Gdańsk
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 10-km torpedoes for a perfect shot
Gdańsk Community Stats
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Gdańsk Community Stats
Playstyle
Overview
Gdańsk is a Legendary European torpedo destroyer reaching 10 km. The torpedoes travel at 82 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (275 AA DPS at 4 km, +300% Defensive AA flak burst) 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 HE fire chance in Legendary DDs (10) and best AP overmatch threshold in Legendary DDs (9.7 mm).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 10 km reach at 82 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.
Potato Avoidance
Holding 10-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 2/11 Legendary DDs.
10 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.
10.0% fire chance per HE shell, best of Legendary DDs.
9.7 mm overmatch threshold, best of Legendary DDs. Punishes bow-tanking ships peers can't crack.
6.3 s reload, worst of Legendary DDs. Salvos punish more, but cycle is slower than peers.
~15.05 s to max forward speed, worst of Legendary DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Gdańsk
Gdańsk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- November Update: Black Deals Under a Black Flag Store price varies 2024-11-14
Builds Beta
Build for gun reload, concealment, Radar utility, speed, survivability, and torpedo uptime. Preserve HP for decisive destroyer fights.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Gdańsk sits among Legendary DDs (11 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 20 mid-pack stats
Not standouts for Gdańsk -- 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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11050/30·(8−0.5)/1000 + 0.5)·30 = 97.9 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.9 × 0.6 = 58.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.9 × 0.32 (σ=2) = 31.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 mƒ
180 degrees / 14 deg/s traverse speed = 12.9 s.ƒ
7 broadside guns x 60 / 7 s base reload = 60.HE shells
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35 mm ≈ 139 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
2,000 HE damage x 7 broadside guns = 14,000.ƒ
14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000.ƒ
14,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.ƒ
7 HE shells x 60 / 7 s reload x 10% fire chance = 6.AP shells
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floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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: (68×3.5×1) + (11×3.5×0.95) = 275. 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 68 + Near 11 = 79
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 97 s cloud active
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · +300% flak burst boost
Surveillance Radar3 charges · 120 s reload · 15 s active · 10 km radar range
See all derived stats
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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 = (11050/30·(8−0.5)/1000 + 0.5)·30 = 97.9 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.9 × 0.6 = 58.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.9 × 0.32 (σ=2) = 31.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 m35 mm ≈ 139 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.252 in this case. Lets HE pen ~34mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).All 7 barrels bear on the broadside.180 degrees / 14 deg/s traverse speed = 12.9 s.2,000 HE damage x 7 broadside guns = 14,000.14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000.14,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.7 broadside guns x 60 / 7 s base reload = 60.7 broadside guns x 60 / 6.3 s installed Artillery reload = 66.7.7 HE shells x 60 / 7 s reload x 10% fire chance = 6.7 HE shells x 60 / 6.3 s installed reload x 10% fire chance = 6.67.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (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: (68×3.5×1) + (11×3.5×0.95) = 275. 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 24,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 3,400 (14% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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) | 19 mm | 18,300 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 19–20 mm) | 2,400 (10% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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 | 13 mm primary (range 13–19 mm) | 1,500 (6% 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 | 12,200 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 (57 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 | 7,300 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 Gdańsk. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Main battery reload time increased from 5 to 7 seconds.
November Update: Into Black Waters
- Armor.
Skins & permanent camouflages
Every custom exterior Gdańsk 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.
