World of Warships: Legends ship guide

Graf Spee B

Beta
Germany · Tier V · Cruiser · Premium
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Use heavy guns from mid-range, punish broadside cruisers, and repair through controlled exchanges
  • Avoid: Do not chase DPM fights against light cruisers or expose broadside
Key characteristics
283 mm overmatch15 km gun rangeImproved HE penSonarSlow

Variant of Graf Spee

Cosmetic-only variant of Graf Spee. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Graf Spee B Community Stats

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Playstyle

Overview

Graf Spee is a German premium cruiser with commander guidance around improved Repair Party HP and stealth/utility flavor. Play her as a pocket battleship cruiser that wins measured trades.

Positioning

Use heavy guns from mid-range, punish broadside cruisers, and repair through controlled exchanges.

Potato Avoidance

Chase DPM fights against light cruisers or expose broadside

Do not chase DPM fights against light cruisers or expose broadside.

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 3/30 T5 CAs.

High HP pool

39400.0 HP, best of T5 CAs.

Strong torpedo belt

22.0% torpedo damage reduction, best of T5 CAs.

Heavy armor

150.0 mm max plate, best of T5 CAs.

High fire chance

20.0% fire chance per HE shell, best of T5 CAs.

Stiff AP fuse

47.0 mm AP arming threshold, worst of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Graf Spee B

Graf Spee B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
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Builds Beta

Build for AP performance, repair value, concealment, reload, and survivability.

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Cohort position

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Where Graf Spee B sits among Tier V CAs (30 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.

BestHit points39,400 HP (1/30) BestMain battery caliber283 mm (1/30) BestSecondary HE pen38 mm (1/27) BestTorpedo speed65 kt (1 of 3 tied) BestMax armor150 mm (1 of 3 tied) Top 10%Main battery range15.03 km (2/30) Top 25%HE alpha1,700 (7/27) Top 25%Secondary fire chance8% (4/27) Bottom 25%Stealth profile12.38 km / 7.43 km (24/30 / 24/30) Bottom 25%AP DPM168,000 (25/30) Bottom 25%AP fuse timer0.01 s (27/30) Bottom 25%Torpedo damage≈12,700 (21/26) Bottom 10%Main battery reload18 s (29/30) Bottom 10%Fires per minute4 (27/28) Bottom 10%HE DPM64,000 (27/28) WorstMax speed28.5 kt (30/30) WorstRudder shift10.3 s (30/30) WorstSigma1.9 (30/30) WorstMain dispersion174.3 m (30/30) WorstAcceleration29.5 s (29/29) WorstAP arming threshold47 mm (30/30) WorstEngine power54,000 hp (30/30) WorstTurn-speed retention79.4 hp/m (30/30) WorstDisplacement16,275 t (30/30) WorstPower-to-weight3.32 hp/t (30/30) WorstSecondary range4 km (1 of 9 tied)
See 12 mid-pack stats

Not standouts for Graf Spee B -- 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.

