World of Warships: Legends ship guide

Gearing

Also called: 基林 Beta
U.S.A. · Tier ★ · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (16 km)Heavy HE shellsHigh HE DPMLobs over islandsSmokeSlow torp reload
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Community Data

Gearing Community Stats

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Playstyle

Overview

Gearing is a Legendary American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best turret traverse rate in Legendary DDs (25) and best HE alpha in Legendary DDs (2,200).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • Heavy HE shells · 2200.0 damage
  • HE DPM machine · 293333 HE
Long-range torps

16.5 km torpedo range, best of Legendary DDs.

Lingering smoke

130.0 s smoke cloud linger, best of Legendary DDs. Each puff stays up longer after you stop laying it, holding the shield.

Thick deck armor

21.0 mm armor deck, best of Legendary DDs. Eats plunging fire and HE that peers don't.

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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Gearing sits among Legendary DDs (12 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 (1/12) BestTorpedo range16.5 km (1/12) BestDeck armor21 mm (1/10) Top 10%Rudder shift3.3 s (2/12) Top 10%Max armor21 mm (2/12) Top 10%Citadel belt21 mm (2/12) Top 25%Traverse-to-turn ratio15.08 × (4/12) Top 25%Main battery range11.28 km (3/12) Top 25%Main battery reload2.7 s (4/12) Top 25%AP DPM306,667 (3/10) Top 25%Displacement3,460 t (3/12) Top 25%Effective HE DPM (incl. fire)348,008 (3/12) Bottom 25%Hit points19,400 HP (11/12) Bottom 25%Main dispersion99.6 m (11/12) Bottom 25%Torpedo reload136 s (11/12) WorstHE fire chance5% (12/12)
See 25 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.

Max speed36 kt(9/12) Concealment7.12 km(7/12) Air detection3.56 km(7/12) Main battery caliber127 mm(9/12) Fires per minute6.67(9/12) AP shell damage2,300(6/10) AP velocity830 m/s(6/10) HE velocity830 m/s(7/12) Acceleration18 s(8/11) AP arming threshold21 mm(5/10) Engine power60,000 hp(9/11) Turn-speed retention93.8 hp/m(9/11) Power-to-weight17.34 hp/t(8/11) AP pen at 10 km66 mm(4/10) AA DPS278(5/12) AA range5 km(6/12) AA threat924(6/12) Flak per wave (expected)1,200(5/9) Torpedo damage≈16,700(5/12) Torpedo speed66 kt(7/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormTurn speed retained81%(9 of 12 tied at this value)
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%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm Mk38
Mounts / barrels3 mounts / 6 barrels
Reload time3 s
Firing range
patched
  1. baseline11280
    In-game data
  2. 2025-10-3011300
    Ministry of Balance: Preparing for Winter Main battery firing range increased from 10.74 to 11.3 km.
11.3 km
Turret traverse25 °/s
HE fire DPM vs T8 BB49183
Effective HE DPM vs T8 BB313183
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1128030·80.51000+0.5)·30=99.6m
99.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =99.6·0.6=59.8m
59.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =99.6·0.319(σ=2)=31.8m
31.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =59.8·0.319(σ=2)=19.1m
19.1 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 3 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.7 s all-upgrades reload = 133.3.
Initial: 120 → 133.3
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
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 2.7 s all-upgrades reload = 293,333.
Initial: 264,000 → 293,333
Fires/min
ƒZero upgrades: 120 shells/min x 5% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 133.3 shells/min x 5% fire chance = 6.67.
Initial: 6 → 6.67
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: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·8301.38=232.5mm. 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: P=107·2598·250.69·0.1271.07·275.41.38=50.7mm.
50.7 mm
AP full-salvo alpha
ƒ2,300 AP damage x 6 broadside guns = 13,800.
13,800
AP DPM
ƒZero upgrades: 13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,800 AP full-salvo alpha x 60 / 2.7 s all-upgrades reload = 306,667.
Initial: 276,000 → 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 damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,100·0.333=16,700.
≈ 16,700
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,900
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km66 kt×2.6=8.2 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.01 per hit, shown as 3.01×100=301%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
301%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming204 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,700 = 167,000.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 66 from dual-purpose main battery firing as AA in this range band.
66
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 1 hit probability = 112 - the same in-game units as the Close-range AA DPS headline.
112
Range3.5 km
Total DPS in Aura
ƒFar 66 + Medium 112 = 178
178
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.95 hit probability = 100 - the same in-game units as the Close-range AA DPS headline.
100
Range2 km
Total DPS in Aura
ƒFar 66 + Medium 112 + Near 100 = 278
278
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Maneuverability
Engine power60,000 hp
Maximum speed36 kt
Turning circle radius640 m
Rudder shift time3.3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
18 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
30.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.0·0.5144640=1.66°/s, so ratio=ωturretωhull=251.66=15.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.1× snappy
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.12 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 · 30 s emit / 130 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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

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
Max Horiz Disp99.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1128030·80.51000+0.5)·30=99.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp59.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =99.6·0.6=59.8m
Shell scatter height @ 10 km52 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp31.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =99.6·0.319(σ=2)=31.8m
Med Vert Disp19.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =59.8·0.319(σ=2)=19.1m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close232.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·8301.38=232.5mm. 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: P=107·2598·250.69·0.1271.07·275.41.38=50.7mm.
AP pen 5 km122 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km66 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPMInitial: 264,000 → 293,333
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 3 s base reload = 264,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 2.7 s all-upgrades reload = 293,333.
AP DPMInitial: 276,000 → 306,667
Zero upgrades: 13,800 AP full-salvo alpha x 60 / 3 s base reload = 276,000. All upgrades (Main Battery Mod. 3 = -10% reload): 13,800 AP full-salvo alpha x 60 / 2.7 s all-upgrades reload = 306,667.
Shells/minInitial: 120 → 133.3
Zero upgrades: 6 broadside guns x 60 / 3 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.7 s all-upgrades reload = 133.3.
Fires/minInitial: 6 → 6.67
Zero upgrades: 120 shells/min x 5% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 133.3 shells/min 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,700 = 167,000.
Per-side salvo damage167,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,700 = 167,000.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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 Beta

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.

Bow & stern19 mm

Overmatched by 72+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,100 (11% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)2,000 (10% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
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.

Open in Charting Tool

Ship Charts

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.