at 14.7 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒ12 broadside guns x 60 / 5 s base reload = 144.
144
HE shells
HE alpha1,800
HE Velocity792 m/s
Fire Chance5%
HE fire DPM vs T6 BB53842
Effective HE DPM vs T6 BB313042
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 12 broadside guns = 21,600.
21,600
HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 5 s base reload = 259,200.
259,200
Fires/min
ƒ144 shells/min × 0.05 (5% fire chance) = 7.2.
7.2
AP shells
AP alpha2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·250.69·0.127−1.07·7921.38=218mm.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.7 km), where the shell has slowed to 258.5 m/s: P=10−7·2598·250.69·0.127−1.07·258.51.38=46.5mm.
46.5 mm at 14.7 km
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
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
Torpedoes
ModuleMk15 mod. 3
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time98 s
Projectile speed55.0 kt
Range9.15 km
Maximum simulated damage
ƒMost 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=46,600·0.333=15,533. 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.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. 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.
16,633
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 detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km55 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. 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.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 137° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming178 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
62,132
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk18×2 40mm
20 mm Oerlikon Mk412×1 20mm
Far aura
Gunsmain battery (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 107 from dual-purpose main battery firing as AA in this range band.
107
Range5 km
Medium aura
Guns40 mm Bofors Mk1
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.9 hit probability = 151 - the same in-game units as the Close-range AA DPS headline.
151
Range3.5 km
Total DPS in Aura
ƒFar 107 + Medium 151 = 258
258
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.85 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.
80
Range2 km
Total DPS in Aura
ƒFar 107 + Medium 151 + Near 80 = 338
338
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 220 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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 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.
2.5-5 km
Maneuverability
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Rudder shift time8.5 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 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
25.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
23.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
36.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 6.2 = +18.8°/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 (+18.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.94 km x 0.955 = 11.4 km. Camouflage does not change detectability by air.
11.94 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.94 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.4 km.
11.4 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.94 km) = 14.75 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.75 km
Detect when firing (air)
ƒAir detectability 7.16 km + gun-firing bloom 2.54 km = 9.7 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
9.7 km
Detect when on fire (sea)
ƒSea detectability 11.94 km + 2.0 km while burning = 13.94 km.
13.94 km
Detect when on fire (air)
ƒAir detectability 7.16 km + 3.0 km while burning = 10.16 km.
10.16 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Smoke Generator2 charges · 240 s reload · 27 s emit / 121 s cloud active · 450 m radius

Under the hood

Show ▾

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 cruiser7% tighter H · 7% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (14.7 km) with the same model as Max Horiz/Vert Disp: horizontal 126 / 135 m − 1 = -7%, vertical 75 / 81 m − 1 = -7%. 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 km21.2 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=0.5·14749=7374 m, and radiusOnMax=0.6 at 14749 m. Below the kink: k=0.2+(0.5−0.2)·50007374=0.4034, so σV=σH·k=52.5·0.4034=21.2m.
Shell scatter height @ 10 km48.2 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=0.5·14749=7374 m, and radiusOnMax=0.6 at 14749 m. Above the kink: k=0.5+(0.6−0.5)·10000−737414749−7374=0.5356, so σV=σH·k=90·0.5356=48.2m.
AP pen 5 km110 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 =10−7·2598·250.69·0.127−1.07·483.21.38=110mm, where 483.2 m/s is the shell's speed when it arrives at 5 km (from 792 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 km60 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 =10−7·2598·250.69·0.127−1.07·312.11.38=60mm, where 312.1 m/s is the shell's speed when it arrives at 10 km (from 792 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 km7.79 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·0.32·0.12728·25=8.11×10−5. That runs from a 792 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.
HE flight time @ 10 km7.88 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·0.32·0.12728·24.5=8.27×10−5. That runs from a 792 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)12
6 mounts × 2 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,598
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 mass25 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 coefficient0.32
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 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.

Torpedoes

Estimated torpedo reaction time7.4 s
1100 m / (55.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed55.0 kt
Travel time to max range61.9 s
9150 m / (55.0 kt × 2.6855) = 61.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: 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 damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range107
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 8x2 -> 151 DPS @ 3.5 km; 20mm Oerlikon MK4 12x1 -> 80 DPS @ 2 km; Far AA (?) -> 107 DPS @ 5 km.
AA DPS layered by range107 DPS @ 5 km, 258 DPS @ 3.5 km, 338 DPS @ 2 km
@ 5 km: 107 from one family; @ 3.5 km: 151 + 107 = 258; @ 2 km: 151 + 80 + 107 = 338. 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-blank338
151 + 80 + 107 = 338 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1224
151 × 3.5 + 80 × 2 + 107 × 5 = 1224. 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
Open in Charting Tool

Ship Charts

Background

This ship belonged to a series of cruisers with very powerful dual-purpose guns. The major difference from the lead ship was her short-range AA armament, which had been improved at the expense of fewer main guns.

Armor Beta

Hull HP 26,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern13 mm

Overmatched by 181+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 6–51 mm)1,300 (5% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 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 mm20,000 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)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 13–25 mm)1,500 (6% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 6–89 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 6–65 mm)1,800 (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 HP13,300 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 (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 HP8,000 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 Flint can equip.

  • Flint 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.