World of Warships: Legends ship guide

Grom

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 7.5-km torpedoes for a perfect shot
Key characteristics
2 sigma accuracyImproved HE penSmokeEngine BoostSlow acceleration
Related variants

Grom variants in WoWs Legends

These ships share a base hull or event lineage with Grom, but GamingDiver keeps their community stats and ship pages separate when the in-game identity, nation, tier, or premium context differs.

Community Data

Grom Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Grom is a Tier VI European torpedo destroyer reaching 7.5 km. The torpedoes travel at 72 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best Defensive AA flak boost in T6 DDs (200).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 72 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 7.5-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

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 3/33 T6 DDs.

Heavy Defensive AA flak

+200.0% Defensive AA flak damage, best of T6 DDs. Each activated burst deletes more aircraft.

Fast torpedoes

72.0 kt torpedo speed, top decile of T6 DDs. Less reaction time for targets to dodge.

High fire chance

9.0% fire chance per HE shell, top decile of T6 DDs.

Slow acceleration

~14.35 s to max forward speed, worst of T6 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Weak torpedoes

7533.0 damage per torpedo, bottom decile of T6 DDs.

Acquisition

How to get Grom

Grom is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-European tech-tree branch diagram
Pan-Europe Tech Tree

Grom sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, speed, gun reload, torpedo uptime, and survivability.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Grom sits among Tier VI DDs (33 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.

Top 10%Torpedo speed72 kt (3/33) Top 25%Max speed41 kt (5/33) Top 25%Rudder shift4.2 s (7/33) Top 25%HE shell damage1,900 (9/33) Top 25%HE fire chance9% (7/33) Top 25%Main dispersion87.8 m (8/33) Top 25%HE velocity900 m/s (7/33) Top 25%Torpedo reload75 s (9/33) Bottom 25%Traverse-to-turn ratio5.05 × (27/33) Bottom 25%Main battery caliber120 mm (27/33) Bottom 25%Main battery reload6.3 s (29/33) Bottom 25%Torpedo range7.5 km (27/33) Bottom 10%Power-to-weight15.96 hp/t (31/33) WorstNo secondaries (30 of 33 in cohort) WorstAcceleration14.35 s (33/33) WorstTorpedo damage7,533 (1 of 2 tied)
See 17 mid-pack stats

Not standouts for Grom -- 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 points15,500 HP(17/33) Concealment6.9 km(15/33) Air detection3.45 km(15/33) Main battery range10.67 km(18/33) Fires per minute6(11/33) HE DPM126,667(19/33) Engine power54,000 hp(15/33) Turn-speed retention88.5 hp/m(17/33) Displacement3,383 t(25/33) AA DPS131(23/33) AA range3.5 km(18/33) AA threat358(22/33) Deck armor16 mm(11/22) NormMax armor16 mm(20 of 33 tied at this value) NormCitadel belt16 mm(22 of 32 tied at this value) NormBow armor16 mm(20 of 32 tied at this value) NormStern armor16 mm(21 of 32 tied at this value)

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

Def-AASmokeEngine Boost
Survivability
Hit PointsInitial: 12,900 → 15,500
Displacement3,383 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries21
Fire resistanceInitial: 26.6% → 30%
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.
7,800
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.
4,700
Main Battery
ModuleArtillery: 120 mm wz. 34/36 Bofors double
Mounts / barrels4 mounts / 7 barrels
Reload time7 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverse10 °/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 = (9700/30·(8−0.5)/1000 + 0.5)·30 = 87.8 m
87.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.8 × 0.6 = 52.7 m
52.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.8 × 0.319 (σ=2) = 28 m
28 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.7 × 0.319 (σ=2) = 16.8 m
16.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ7 broadside guns x 60 / 7 s base reload = 60.
60
HE shells
HE Damage1,900
HE Velocity900 m/s
Fire Chance9%
HE penetration
ƒ30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
30 mm
HE full-salvo alpha
ƒ1,900 HE damage x 7 broadside guns = 13,300.
13,300
Base HE DPM
ƒ13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000.
114,000
Base fires/min
ƒ7 HE shells x 60 / 7 s reload x 9% fire chance = 5.4.
5.4
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed72 kt
Range7.5 km
Maximum simulated damage6,833 (est.)
Alpha damage20,500
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming222 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
40,998
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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.
131
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors № 3Initial: 40 mm/60 Bofors M1936 (2×1) → 40 mm/56 Bofors № 3 (2×2)
13.2 mm Hotchkiss wz. 304×2 13mm
Medium aura
DPSInitial: 14 → 25
Range3.5 km
Near aura
DPSInitial: 15 → 13
Range1.2 km
Total DPS in Aura
ƒMedium 25 + Near 13 = 38
38
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed41 kt
Turning circle radius610 m
Engine power multiplier speed threshold39 kt
Traverse-to-turn ratio5.0× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
Choose one
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +200% flak burst boost
Module options (2)

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

HullUpgrade
  • Hit points12,900 → 15,500
  • Rudder shift6.5 → 4.2 s
  • Close-range AA DPS29 → 38
Fire controlUpgrade
  • Main battery range9,700 → 10,670 m

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 Disp87.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9700/30·(8−0.5)/1000 + 0.5)·30 = 87.8 m
Max Vert Disp52.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.8 × 0.6 = 52.7 m
Med Horiz Disp28 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.8 × 0.319 (σ=2) = 28 m
Med Vert Disp16.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.7 × 0.319 (σ=2) = 16.8 m
HE penetration30 mm
30 mm ≈ 120 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) - 0.25 in this case. Lets HE pen ~30mm armor instead of ~20mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,300
1,900 HE damage x 7 broadside guns = 13,300.
Base HE DPM114,000
13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000.
Base shells/min60
7 broadside guns x 60 / 7 s base reload = 60.
Base fires/min5.4
7 HE shells x 60 / 7 s reload x 9% fire chance = 5.4.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range40.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage40,998
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage40,998
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS131
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index358
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 range1.2 km

Armor

Hull HP 12,90015,500 with hull upgrade, 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
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm primary (range 15–16 mm)11,600 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 6–16 mm)1,200 (8% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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).
Superstructure10 mm primary (range 10–16 mm)1,100 (7% 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 HP7,800 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 HP4,700 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.
Exteriors

Skins & permanent camouflages

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

  • Grom 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.