World of Warships: Legends ship guide

Graf Spee B

Also called: 施佩伯爵海军上将 B · Admiral Graf Spee B · Admiral Graf Spee B Beta
Germany · Tier V · CB Cruiser · Premium · Graf Spee Variant
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
283 mm AP overmatchHeavy AP pen15 km gun rangeHeavy HE shellsSonarSlow
On this page
Community Data

Graf Spee B Community Stats

Across 2,600+ Standard battles from 140+ players, Graf Spee B averages a 61% win rate, 43,000 damage and 1.0 kills per battle, and survives 32% of them.

Community Data

Graf Spee B Community Stats

Log in to GamingDiver and upload your data to see Community Data for Graf Spee B: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Graf Spee B is a Tier V German super-cruiser: a battleship-sized hull with a 283mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (5.3 km on ships and 3.7 km on torpedoes, 114 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: best heavy AP shells in T5 CAs (8,400, 1st of 28) and best AP overmatch threshold in T5 CAs (19.7 mm, 1st of 28). The trade is loose grouping in T5 CAs (1.9, 28th of 28).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. With 10.3 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pushing in blind because the kit says brawler

5.3-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 8400 damage
  • Big-caliber AP overmatch · 19.7 mm
  • Close-range AP brick · 500.2 mm
  • Long-range AP brick · 236.18 mm
  • Long gun range · 15 km
  • Heavy HE shells · 3200 damage
High HP pool ↗

39400 HP, best of T5 CAs.

MAIN BATTERY DOWNSIDES ↗
  • Loose grouping
  • Low HE DPM · 57600 HE
Acquisition

How to get Graf Spee B

Graf Spee B is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Bundle. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Show all 6 containers (3 more)
  • Ultimate Crate 0.6% V Admiral Graf Spee B Archived · Ultimate Crate → Black Friday '21 crate
  • Piñata Chest 0.157895% Tier V, VI, or VII Premium ship Event · Piñata Chest · 1 of 19 ships
  • Explorer's Chest 0.111111% One of these ships Event · Explorer's Chest · 1 of 27 ships
Official WG availability sources
  • Black Friday Deals Bundle Start: 2021-11-12
    • Graf Spee B, Exeter B and Le Terrible B are available on standalone basis or within a bundle, as well as through crates.
  • November update: Fury on the wings of wisdom Crates Start: 2021-11-04
    • If you open 39 containers without obtaining a ship, then you are guaranteed to receive one of the four ships in the 40th container.
    • For all four ships, this is 40% for Exeter B, 40% for Graf Spee B, 16.7% for Le Terrible B, and 3.3% for Massachusetts B.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Graf Spee B sits among Tier V CAs (28 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 (1/28) BestMain battery caliber283 mm (1/28) BestSecondary HE pen38 mm (1/25) BestAP pen at 10 km306 mm (1/28) BestTorpedo speed65 kt (1 of 3 tied) BestMax armor150 mm (1 of 3 tied) BestEnd plates19 mm (1/28 / 3/28) Top 10%Main battery range15.03 km (2/28) Top 10%Secondary fire chance8% (3/25) Top 25%Secondary HE alpha1,700 (5/25) Top 25%Flak damage per salvo (expected)684 (7/26) Top 25%Torpedo reaction time7.4 s (7/24) Bottom 25%Stealth profile12.38 km / 7.43 km (22/28 / 22/28) Bottom 25%AP DPM151,200 (25/28) ShorterAP fuse timer0.01 s (25/28) Bottom 25%AA DPS166 (22/28) Bottom 25%Torpedo damage≈12,700 (19/24) Bottom 10%Main battery reload20 s (27/28) WorstMax speed28.5 kt (28/28) WorstSmoke fire bloom8.89 km (28/28) WorstRudder shift10.3 s (28/28) WorstSigma1.9 (28/28) WorstFires per minute3.6 (24/24) WorstHE DPM57,600 (24/24) WorstMain dispersion174.3 m (28/28) WorstTime to 90% speed27.9 s (28/28) WorstAcceleration (0-12 kt)10.8 s (28/28) WorstAP arming threshold47 mm (28/28) WorstEngine power54,000 hp (28/28) WorstPower / turn radius79.4 hp/m (28/28) WorstDisplacement16,275 t (28/28) WorstPower-to-weight3.32 hp/t (28/28) WorstEffective HE DPM (incl. fire)84,712 (24/24) WorstSecondary range4 km (1 of 8 tied)
See 13 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.

