Großer Kurfürst
Also called: 大选帝侯 Beta- Push to within secondary range (~7 km) so the auto-fire battery starts contributing
- Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
On this page
Großer Kurfürst Community Stats
Across 21,000+ Standard battles from 300+ players, Großer Kurfürst averages a 56% win rate, 93,000 damage and 1.0 kills per battle, and survives 34% of them.
Großer Kurfürst Community Stats
Log in to GamingDiver and upload your data to see Community Data for Großer Kurfürst: community win rate, damage, survival, spotting, and your own comparison.
Großer Kurfürst Community Stats
Record History
Playstyle
Overview
Großer Kurfürst is a Legendary German tank battleship (105,800 HP): cohort-best hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (9/23 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. Angled deck armor roofs the citadel on top of that, so the pool stretches further inside brawling range (the secondaries reach 7 km) than it does trading down the long line. 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 Sonar ship range in Legendary BBs (6 km, 1st of 5) and best Sonar torpedo range in Legendary BBs (4 km, 1st of 5). The trade is AA DPS in Legendary BBs (435, 23rd of 23).
Positioning
Push to within secondary range (~7 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge. Both phases of a turn are slow (19.5 s on the rudder, a 1,050 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.
Signature Traits
105800 HP, best of Legendary BBs.
Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.
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, shared by 8/23 Legendary BBs.
- Long-range sonar · 6 km
- Wide torpedo · 4 km
435 AA DPS, bottom decile of Legendary BBs. Aircraft chew through with impunity; lean on positioning over AA.
105,800 HP (1/23 in the cohort) on an average heal: counting Repair Party she is 9/23 on effective HP, mid-pack. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.
How to get Großer Kurfürst
Großer Kurfürst is the Legendary ship of the Brawler Battleships branch of the Germany Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau. 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.
- Research BureauComplete the Großer Kurfürst Research Bureau project, which follows the Brawler Battleships line.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
German Eagle Crate
0.1%
⭐ Großer Kurfürst
Event · German Eagle Crate
Official WG availability sources
-
September Update: Full Progress Ahead
Crates
Start: 2026-09-03
- German Eagle crate
- which also has a small chance of dropping the Legendary Tier battleship Großer Kurfürst
-
German Eagles: Celebrating German Unity Day
Crates
Start: 2026-09-21
- The new German Eagle Crate offers you a chance to receive one of the German Eagle skins or a German Premium ship: Tier VI Premium battleship Scharnhorst, Tier VII Premium cruiser Siegfried, Tier VII Premium cruiser Weimar, or Legendary Tier battleship Großer Kurfürst.
Show direct source rows
- German Eagle Crate 0.1% · ⭐ Großer Kurfürst
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Großer Kurfürst sits among Legendary BBs (22 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.
See 30 mid-pack stats
Not standouts for Großer Kurfürst -- 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.
Peers in this cohort
Compare Legendary BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 134° (the most restricted aft-facing mount's arc) = 46° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.ƒ
In practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (17.3 km) than a standard battleship: about 235 m wide × 141 m tall, against 233 m × 140 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
Zero upgrades: 12 broadside guns x 60 / 30 s base reload = 24. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 25.HE shells
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105 mm ≈ 420 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
Zero upgrades: 4,800 HE damage x 12 broadside guns = 57,600. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5,000 HE damage x 12 broadside guns = 60,000.ƒ
Zero upgrades: 57,600 HE full-salvo alpha x 60 / 30 s base reload = 115,200. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 60,000 HE full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 124,752.ƒ
Zero upgrades: 24 shells/min × 0.41 (41% fire chance) = 9.84. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 25 shells/min × 0.41 (41% fire chance) = 10.23.AP shells
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floor(420 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.3 km), where the shell has slowed to 559.3 m/s: .ƒ
Zero upgrades: 12,700 AP damage x 12 broadside guns = 152,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,500 AP damage x 12 broadside guns = 162,000.ƒ
Zero upgrades: 152,400 AP full-salvo alpha x 60 / 30 s base reload = 304,800. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 162,000 AP full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 336,832.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 108 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 92 raw aura damage × 3.5 × 0.75 hit probability = 242 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 108 + Medium 242 = 350ƒ
Effective DPS: 35 raw aura damage × 3.5 × 0.7 hit probability = 86 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 108 + Medium 242 + Near 86 = 436ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 240 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 5.2 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.ƒ
Sum of each gun family's fires/min (per side): 7.5 + 2.5 = 10. 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.ƒ
Sum 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: 10×2 128 mm (10/side) × 60/4 s × 1500 = 225,000 + 4×2 150 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).ƒ
Fires/min (per side) 10 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 82,266. 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.ƒ
Secondary DPM (per side) 278,887 + secondary fire DPM 82,266 = 361,153: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 57 + 30 = 429 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
10×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 7.5. 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.Show 1 more gun family
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4×2 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.ƒ
top speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (27.0 kt of 30.0 kt).ƒ
Time to reach 99% of top speed (29.7 kt of 30.0 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.ƒ
With the rudder hard over the hull turns 3.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 3.3 = +1.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.1 km x 0.955 = 15.38 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 16.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.38 km.ƒ
max(main battery range, sea detectability 16.1 km) = 17.29 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 12.88 km + gun-firing bloom 8.12 km = 21 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.ƒ
Sea detectability 16.1 km + 2.0 km while burning = 18.1 km.ƒ
Air detectability 12.88 km + 3.0 km while burning = 15.88 km.
