World of Warships: Legends ship guide

Gearing

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • 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
Key characteristics
Long torps (16 km)2 sigma accuracyHigh HE / fire outputLobs over islandsLow fire chance
Community Data

Gearing Community Stats

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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

Fast turret traverse

25.0°/s turret traverse, best of Legendary DDs. Tracks fast-rotating targets peers can't keep up with.

Heavy HE shells

2200.0 damage per HE shell, best of Legendary DDs. Punishes superstructure and modules harder than peers.

HE DPM machine

293333 HE DPM, best of Legendary DDs. Sustained fire pressure.

Long-range torps

16.5 km torpedo range, best of Legendary DDs.

Low fire chance

5.0% fire chance per HE shell, bottom decile of Legendary DDs. AP carries more weight.

Slow torp reload

136.0 s torpedo reload, bottom decile of Legendary DDs. Long wait between drops.

Acquisition

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.

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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.

BestHE DPM293,333 (1/11) BestTorpedo range16.5 km (1/11) BestDeck armor21 mm (1/8) Top 10%Rudder shift4.2 s (2/11) Top 10%Max armor21 mm (2/11) Top 10%Citadel belt21 mm (2/10) Top 25%Main battery range11.28 km (3/11) Top 25%AP DPM306,667 (3/9) Top 25%Acceleration10.8 s (3/11) Top 25%Displacement3,460 t (3/11) Bottom 25%Torpedo reload136 s (10/11) WorstHE fire chance5% (11/11)
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.

Hit points19,400 HP(9/11) Max speed36 kt(7/11) Concealment7.12 km(6/11) Air detection3.56 km(6/11) Traverse-to-turn ratio15.08 ×(4/11) Main battery caliber127 mm(7/11) Main battery reload2.7 s(4/11) Fires per minute6.67(9/11) AP shell damage2,300(5/9) Main dispersion99.6 m(9/11) AP velocity830 m/s(5/9) HE velocity830 m/s(7/11) AP arming threshold21 mm(5/9) Engine power60,000 hp(8/10) Turn-speed retention93.8 hp/m(8/10) Power-to-weight17.34 hp/t(7/10) AA DPS278(4/11) AA range5 km(5/11) AA threat924(5/11) Torpedo damage17,900(5/11) Torpedo speed66 kt(6/11) NormSigma2(10 of 11 tied at this value) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormAP ricochet start45°(6 of 9 tied at this value) NormAP auto-bounce angle60°(6 of 9 tied at this value) NormBow armor20 mm(9 of 10 tied at this value) NormStern armor20 mm(9 of 10 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points19,400
Displacement3,460 t
Armor range6–21 mm
Plate armor thicknesses6, 13, 19, 20, 21 mm
Armor material/layer entries26
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.
9,700
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.
5,800
Main Battery
ModuleArtillery: 127 mm Mk38
Mounts / barrels3 mounts / 6 barrels
Reload time3 s
Firing range11.3 km
Turret traverse25 °/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 = (11280/30·(8−0.5)/1000 + 0.5)·30 = 99.6 m
99.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 99.6 × 0.6 = 59.8 m
59.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 99.6 × 0.319 (σ=2) = 31.8 m
31.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.8 × 0.319 (σ=2) = 19.1 m
19.1 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ6 broadside guns x 60 / 3 s base reload = 120.
120
HE shells
HE Damage2,200
HE Velocity830 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
Base HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000.
264,000
Installed HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.
293,333
Base fires/min
ƒ6 HE shells x 60 / 3 s reload x 5% fire chance = 6.
6
AP shells
AP Damage2,300
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 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: 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.
232.5 mm
AP Pen Far
ƒSame 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.
50.7 mm
AP full-salvo alpha
ƒ2,300 AP damage x 6 broadside guns = 13,800.
13,800
Base AP DPM
ƒ13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000.
276,000
Installed AP DPM
ƒ13,800 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 306,667.
306,667
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.
10
Torpedoes
ModuleMark 17
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time136 s
Projectile speed66 kt
Range16.5 km
Maximum simulated damage16,700 (est.)
Alpha damage50,100
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming204 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
167,000
AA Defense
AA mount points16
Close-range AA DPS
ƒSum 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.
278
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk12×2 40mm
40 mm Bofors Mk22×4 40mm
20 mm Oerlikon Mk412×1 20mm
Far aura
DPS
ƒIncludes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.
19
Range5 km
Medium aura
DPS32
Range3.5 km
Total DPS in Aura
ƒFar 19 + Medium 32 = 51
51
Near aura
DPS30
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 32 + Near 30 = 81
81
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed36 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio15.1× snappy
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns7.12 km
Detect Fire Sea9.12 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse25 → 15 °/s

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 Disp99.6 m
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 m
Max Vert Disp59.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 99.6 × 0.6 = 59.8 m
Med Horiz Disp31.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 99.6 × 0.319 (σ=2) = 31.8 m
Med Vert Disp19.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.8 × 0.319 (σ=2) = 19.1 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close232.5 mm
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.
AP Pen Far50.7 mm
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.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha13,800
2,300 AP damage x 6 broadside guns = 13,800.
Base HE DPM264,000
13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000.
Base AP DPM276,000
13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000.
Installed HE DPM293,333
13,200 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.
Installed AP DPM306,667
13,800 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 306,667.
Base shells/min120
6 broadside guns x 60 / 3 s base reload = 120.
Installed shells/min133.3
6 broadside guns x 60 / 2.7 s installed Artillery reload = 133.3.
Base fires/min6
6 HE shells x 60 / 3 s reload x 5% fire chance = 6.
Installed fires/min6.67
6 HE shells x 60 / 2.7 s installed reload x 5% fire chance = 6.67.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range96.2 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 damage167,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage167,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS278
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index924
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

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
Bow20 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 mm14,600 (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.
Stern20 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.
Citadel21 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).
Superstructure6 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 HP9,700 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 HP5,800 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 Gearing. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×8Main Battery ×6Consumable ×5
2026-03-26

Ministry of Balance: Spring Renewal

  • Main battery HE shell damage increased from 2,000 to 2,200.
Read the full official post
2025-10-30

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.
Read the full official post
2024-10-10

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.
Read the full official post
2023-06-15

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!.
Read the full official post
2021-09-30

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.