Turning circle680 m(13/28) Secondary DPM (per side)116,887(9/25) AP velocity910 m/s(10/28) HE velocity910 m/s(9/24) AA range4.5 km(14/28) AA threat545(20/28) Torpedo range8.01 km(13/24) Torpedo reload90 s(16/24) Citadel belt100 mm(13/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 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 resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 39,400 HP = 5,319 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 39,400 HP = 3,940 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 39,400 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 39,400 HP = 5,516 HP per charge, × 2 charges = 11,032 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
43,778–50,432
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,800 = 11,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 29,600 = 59,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
29,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
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
Turret armor170 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±143°, ±147°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
37° off bow / 33° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (15.0 km) than a standard cruiser: about 174 m wide × 105 m tall, against 137 m × 82 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1503030·10−1.61000+1.6)·30=174.3m
174.3 m at 15 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =174.3·0.6=104.6m
104.6 m at 15 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =174.3·0.61.9=55m
55 m at 15 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =104.6·0.61.9=33m
33 m at 15 km
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Shells/min
ƒ6 broadside guns x 60 / 20 s base reload = 18.
18
HE shells
HE alpha3,200
HE Velocity910 m/s
Fire Chance20%
HE fire DPM vs T5 BB27112
Effective HE DPM vs T5 BB84712
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
HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 20 s base reload = 57,600.
57,600
Fires/min
ƒ18 shells/min × 0.2 (20% fire chance) = 3.6.
3.6
AP shells
AP alpha8,400
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP pen max range237 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2282·3000.69·0.283−1.07·9101.38=546.5mm.
546.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15 km), where the shell has slowed to 495.4 m/s: P=10−7·2282·3000.69·0.283−1.07·495.41.38=236.1mm.
236.1 mm at 15 km
AP full-salvo alpha
ƒ8,400 AP damage x 6 broadside guns = 50,400.
50,400
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 speed65.0 kt
Range8.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
13,700
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 155° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
50,800
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 72 from dual-purpose secondaries firing as AA in this range band.
72
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.9 hit probability = 22 - the same in-game units as the Close-range AA DPS headline.
22
Range3.5 km
Total DPS in Aura
ƒFar 72 + Medium 22 = 94
94
Near aura
Guns20 mm Flak 38
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 0.85 hit probability = 71 - the same in-game units as the Close-range AA DPS headline.
71
Range2 km
Total DPS in Aura
ƒFar 72 + Medium 22 + Near 71 = 165
165
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts11
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2.6 + 2.5 = 5.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.2
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 63,000 + 8×1 150 mm (4/side) × 60/7.571 s (7.5 s = 53 ticks) × 1700 = 53,887. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
116,887
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 5.2 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 38,867. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
38,867
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 116,887 + secondary fire DPM 38,867 = 155,754: shell damage plus fire damage against one T5 battleship, every shell hitting.
155,754
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 (3×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 2.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.6
HE Pen20 mm
Show 1 more gun family
150 mm L/55 MPL C/35 (8×1)
Caliber150 mm
Reload time7.5 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.08 (8% fire chance) = 2.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.5
HE Pen38 mm
Maneuverability
Engine power54,000 hp
Maximum speed28.5 kt
Turning circle radius680 m
Rudder shift time10.3 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28.5 / 4 + 4.9 = 12.0 kt. Base value; speed modifiers scale it.
12.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
33.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.7 kt of 28.5 kt).
27.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.2 kt of 28.5 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.
46 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7.2 − 5.2 = +2.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.38 km x 0.955 = 11.82 km. Camouflage does not change detectability by air.
12.38 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.38 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.82 km.
11.82 km
Detectability by air7.43 km