Traverse-to-turn ratio5.83 ×(11/30) Secondary DPM (per side)118,878(9/27) AP velocity910 m/s(9/30) HE velocity910 m/s(10/28) AA DPS166(23/30) AA range4.5 km(14/30) AA threat546(21/30) Torpedo range8.01 km(15/26) Torpedo reload90 s(18/26) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormRepair heal rate0.5 %/s(5 of 7 tied at this value)
Survivability
Hit Points39,400
Displacement16,275 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 40, 45, 50, 70, 100, 125, 150 mm
Armor material/layer entries55
Fire resistance23.3%
Fire duration45 s
Torp Reduction22%
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.
19,700
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.
11,800
Main Battery
ModuleArtillery: 283 mm L/52 Drh LC/28
Mounts / barrels2 mounts / 6 barrels
Reload time20 s
Firing range15 km
Turret traverse7.2 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1503030·101.61000+1.6)·30=174.3m
174.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =174.3·0.6=104.6m
104.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =174.3·0.332(σ=1.9)=57.8m
57.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =104.6·0.332(σ=1.9)=34.7m
34.7 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ6 broadside guns x 60 / 20 s base reload = 18.
18
HE shells
HE Damage3,200
HE Velocity910 m/s
Fire Chance20%
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,200 HE damage x 6 broadside guns = 19,200.
19,200
Base HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 20 s base reload = 57,600.
57,600
Base fires/min
ƒ6 HE shells x 60 / 20 s reload x 20% fire chance = 3.6.
3.6
AP shells
AP Damage8,400
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2282·3000.69·0.2831.07·9101.38=546.5mm. Matches the in-game spec card.
546.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.8 km), where the shell has slowed to 442.5 m/s: P=107·2282·3000.69·0.2831.07·442.51.38=202.1mm.
202.1 mm
AP full-salvo alpha
ƒ8,400 AP damage x 6 broadside guns = 50,400.
50,400
Base AP DPM
ƒ50,400 AP full-salvo alpha x 60 / 20 s base reload = 151,200.
151,200
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.
60
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range8.01 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming836 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (24×3.5×0.85) + (23×3.5×0.9) = 166. 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.
166
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 304×2 37mm
20 mm Flak 384×1 20mm
20 mm Flak 386×1 20mm
105 mm L/65 Dop. L. C/31 (DP)3×2 105mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range4.5 km
Medium aura
DPS7
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 7 = 30
30
Near aura
DPS24
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 7 + Near 24 = 54
54
S
Secondary Battery
Mounts11
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
105 mm L/65 Dop. L. C/31 (×3)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm L/55 MPL C/35 (×8)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed28.5 kt
Turning circle radius680 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (25.7 kt of 28.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(54,00016,275)0.42=1.6549; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=29.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
29.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (28.2 kt of 28.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=49.7s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
49.7 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·28.5·0.5144680=1.24°/s, so ratio=ωturretωhull=7.21.24=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea12.38 km
Detectability by air7.43 km
Smoke firing penalty8.89 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.38 km
Detect Fire Sea14.38 km
Detect Fire Air10.43 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 114 s active · 5.87 km ship detect · 4.07 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter2 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal

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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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp174.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15030}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 174.3\,\text{m}$
Max Vert Disp104.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 174.3 \cdot 0.6 = 104.6\,\text{m}$
Med Horiz Disp57.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 174.3 \cdot 0.332\;(\sigma = 1.9) = 57.8\,\text{m}$
Med Vert Disp34.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 104.6 \cdot 0.332\;(\sigma = 1.9) = 34.7\,\text{m}$
AP Pen Close546.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2282 \cdot 300^{0.69} \cdot 0.283^{-1.07} \cdot 910^{1.38} = 546.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far202.1 mm
Same formula at the ship's max firing range (18.8 km), where the shell has slowed to 442.5 m/s: $P = 10^{-7}\cdot 2282 \cdot 300^{0.69} \cdot 0.283^{-1.07} \cdot 442.5^{1.38} = 202.1\,\text{mm}$.
HE penetration71 mm
71 mm ≈ 283 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) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch19 mm
floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha19,200
3,200 HE damage x 6 broadside guns = 19,200.
AP full-salvo alpha50,400
8,400 AP damage x 6 broadside guns = 50,400.
Base HE DPM57,600
19,200 HE full-salvo alpha x 60 / 20 s base reload = 57,600.
Base AP DPM151,200
50,400 AP full-salvo alpha x 60 / 20 s base reload = 151,200.
Base shells/min18
6 broadside guns x 60 / 20 s base reload = 18.
Base fires/min3.6
6 HE shells x 60 / 20 s reload x 20% fire chance = 3.6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS166
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (24×3.5×0.85) + (23×3.5×0.9) = 166. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index546
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)118,878
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 3×2 105 mm (3/side) × 60/3.35 × 1200 = 64,478 + 8×1 150 mm (4/side) × 60/7.5 × 1700 = 54,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 38 mm from the 150 mm family.
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Exteriors

Skins & permanent camouflages

Every custom exterior Graf Spee B can equip, from in-game data.

  • Graf Spee B default exterior
    DefaultThe ship’s standard exterior

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