Gaede
Beta- Hold concealment edges on the contested cap at 6.4 km detection
- Avoid: Burning the 6.4 km concealment advantage on guns
Gaede Community Stats
Log in to GamingDiver and upload your data to see Community Data for Gaede: community win rate, damage, survival, spotting, and your own comparison.
Gaede Community Stats
Playstyle
Overview
Gaede is a Tier V German stealth-leaning destroyer with strong surface detection (6.4 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. AA (155 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best engine power in T5 DDs (80,000 HP) and best power per turn radius in T5 DDs (115.9 HP).
Positioning
Hold concealment edges on the contested cap at 6.4 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.
Potato Avoidance
Burning the 6.4 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.
Signature Traits
66.7 mm AP pen at max range, best of T5 DDs. Threatens citadels even from range.
189.1 mm AP pen at 1.5 km, top decile of T5 DDs. Citadels broadside cruisers up close.
155.0 AA DPS, best of T5 DDs (median 84.0).
80000.0 hp engine, best of T5 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
115.9 hp per metre of turn radius, best of T5 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
26.47 hp per ton, best of T5 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
How to get Gaede
Gaede is available in the Area-Control Destroyers branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 660,000 credits.
Show Germany tech-tree branch diagram
Gaede sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.
Builds Beta
Build for concealment, survivability, gun handling, torpedo utility, and cap-control tools.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Gaede sits among Tier V DDs (21 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 19 mid-pack stats
Not standouts for Gaede -- 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 = (9314/30·(8−0.5)/1000 + 0.5)·30 = 84.9 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.9 × 0.6 = 50.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.9 × 0.319 (σ=2) = 27.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.9 × 0.32 (σ=2) = 16.3 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
4 broadside guns x 60 / 5.1 s base reload = 47.1.HE shells
ƒ
In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).ƒ
2,200 HE damage x 4 broadside guns = 8,800.ƒ
8,800 HE full-salvo alpha x 60 / 5.1 s base reload = 103,529.ƒ
4 HE shells x 60 / 5.1 s reload x 12% fire chance = 5.65.AP shells
ƒ
floor(128 mm caliber / 14.3) = 8 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 × 1933 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 220 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (12.8 km), where the shell has slowed to 279.1 m/s: 1e-7 × 1933 × 45.3^0.69 × 0.15^-1.07 × 279.1^1.38 = 48.5 mm.ƒ
3,700 AP damage x 4 broadside guns = 14,800.ƒ
14,800 AP full-salvo alpha x 60 / 5.1 s base reload = 174,118.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: (12×3.5×1) + (34×3.5×0.95) = 155. 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
Medium 12 + Near 34 = 46
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 61 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
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 = (9314/30·(8−0.5)/1000 + 0.5)·30 = 84.9 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.9 × 0.6 = 50.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.9 × 0.319 (σ=2) = 27.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.9 × 0.32 (σ=2) = 16.3 mStandard destroyer dispersion baseline.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 × 1933 × 45.3^0.69 × 0.15^-1.07 × 835^1.38 = 220 mm. Matches the in-game spec card.Same formula at the ship's max firing range (12.8 km), where the shell has slowed to 279.1 m/s: 1e-7 × 1933 × 45.3^0.69 × 0.15^-1.07 × 279.1^1.38 = 48.5 mm.In-game data: 25 mm = 128 mm caliber / 5.12 (non-standard HE penetration ratio).floor(128 mm caliber / 14.3) = 8 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 4 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,200 HE damage x 4 broadside guns = 8,800.3,700 AP damage x 4 broadside guns = 14,800.8,800 HE full-salvo alpha x 60 / 5.1 s base reload = 103,529.14,800 AP full-salvo alpha x 60 / 5.1 s base reload = 174,118.4 broadside guns x 60 / 5.1 s base reload = 47.1.4 HE shells x 60 / 5.1 s reload x 12% fire chance = 5.65.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).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: (12×3.5×1) + (34×3.5×0.95) = 155. 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.Armor
Hull HP 15,000 → 15,700 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 |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | 2,100 (13% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)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 mm primary (range 13–16 mm) | 11,800 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 13–16 mm) | 1,300 (8% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 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). |
| Superstructure | 10 mm | 1,300 (8% 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 | 7,900 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. |
| AA mount (37 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 | 4,700 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.
Balance History
Balance updates affecting Gaede. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Stock Hull HP reduced from 15,700 to 15,000.
- Bow HP reduced from 2,100 to 2,000.
- Hull HP reduced from 11,800 to 11,300.
- Magazine HP reduced from 7,900 to 7,500.
- Steering Gear HP reduced from 4,700 to 4,500.
- Upgraded Hull HP reduced 16,500 to 15,700.
- Bow HP reduced from 2,200 to 2,100.
- Stern HP reduced from 1,400 to 1,300.
- Hull HP reduced from 12,400 to 11,800.
- Magazine HP reduced from 8,300 to 7,900.
- +2 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Gaede 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.
