World of Warships: Legends ship guide

Gdańsk

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • 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
Key characteristics
Radar (10 km)SmokeEngine BoostDefensive AASlow reload
Community Data

Gdańsk Community Stats

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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

Improved HE penetration

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.

Surveillance Radar

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.

High fire chance

10.0% fire chance per HE shell, best of Legendary DDs.

Big-caliber overmatch

9.7 mm overmatch threshold, best of Legendary DDs. Punishes bow-tanking ships peers can't crack.

Slow reload

6.3 s reload, worst of Legendary DDs. Salvos punish more, but cycle is slower than peers.

Slow acceleration

~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.)

Acquisition

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

Builds Beta

Build for gun reload, concealment, Radar utility, speed, survivability, and torpedo uptime. Preserve HP for decisive destroyer fights.

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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.

BestMain battery caliber139 mm (1 of 2 tied) BestHE fire chance10% (1 of 2 tied) Top 10%Hit points24,400 HP (2/11) Top 10%Torpedo speed82 kt (2/11) Top 25%Max speed43 kt (3/11) Top 25%Rudder shift5.5 s (3/11) Bottom 25%HE DPM133,333 (10/11) Bottom 25%Displacement4,790 t (10/11) Bottom 25%AA range4 km (10/11) WorstMain battery reload6.3 s (1 of 2 tied) WorstAcceleration15.05 s (11/11) WorstTorpedo damage11,200 (11/11)
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.

Concealment7.13 km(7/11) Air detection3.57 km(7/11) Traverse-to-turn ratio8.95 ×(9/11) Main battery range11.05 km(7/11) Fires per minute6.67(9/11) Main dispersion97.9 m(5/11) HE velocity840 m/s(5/11) Engine power92,000 hp(4/10) Turn-speed retention113.6 hp/m(4/10) Power-to-weight19.21 hp/t(6/10) AA DPS275(5/11) AA threat1,065(4/11) Torpedo range9.99 km(9/11) Torpedo reload115 s(8/11) NormSigma2(10 of 11 tied at this value) NormMax armor20 mm(9 of 11 tied at this value) NormCitadel belt20 mm(8 of 10 tied at this value) NormBow armor20 mm(9 of 10 tied at this value) NormStern armor20 mm(9 of 10 tied at this value) NormDeck armor19 mm(6 of 8 tied at this value)

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

Radar 10 kmDef-AASmokeEngine Boost
Survivability
Hit Points24,400
Displacement4,790 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries23
Fire resistance40%
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.
12,200
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.
7,300
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels4 mounts / 7 barrels
Reload time7 s
Firing range11.1 km
Turret traverse14 °/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 = (11050/30·(8−0.5)/1000 + 0.5)·30 = 97.9 m
97.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.9 × 0.6 = 58.7 m
58.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.9 × 0.32 (σ=2) = 31.3 m
31.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 m
18.8 m
Turret turn time
ƒ180 degrees / 14 deg/s traverse speed = 12.9 s.
12.9 s
Base shells/min
ƒ7 broadside guns x 60 / 7 s base reload = 60.
60
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ35 mm ≈ 139 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
35 mm
HE full-salvo alpha
ƒ2,000 HE damage x 7 broadside guns = 14,000.
14,000
Base HE DPM
ƒ14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000.
120,000
Installed HE DPM
ƒ14,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
133,333
Base fires/min
ƒ7 HE shells x 60 / 7 s reload x 10% fire chance = 6.
6
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-30
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time115 s
Projectile speed82 kt
Range9.99 km
Maximum simulated damage10,200 (est.)
Alpha damage30,600
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming253 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
102,000
AA Defense
AA mount points7
Close-range AA DPS
ƒSum 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.
275
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
57 mm ZIF-755×4 57mm
25 mm 110-PM 4M-1202×4 25mm
Medium aura
DPS68
Range4 km
Near aura
DPS11
Range3.1 km
Total DPS in Aura
ƒMedium 68 + Near 11 = 79
79
Maneuverability
Engine moduleEngine: 92,000 hp
Engine power92,000 hp
Maximum speed43 kt
Turning circle radius810 m
Engine power multiplier speed threshold40.8 kt
Traverse-to-turn ratio8.9× ok
Concealment
Detectability by sea7.13 km
Detectability by air3.57 km
Smoke firing penalty2.86 km
Detect after firing main guns7.13 km
Detect Fire Sea9.13 km
Detect Fire Air6.57 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 97 s cloud active
Choose one
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

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 Disp97.9 m
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 m
Max Vert Disp58.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.9 × 0.6 = 58.7 m
Med Horiz Disp31.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.9 × 0.32 (σ=2) = 31.3 m
Med Vert Disp18.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.7 × 0.32 (σ=2) = 18.8 m
HE penetration35 mm
35 mm ≈ 139 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
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.
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time12.9 s
180 degrees / 14 deg/s traverse speed = 12.9 s.
HE full-salvo alpha14,000
2,000 HE damage x 7 broadside guns = 14,000.
Base HE DPM120,000
14,000 HE full-salvo alpha x 60 / 7 s base reload = 120,000.
Installed HE DPM133,333
14,000 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
Base shells/min60
7 broadside guns x 60 / 7 s base reload = 60.
Installed shells/min66.7
7 broadside guns x 60 / 6.3 s installed Artillery reload = 66.7.
Base fires/min6
7 HE shells x 60 / 7 s reload x 10% fire chance = 6.
Installed fires/min6.67
7 HE shells x 60 / 6.3 s installed reload x 10% fire chance = 6.67.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed82 kt
Travel time to max range46.9 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 damage102,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage102,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS275
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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1065
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 range3.1 km

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
Bow20 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 mm18,300 (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.
Stern20 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.
Citadel20 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).
Superstructure13 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 HP12,200 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 (57 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 HP7,300 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 Gdańsk. Cards are condensed; use each source link for full context.

Nerf ×1Main Battery ×1
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time increased from 5 to 7 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Gdańsk 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.