Smoke firing penalty8.89 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.38 km) = 15.03 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.03 km
Detect when firing (air)
ƒAir detectability 7.43 km + gun-firing bloom 5.66 km = 13.09 km. The bloom tracks main-battery caliber 283 mm × 0.020 = 5.66 km.
13.09 km
Detect when on fire (sea)
ƒSea detectability 12.38 km + 2.0 km while burning = 14.38 km.
14.38 km
Detect when on fire (air)
ƒAir detectability 7.43 km + 3.0 km while burning = 10.43 km.
10.43 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 · 5.28 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 176×301000=5.28 km
· 3.66 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 122×301000=3.66 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter2 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 5,516 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 39,400 HP = 5,516 HP: up to 14% of max HP restored per charge.
· 11,032 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 39,400 HP = 11,032 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 197 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 39,400 HP = 197 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.0 km) with the same model as Max Horiz/Vert Disp: horizontal 174 / 137 m − 1 = +27%, vertical 105 / 82 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km36 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15030=7515 m, and radiusOnMax=0.6 at 15030 m. Below the kink: k=0.2+(0.5−0.2)·50007515=0.3996, so σV=σH·k=90·0.3996=36m.
Shell scatter height @ 10 km70.4 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15030=7515 m, and radiusOnMax=0.6 at 15030 m. Above the kink: k=0.5+(0.6−0.5)·10000−751515030−7515=0.5331, so σV=σH·k=132·0.5331=70.4m.
Shell scatter height @ 15 km104.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15030=7515 m, and radiusOnMax=0.6 at 15030 m. Above the kink: k=0.5+(0.6−0.5)·15000−751515030−7515=0.5996, so σV=σH·k=174·0.5996=104.3m.
AP pen 5 km407 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2282·3000.69·0.283−1.07·735.21.38=407mm, where 735.2 m/s is the shell's speed when it arrives at 5 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km306 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2282·3000.69·0.283−1.07·597.81.38=306mm, where 597.8 m/s is the shell's speed when it arrives at 10 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km237 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2282·3000.69·0.283−1.07·496.51.38=237mm, where 496.5 m/s is the shell's speed when it arrives at 15 km (from 910 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.95 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3333·0.28328·300=3.49×10−5. That runs from a 910 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km4.95 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3333·0.28328·300=3.49×10−5. That runs from a 910 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
Guns per full salvo (alpha, DPM)6
2 mounts × 3 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,282
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass300 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3333
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity910 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity910 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range45.9 s
8010 m / (65.0 kt × 2.6855) = 45.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range72
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 4x2 -> 22 DPS @ 3.5 km; 20mm Flak 38 4x1 -> 29 DPS @ 2 km; 20mm Flak 38 6x1 -> 43 DPS @ 2 km; 105mm SKC 33 3x2 -> 72 DPS @ 4.5 km.
AA DPS layered by range72 DPS @ 4.5 km, 94 DPS @ 3.5 km, 166 DPS @ 2 km
@ 4.5 km: 72 from one family; @ 3.5 km: 22 + 72 = 94; @ 2 km: 22 + 29 + 43 + 72 = 166. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank166
22 + 29 + 43 + 72 = 166 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index545
22 × 3.5 + 29 × 2 + 43 × 2 + 72 × 4.5 = 545. 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 firepower

Max HE alpha1700
max(1200 (105 mm), 1700 (150 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
max(5% (105 mm), 8% (150 mm)) = 8%. 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
max(20 mm (105 mm), 38 mm (150 mm)) = 38 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.
Open in Charting Tool

Ship Charts

Background

She belonged to a class of unique ships that combined the features of both battleships and cruisers. The German Navy officially classified her as "Panzerschiff" (armored ship). Armed with 283 mm main guns, the ship was superior to any light or heavy cruiser of her time in terms of firepower, and was only slightly inferior to them in terms of her speed.

Armor Beta

Hull HP 39,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 91+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)≈ 1,970 (~5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle 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)45 mm primary (range 16–100 mm)≈ 29,550 (~75% of HP)
No common AP caliber overmatches45 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–50 mm)≈ 1,970 (~5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 16–100 mm)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.
Superstructure13 mm primary (range 13–150 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Graf Spee B can equip.

  • Graf Spee B 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.