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 charges · 80 s reload · 28 s active · 14,812 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 105,800 HP = 14,812 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 105,800 HP = 29,624 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 105,800 HP = 529 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter7 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane7 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 60 s active · 6 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
Show
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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
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.3 km) with the same model as Max Horiz/Vert Disp: horizontal 235 / 233 m − 1 = +1%, vertical 141 / 140 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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.(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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.(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 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.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: at 0 m, at m, and at 17290 m. Below the kink: , so .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: at 0 m, at m, and at 17290 m. Above the kink: , so .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: at 0 m, at m, and at 17290 m. Above the kink: , so .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 , where 722 m/s is the shell's speed when it arrives at 5 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 646.1 m/s is the shell's speed when it arrives at 10 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 583.4 m/s is the shell's speed when it arrives at 15 km (from 810 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 810 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 810 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.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 ~105mm armor instead of ~70mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.4 mounts × 3 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat twin 8x2 -> 242 DPS @ 5 km; 20mm Flak 38 C35 6x4 -> 51 DPS @ 2 km; 20mm Flack 38 quad 4x4 -> 34 DPS @ 2 km; 127mm KC 40 10x2 -> 108 DPS @ 5.2 km.@ 5.2 km: 108 from one family; @ 5 km: 242 + 108 = 350; @ 2 km: 242 + 51 + 34 + 108 = 435. 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.242 + 51 + 34 + 108 = 435 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).242 × 5 + 51 × 2 + 34 × 2 + 108 × 5.2 = 1942. 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.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
max(1500 (128 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(5% (128 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(32 mm (128 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.Ship Charts
Background
One of the last stages of a battleship design for the German Navy, the ship was fitted with triple-gun main turrets designed at the outbreak of World War II. The project was developed based on the navy's combat experience and featured powerful torpedo protection, enhanced horizontal armor, and more advanced AA guns.
Armor Beta
Hull HP 105,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–120 mm) | 4,800 (5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 150 mm primary (range 50–380 mm) | 79,400 (75% of HP) | No common AP caliber overmatches150 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–200 mm) | 2,900 (3% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 380 mm primary (range 38–220 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. |
| Superstructure | 19 mm primary (range 19–50 mm) | 6,600 (6% 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 HP | 52,900 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (150 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (55 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 31,700 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Großer Kurfürst. Cards are condensed; use each source link for full context.
Ministry of Balance: Old Gold
- Ship HP increased from 95,220 to 105,800:
- Bow HP reduced from 12,000 to 4,800.
- Casemate HP reduced from 43,500 to 17,200.
- Stern HP reduced from 7,250 to 2,900.
- Superstructure HP reduced from 6,700 to 6,600.
Skins & permanent camouflages
Every custom exterior Großer Kurfürst can equip.
DefaultThe ship’s standard exterior
AlldestroyerDecorative
German Eagle (Großer Kurfürst)Decorative
Messenger of Oblivion (Großer Kurfürst)Transformers- SpaceSpace skin for Großer KurfürstSpace
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.
