World of Warships: Legends ship guide

Gadjah Mada

Also called: 加札马达 Beta
Pan-Asia · Tier VI · Destroyer · Tech Tree
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (10 km)Radar (7.5 km)SmokeEngine BoostHigh-arc AP shellsSlow torp reload
On this page
Community Data

Gadjah Mada Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Gadjah Mada is a Tier VI Pan-Asian gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best smoke duration in T6 DDs (30 s) and best high-arc AP shells in T6 DDs (29.6°).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. 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 3/41 T6 DDs.

Surveillance Radar

7.5 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.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

30.0 s smoke deployment window, best of T6 DDs. Lays a longer rolling smoke trail while moving.

LOBBING BATTERY
  • High-arc shells · 29.62°
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 a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Gadjah Mada sits among Tier VI DDs (41 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 (3/41) Top 25%AP arming threshold20 mm (7/37) Top 25%Displacement2,384 t (11/41) Bottom 25%Hit points14,300 HP (35/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%AP shell damage2,100 (31/37) Bottom 25%Engine power44,000 hp (36/41) Bottom 25%Turn-speed retention74.6 hp/m (33/41) Bottom 25%Power-to-weight18.46 hp/t (32/41) Bottom 25%AP pen at 10 km42 mm (31/35) Bottom 10%Torpedo reload120 s (39/41) WorstNo secondaries (37 of 41 in cohort)
See 30 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(28/41) Concealment6.9 km(21/41) Air detection3.45 km(20/41) Rudder shift3.5 s(19/41) Traverse-to-turn ratio5.56 ×(21/41) Main battery reload5 s(23/41) HE shell damage1,700(31/41) HE fire chance8%(19/41) Fires per minute5.76(13/41) HE DPM122,400(19/41) AP DPM151,200(23/37) Main dispersion91 m(17/41) AP velocity808 m/s(25/37) HE velocity808 m/s(29/41) Acceleration17.6 s(22/41) Effective HE DPM (incl. fire)165,474(19/41) AA DPS139(20/41) AA range3.5 km(23/41) AA threat373(26/41) Torpedo range9.99 km(13/41) Torpedo damage≈14,500(16/41) Torpedo speed62 kt(25/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
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%
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
HE fire DPM vs T6 BB43074
Effective HE DPM vs T6 BB165474
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1012730·80.51000+0.5)·30=91m
91 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91·0.6=54.6m
54.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =91·0.32(σ=2)=29.1m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.6·0.319(σ=2)=17.4m
17.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
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
HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 5 s base reload = 122,400.
122,400
Fires/min
ƒ72 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·2438·22.680.69·0.121.07·8081.38=208.9mm. 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: P=107·2438·22.680.69·0.121.07·238.61.38=38.8mm.
38.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 130 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 120×0.85=102 s.
120 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62 kt); the stock torpedo module runs 60 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
62 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=43,500·0.333=14,500.
≈ 14,500
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,500
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km62 kt×2.6=5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.22 per hit, shown as 3.22×100=322%. Torpedo flood 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. Not shown on the in-game port screen.
322%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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
Guns40 mm Bofors Mk IV
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 1 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range3.5 km
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 0.95 hit probability = 76 - the same in-game units as the Close-range AA DPS headline.
Initial: 53 → 76
Range2 km
Total DPS in Aura
ƒMedium 63 + Near 76 = 139
139
Maneuverability
Engine power44,000 hp
Maximum speed36 kt
Turning circle radius590 m
Rudder shift time3.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
17.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
30 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144590=1.80°/s, so ratio=ωturretωhull=101.80=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 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 · 30 s emit / 70 s cloud active · 450 m radius
Surveillance Radar2 charges · 180 s reload · 15 s active · 7.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 250×301000=7.5 km
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

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

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
Max Horiz Disp91 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1012730·80.51000+0.5)·30=91m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp54.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91·0.6=54.6m
Shell scatter height @ 10 km53.8 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.
Med Horiz Disp29.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =91·0.32(σ=2)=29.1m
Med Vert Disp17.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.6·0.319(σ=2)=17.4m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close208.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2438·22.680.69·0.121.07·8081.38=208.9mm. 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: P=107·2438·22.680.69·0.121.07·238.61.38=38.8mm.
AP pen 5 km89 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km42 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPM122,400
10,200 HE full-salvo alpha x 60 / 5 s base reload = 122,400.
AP DPM151,200
12,600 AP full-salvo alpha x 60 / 5 s base reload = 151,200.
Shells/min72
6 broadside guns x 60 / 5 s base reload = 72.
Fires/min5.76
72 shells/min 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000.
Per-side salvo damage145,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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 Beta

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.

Bow & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 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
Bow16 mm primary (range 15–16 mm)2,300 (16% of HP)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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: 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.
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.

Open in Charting Tool

Ship Charts

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.