World of Warships: Legends ship guide

Gryf

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracyHigh HE / fire outputImproved HE penFragile
Community Data

Gryf Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Gryf is a Tier I European cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best turret traverse rate in T1 CAs (10) and best flat HE shells in T1 CAs (900).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

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, unique in T1 CAs.

Flat HE shells

900.0 m/s HE muzzle velocity, best of T1 CAs. Flatter trajectory, easier to land at range.

High fire pressure

9.29 fires/min, best of T1 CAs. Keeps DCP on cooldown.

HE DPM machine

139355 HE DPM, top decile of T1 CAs. Sustained fire pressure.

Fragile HP pool

7550.0 HP, bottom decile of T1 CAs. Trade hits sparingly.

Bleeds speed in turns

16.7 hp per metre of turn radius, bottom decile of T1 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Gryf

Gryf is available in the Gryf branch of the Pan-Europe Tech Tree as an early line ship.

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

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

Official WG availability sources

Builds Beta

Conrad Helfrich, Janko Vukovich, and Jerzy Swirski are useful European cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship Jerzy Świrski

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

Cohort position

Hide

Where Gryf sits among Tier I CAs (13 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.

BestMain battery reload3.1 s (1 of 2 tied) BestFires per minute9.29 (1/12) BestHE velocity900 m/s (1/12) BestAcceleration6 s (1 of 2 tied) Top 10%HE DPM139,355 (2/12) Top 10%AA threat260 (2/13) Top 25%Rudder shift4.9 s (3/13) Top 25%Main battery range10.32 km (4/13) Top 25%Displacement2,700 t (3/13) Bottom 25%Max speed20 kt (11/13) Bottom 25%Engine power6,000 hp (12/13) Bottom 25%Power-to-weight2.22 hp/t (12/13) WorstHit points7,550 HP (13/13) WorstTurn-speed retention16.7 hp/m (13/13) WorstMax armor10 mm (1 of 3 tied) WorstCitadel belt10 mm (1 of 3 tied) WorstEnd plates10 mm (1 of 4 tied / 1 of 5 tied) WorstDeck armor6 mm (1 of 3 tied)
See 6 mid-pack stats

Not standouts for Gryf -- here's where she sits on every other ranked stat in the cohort.

Concealment8.55 km(7/13) Air detection5.13 km(8/13) Traverse-to-turn ratio6.11 ×(6/13) Main battery caliber120 mm(9/13) HE shell damage1,200(9/12) Main dispersion85.4 m(9/13)

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

Survivability
Hit Points7,550
Displacement2,700 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistance0%
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.
3,800
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.
2,300
Main Battery
ModuleArtillery: 120 mm/50 wz. 34/36 Bofors
Mounts / barrels4 mounts / 6 barrels
Reload time3.4 s
Firing range (base)9.4 km
Firing range (top fire control)10.3 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 = (9382/30·(8−0.5)/1000 + 0.5)·30 = 85.4 m
85.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.4 × 0.6 = 51.2 m
51.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.4 × 0.32 (σ=2) = 27.3 m
27.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.2 × 0.32 (σ=2) = 16.4 m
16.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 3.4 s base reload = 105.9.
105.9
HE shells
HE Damage1,200
HE Velocity900 m/s
Fire Chance8%
HE penetration
ƒIn-game data: 25 mm = 120 mm caliber / 4.8 (non-standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,200 HE damage x 6 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 3.4 s base reload = 127,059.
127,059
Base fires/min
ƒ6 HE shells x 60 / 3.4 s reload x 8% fire chance = 8.47.
8.47
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
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (21×3.5×0.9) + (8×3.5×0.85) = 90. 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.
90
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm Bofors wz. 362×2 40mm
13.2 mm Hotchkiss wz. 302×2 13mm
Medium aura
DPS21
Range3.5 km
Near aura
DPS8
Range1.2 km
Total DPS in Aura
ƒMedium 21 + Near 8 = 29
29
Maneuverability
Engine moduleEngine: 6,000 hp
Engine power6,000 hp
Maximum speed20 kt
Turning circle radius360 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.1× slow
Concealment
Detectability by sea8.55 km
Detectability by air5.13 km
Smoke firing penalty3.14 km
Detect after firing main guns8.55 km
Detect Fire Sea10.55 km
Detect Fire Air8.13 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,382 → 10320.2 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 Disp85.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9382/30·(8−0.5)/1000 + 0.5)·30 = 85.4 m
Max Vert Disp51.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.4 × 0.6 = 51.2 m
Med Horiz Disp27.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.4 × 0.32 (σ=2) = 27.3 m
Med Vert Disp16.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.2 × 0.32 (σ=2) = 16.4 m
HE penetration25 mm
In-game data: 25 mm = 120 mm caliber / 4.8 (non-standard HE penetration ratio).
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) - 0.208 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,200
1,200 HE damage x 6 broadside guns = 7,200.
Base HE DPM127,059
7,200 HE full-salvo alpha x 60 / 3.4 s base reload = 127,059.
Base shells/min105.9
6 broadside guns x 60 / 3.4 s base reload = 105.9.
Base fires/min8.47
6 HE shells x 60 / 3.4 s reload x 8% fire chance = 8.47.

AA defense

Close-range AA DPS90
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (21×3.5×0.9) + (8×3.5×0.85) = 90. 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 index260
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 7,550, 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
Bow10 mm primary (range 6–10 mm)900 (12% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 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.
Stern10 mm primary (range 6–10 mm)900 (12% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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).
Superstructure6 mm500 (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 HP3,800 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 HP2,300 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 Gryf can equip, from in-game data.

  • Gryf 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.