Gearing
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 16.5-km torpedoes for a perfect shot
Gearing Community Stats
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Gearing Community Stats
Playstyle
Overview
Gearing is a Legendary American torpedo destroyer reaching 16.5 km. The torpedoes travel at 66 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best HE alpha in Legendary DDs (2,200) and best HE DPM in Legendary DDs (293,333).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 16.5 km reach at 66 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 16.5-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
25.0°/s turret traverse, best of Legendary DDs. Tracks fast-rotating targets peers can't keep up with.
2200.0 damage per HE shell, best of Legendary DDs. Punishes superstructure and modules harder than peers.
293333 HE DPM, best of Legendary DDs. Sustained fire pressure.
16.5 km torpedo range, best of Legendary DDs.
5.0% fire chance per HE shell, bottom decile of Legendary DDs. AP carries more weight.
136.0 s torpedo reload, bottom decile of Legendary DDs. Long wait between drops.
How to get Gearing
Gearing is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for concealment, main-battery reload, HP/survivability, and smoke utility. Current guidance should reflect stronger gun performance without forgetting that Gearing still wins by repeated supported trades, not solo hero pushes.
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 Gearing 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 27 mid-pack stats
Not standouts for Gearing -- 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 = (11280/30·(8−0.5)/1000 + 0.5)·30 = 99.6 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 99.6 × 0.6 = 59.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 99.6 × 0.319 (σ=2) = 31.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.8 × 0.319 (σ=2) = 19.1 mƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
6 broadside guns x 60 / 3 s base reload = 120.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 6 broadside guns = 13,200.ƒ
13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000.ƒ
13,200 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.ƒ
6 HE shells x 60 / 3 s reload x 5% fire chance = 6.AP shells
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floor(127 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 × 2598 × 25^0.69 × 0.127^-1.07 × 830^1.38 = 232.5 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (14.1 km), where the shell has slowed to 275.4 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 275.4^1.38 = 50.7 mm.ƒ
2,300 AP damage x 6 broadside guns = 13,800.ƒ
13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000.ƒ
13,800 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 306,667.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: (32×3.5×1) + (30×3.5×0.95) + (19×3.5×1) = 278. 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
Includes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 19 + Medium 32 = 51ƒ
Far 19 + Medium 32 + Near 30 = 81
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 200 s reload · 15 s emit / 130 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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 = (11280/30·(8−0.5)/1000 + 0.5)·30 = 99.6 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 99.6 × 0.6 = 59.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 99.6 × 0.319 (σ=2) = 31.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.8 × 0.319 (σ=2) = 19.1 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 × 2598 × 25^0.69 × 0.127^-1.07 × 830^1.38 = 232.5 mm. Matches the in-game spec card.Same formula at the ship's max firing range (14.1 km), where the shell has slowed to 275.4 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 275.4^1.38 = 50.7 mm.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 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 6 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.2,200 HE damage x 6 broadside guns = 13,200.2,300 AP damage x 6 broadside guns = 13,800.13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000.13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000.13,200 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.13,800 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 306,667.6 broadside guns x 60 / 3 s base reload = 120.6 broadside guns x 60 / 2.7 s installed Artillery reload = 133.3.6 HE shells x 60 / 3 s reload x 5% fire chance = 6.6 HE shells x 60 / 2.7 s installed reload x 5% 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: (32×3.5×1) + (30×3.5×0.95) + (19×3.5×1) = 278. 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 19,400, 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) | 2,100 (11% 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 | 14,600 (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) | 2,000 (10% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 21 mm primary (range 19–21 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 | 6 mm primary (range 6–21 mm) | 1,800 (9% 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 | 9,700 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 (40 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 | 5,800 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 Gearing. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Renewal
- Main battery HE shell damage increased from 2,000 to 2,200.
Ministry of Balance: Preparing for Winter
- Main battery firing range increased from 10.74 to 11.3 km.
- Improved Smoke Generator:
- Number of charges increased from 2 to 3.
- Duration increased from 28 to 30 seconds.
- Smoke dispersion time increased from 124 to 130 seconds.
- Cooldown time reduced from 240 to 200 seconds.
Ministry of Balance: Trick and Treat
- Bow HP reduced from 3,150 to 2,100.
- Stern HP reduced from 3,000 to 2,000.
- Superstructure HP reduced from 2,700 to 1,800.
Ministry of Balance: Italian Concerto
- Hello and welcome to the June edition of Ministry of Balance! This update, we're making some changes and updates to the Italian battleship line, gearing them even more toward close-range combat. Those aren’t the only changes we’re making though—a few destroyers and cruisers are getting some love as well!.
Halloween Update: Double the Fun, Double the Trouble
- Increased speed and maximum damage of both AP and HE shells.
- Increased muzzle velocity of both AP and HE shells by 5%.
- AP shells: from 2,100 to 2,300.
- HE shells: from 1,800 to 2,000.
Skins & permanent camouflages
Every custom exterior Gearing can equip, from in-game data.
DefaultThe ship’s standard exterior
Gearing FlyfireDecorative
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.
