World of Warships: Legends ship guide

Gadjah Mada

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • Hold concealment edges on the contested cap at 6.9 km detection
  • Avoid: Burning the 6.9 km concealment advantage on guns
Key characteristics
Long torps (10 km)Radar (8 km)SmokeEngine BoostSlow torp reload
Community Data

Gadjah Mada Community Stats

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Playstyle

Overview

Gadjah Mada is a Tier VI Pan-Asian stealth-leaning destroyer with strong surface detection (6.9 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best high-arc AP shells in T6 DDs (49.7°) and best high-arc HE shells in T6 DDs (49.7°).

Positioning

Hold concealment edges on the contested cap at 6.9 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. Her high-arc gun shells lob over island cover, so you can rain HE on broadsides from positions where flat-trajectory DDs have no firing solution.

Potato Avoidance

Burning the 6.9 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/33 T6 DDs.

Surveillance Radar

8.33 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

High-arc AP shells

49.7° impact angle at max range, best of T6 DDs. Lobs over island cover.

High-arc HE shells

49.7° HE impact angle at max range, best of T6 DDs. Lobs over cover.

Stealthy torps

0.8 km torpedo detect, top decile of T6 DDs. Harder to dodge.

Slow torp reload

120.0 s torpedo reload, bottom decile of T6 DDs. Long wait between drops.

Acquisition

How to get Gadjah Mada

Gadjah Mada is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Gadjah Mada sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Use a Pan destroyer commander that supports concealment, survivability, and the ship's main damage plan. Inspirations that improve concealment, torpedo reliability, gun reload, or engine/smoke uptime are natural fits.

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Cohort position

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Where Gadjah Mada sits among Tier VI DDs (33 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%Main battery range11.14 km (3/33) Top 25%Fires per minute6.4 (9/33) Top 25%Acceleration9.8 s (8/33) Top 25%AP arming threshold20 mm (6/30) Bottom 25%Hit points14,300 HP (27/33) Bottom 25%Main battery caliber120 mm (27/33) Bottom 25%HE shell damage1,700 (27/33) Bottom 25%AP shell damage2,100 (25/30) Bottom 25%Engine power44,000 hp (29/33) Bottom 25%Turn-speed retention74.6 hp/m (26/33) Bottom 25%Power-to-weight18.46 hp/t (26/33) Bottom 10%Torpedo reload120 s (31/33) WorstNo secondaries (30 of 33 in cohort)
See 26 mid-pack stats

Not standouts for Gadjah Mada -- 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 speed36 kt(23/33) Concealment6.9 km(15/33) Air detection3.45 km(15/33) Rudder shift4.5 s(13/33) Traverse-to-turn ratio5.56 ×(19/33) Main battery reload4.5 s(17/33) HE fire chance8%(17/33) HE DPM136,000(13/33) AP DPM168,000(17/30) Main dispersion91 m(15/33) AP velocity808 m/s(20/30) HE velocity808 m/s(23/33) Displacement2,384 t(10/33) AA DPS139(15/33) AA range3.5 km(18/33) AA threat373(21/33) Torpedo range9.99 km(10/33) Torpedo damage15,500(13/33) Torpedo speed62 kt(17/33) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormMax armor16 mm(20 of 33 tied at this value) NormCitadel belt16 mm(22 of 32 tied at this value) NormBow armor16 mm(20 of 32 tied at this value) NormStern armor16 mm(21 of 32 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Radar 8.33 kmSmokeEngine Boost
Survivability
Hit PointsInitial: 12,000 → 14,300
Displacement2,384 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries22
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,200
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.
4,300
Main Battery
ModuleArtillery: 120 mm/45 CPXIX
Mounts / barrels3 mounts / 6 barrels
Reload time5 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10127/30·(8−0.5)/1000 + 0.5)·30 = 91 m
91 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91 × 0.6 = 54.6 m
54.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91 × 0.32 (σ=2) = 29.1 m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.6 × 0.319 (σ=2) = 17.4 m
17.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 5 s base reload = 72.
72
HE shells
HE Damage1,700
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 5 s base reload = 122,400.
122,400
Base fires/min
ƒ6 HE shells x 60 / 5 s reload x 8% fire chance = 5.76.
5.76
AP shells
AP Damage2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical 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 × 2438 × 22.68^0.69 × 0.12^-1.07 × 808^1.38 = 208.9 mm. Matches the in-game spec card.
208.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 238.6 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 238.6^1.38 = 38.8 mm.
38.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
Base AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 5 s base reload = 151,200.
151,200
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.
9
Torpedoes
ModuleTorpedoes: 533 mm QR Mk VI
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time120 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage14,500 (est.)
Alpha damage43,500
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
145,000
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×1) + (23×3.5×0.95) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm Bofors Mk IVInitial: 40 mm/39 QF Mark VII (1×4) → 40 mm Bofors Mk IV (1×2)
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (4×1) → 20 mm Oerlikon Mk20 (4×2)
Medium aura
DPS18
Range3.5 km
Near aura
DPSInitial: 16 → 23
Range2 km
Total DPS in Aura
ƒMedium 18 + Near 23 = 41
41
Maneuverability
Engine moduleEngine: 44,000 hp
Engine power44,000 hp
Maximum speed36 kt
Turning circle radius590 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.6× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Surveillance Radar2 charges · 180 s reload · 15 s active · 8.33 km radar range
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points12,000 → 14,300
  • Rudder shift6.4 → 4.5 s
  • Close-range AA DPS28 → 41
  • Maximum AA range2.5 → 3.5 km
Fire controlUpgrade
  • Main battery range10,127 → 11139.7 m
TorpedoesUpgrade
  • Range8.04 → 9.99 km
  • Reload130 → 120 s
  • Alpha damage42,000 → 43,500
  • Display damage14,000 → 14,500
  • Speed60 → 62 kt

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp91 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10127/30·(8−0.5)/1000 + 0.5)·30 = 91 m
Max Vert Disp54.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91 × 0.6 = 54.6 m
Med Horiz Disp29.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91 × 0.32 (σ=2) = 29.1 m
Med Vert Disp17.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.6 × 0.319 (σ=2) = 17.4 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close208.9 mm
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 × 2438 × 22.68^0.69 × 0.12^-1.07 × 808^1.38 = 208.9 mm. Matches the in-game spec card.
AP Pen Far38.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 238.6 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 238.6^1.38 = 38.8 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
Base HE DPM122,400
10,200 HE full-salvo alpha x 60 / 5 s base reload = 122,400.
Base AP DPM151,200
12,600 AP full-salvo alpha x 60 / 5 s base reload = 151,200.
Base shells/min72
6 broadside guns x 60 / 5 s base reload = 72.
Base fires/min5.76
6 HE shells x 60 / 5 s reload x 8% fire chance = 5.76.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage145,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage145,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×1) + (23×3.5×0.95) = 139. 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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index373
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

Armor

Hull HP 12,00014,300 with hull upgrade, 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
Bow16 mm primary (range 15–16 mm)2,300 (16% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm10,700 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,300 (9% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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.
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 HP4,300 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Gadjah Mada. Cards are condensed; use each source link for full context.

Buff ×2Torpedo ×2
2024-10-10

Ministry of Balance: Trick and Treat

  • Upgraded torpedo speed increased from 60 to 62 kts.
  • Upgraded torpedo range increased from 8 to 10 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Gadjah Mada can equip, from in-game data.

  • Gadjah Mada 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.