World of Warships: Legends ship guide

Haida

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.6 km detection
  • Avoid: Burning the 6.6 km concealment advantage on guns
Key characteristics
2 sigma accuracyLobs over islandsSmoke + SonarEngine BoostBleeds speed in turns
Community Data

Haida Community Stats

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Playstyle

Overview

Haida is a Tier VII Commonwealth stealth-leaning destroyer with strong surface detection (6.6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best Sonar duration in T7 DDs (180 s) and best high-arc AP shells in T7 DDs (47.4°).

Positioning

Hold concealment edges on the contested cap at 6.6 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. Her high-arc gun shells lob over island cover, so you can rain HE on broadsides from positions where flat-trajectory DDs have no firing solution.

Potato Avoidance

Burning the 6.6 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Long-duration sonar

180.0 s Sonar duration, best of T7 DDs.

High-arc AP shells

47.4° impact angle at max range, best of T7 DDs. Lobs over island cover.

High-arc HE shells

47.4° HE impact angle at max range, best of T7 DDs. Lobs over cover.

Long-reach AA

5.0 km AA reach, top decile of T7 DDs.

Bleeds speed in turns

69.8 hp per metre of turn radius, bottom decile of T7 DDs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Sluggish for the tonnage

16.03 hp per ton, bottom decile of T7 DDs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Acquisition

How to get Haida

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

Best listed chance for this ship

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Haida Ship feature / release Start: 2024-06-05 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Leonard W. Murray is the official recommended commander direction, with Part of Something Bigger improving HP and speed. Build for concealment, main-battery reload/fire chance, survivability, and enough speed to keep choosing engagements.

Open in Build Tool →

Commanders frequently paired with this ship Leonard W. Murray

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

Cohort position

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Where Haida sits among Tier VII DDs (30 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

Top 10%Concealment6.63 km (4/30) Top 25%Air detection3.31 km (5/30) Top 25%HE DPM180,000 (6/30) Top 25%AP arming threshold20 mm (4/28) Top 25%AA range5 km (8/30) Top 25%Torpedo reload80 s (4/29) Bottom 25%Main battery caliber120 mm (27/30) Bottom 25%HE velocity808 m/s (25/30) Bottom 25%Engine power44,000 hp (27/30) Bottom 25%End plates19 mm (27/29 / 27/29) Bottom 10%Turn-speed retention69.8 hp/m (29/30) Bottom 10%Power-to-weight16.03 hp/t (29/30) WorstHE fire chance5% (1 of 8 tied)
See 23 mid-pack stats

Not standouts for Haida -- 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 points18,500 HP(11/30) Max speed36.5 kt(15/30) Rudder shift4.9 s(11/30) Traverse-to-turn ratio8.78 ×(11/30) Main battery range10.9 km(19/30) Main battery reload4 s(15/30) Fires per minute4.5(21/30) AP shell damage2,200(18/28) AP DPM198,000(15/28) Main dispersion96.8 m(21/30) AP velocity808 m/s(21/28) Acceleration10.5 s(15/30) Displacement2,745 t(9/30) AA DPS166(17/30) AA threat401(19/30) Torpedo range8.28 km(21/29) Torpedo damage17,433(13/29) Torpedo speed64 kt(15/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

Sonar 4 kmSmokeEngine Boost
Survivability
Hit Points18,500
Displacement2,745 t
Armor range10–20 mm
Plate armor thicknesses10, 15, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
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.
9,300
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.
5,600
Main Battery
ModuleArtillery: 120 mm/45 CPXIX
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range10.9 km
Turret traverse15 °/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 = (10900/30·(8−0.5)/1000 + 0.5)·30 = 96.8 m
96.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 m
58.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 m
30.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 m
18.6 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ6 broadside guns x 60 / 4.5 s base reload = 80.
80
HE shells
HE Damage2,000
HE Velocity808 m/s
Fire Chance5%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ2,000 HE damage x 6 broadside guns = 12,000.
12,000
Base HE DPM
ƒ12,000 HE full-salvo alpha x 60 / 4.5 s base reload = 160,000.
160,000
Installed HE DPM
ƒ12,000 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 180,000.
180,000
Base fires/min
ƒ6 HE shells x 60 / 4.5 s reload x 5% fire chance = 4.
4
AP shells
AP Damage2,200
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 808^1.38 = 208.9 mm. Matches the in-game spec card.
208.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 237.4 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 237.4^1.38 = 38.5 mm.
38.5 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
Base AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000.
176,000
Installed AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 198,000.
198,000
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.
8
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time80 s
Projectile speed64 kt
Range8.28 km
Maximum simulated damage16,333 (est.)
Alpha damage49,000
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
65,332
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (34×3.5×0.95) + (5×3.5×1) = 166. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
166
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/39 QF Mark VII1×4 40mm
20 mm Oerlikon Mk V6×2 20mm
102 mm/45 QF Mk XIX (DP)1×2 102mm
Far aura
DPS
ƒIncludes 5 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
5
Range5 km
Medium aura
DPS10
Range2.5 km
Total DPS in Aura
ƒFar 5 + Medium 10 = 15
15
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 5 + Medium 10 + Near 34 = 49
49
S
Secondary Battery
Mounts1
Firing range4.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 44,000 hp
Engine power44,000 hp
Maximum speed36.5 kt
Turning circle radius630 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio8.8× ok
Concealment
Detectability by sea6.63 km
Detectability by air3.31 km
Smoke firing penalty2.36 km
Detect after firing main guns6.63 km
Detect Fire Sea8.63 km
Detect Fire Air6.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 100 s reload · 15 s emit / 10 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 150 s reload · 180 s active · 4 km ship detect · 2.83 km torpedo detect
Module options (1)

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

HullUpgrade
  • Turret traverse15 → 10 °/s

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 Disp96.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10900/30·(8−0.5)/1000 + 0.5)·30 = 96.8 m
Max Vert Disp58.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 m
Med Horiz Disp30.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 m
Med Vert Disp18.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 m
AP Pen Close208.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 808^1.38 = 208.9 mm. Matches the in-game spec card.
AP Pen Far38.5 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 237.4 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 237.4^1.38 = 38.5 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha12,000
2,000 HE damage x 6 broadside guns = 12,000.
AP full-salvo alpha13,200
2,200 AP damage x 6 broadside guns = 13,200.
Base HE DPM160,000
12,000 HE full-salvo alpha x 60 / 4.5 s base reload = 160,000.
Base AP DPM176,000
13,200 AP full-salvo alpha x 60 / 4.5 s base reload = 176,000.
Installed HE DPM180,000
12,000 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 180,000.
Installed AP DPM198,000
13,200 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 198,000.
Base shells/min80
6 broadside guns x 60 / 4.5 s base reload = 80.
Installed shells/min90
6 broadside guns x 60 / 4 s installed Artillery reload = 90.
Base fires/min4
6 HE shells x 60 / 4.5 s reload x 5% fire chance = 4.
Installed fires/min4.5
6 HE shells x 60 / 4 s installed reload x 5% fire chance = 4.5.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range49.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage65,332
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage65,332
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS166
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (34×3.5×0.95) + (5×3.5×1) = 166. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index401
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

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

Secondary battery firepower

Secondary DPM (per side)30,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 1×2 102 mm (1/side) × 60/3 × 1500 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor

Hull HP 18,500, 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
Bow19 mm primary (range 15–19 mm)2,900 (16% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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)19 mm13,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 15–19 mm)1,500 (8% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 10–20 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP9,300 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.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (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 HP5,600 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 Haida can equip, from in-game data.

  • Haida 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.