World of Warships: Legends ship guide

Halland

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 15-km torpedoes for a perfect shot
Key characteristics
Long torps (15 km)2 sigma accuracyHigh HE / fire outputHigh AP DPMVisible torps
Community Data

Halland Community Stats

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Playstyle

Overview

Halland is a Legendary European torpedo destroyer reaching 15 km. The torpedoes travel at 86 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. AA (494 AA DPS at 5.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best turret traverse rate in Legendary DDs (40) and best AP DPM in Legendary DDs (315,000).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 15 km reach at 86 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 15-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

Surveillance Radar

8.33 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Fast turret traverse

25.0°/s turret traverse, best of Legendary DDs. Tracks fast-rotating targets peers can't keep up with.

AP DPM machine

315000 AP DPM, best of Legendary DDs. Punishes broadsides.

High fire pressure

12.0 fires/min, best of Legendary DDs. Keeps DCP on cooldown.

Fast torpedoes

86.0 kt torpedo speed, best of Legendary DDs. Less reaction time for targets to dodge.

Visible torps

1.8 km torpedo detect, worst of Legendary DDs. Easy to dodge if targets are looking.

Acquisition

How to get Halland

Halland is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for concealment, torpedo reload/damage, gun reload, Radar utility, speed, and survivability.

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Cohort position

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Where Halland sits among Legendary DDs (11 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 reload1.6 s (1/11) BestFires per minute12 (1 of 2 tied) BestAP DPM315,000 (1 of 2 tied) BestAA DPS494 (1/11) BestAA range5.2 km (1 of 2 tied) BestAA threat2,013 (1/11) BestTorpedo speed86 kt (1/11) Top 10%Traverse-to-turn ratio16 × (2/11) Top 10%HE DPM262,500 (2/11) Top 10%Displacement3,400 t (2/11) Top 10%Torpedo range15 km (2/11) Top 25%Concealment7.03 km (3/11) Top 25%Main dispersion97.4 m (3/11) Top 25%AP arming threshold20 mm (3/9) Bottom 25%Hit points19,200 HP (10/11) Bottom 25%Engine power58,000 hp (9/10) Bottom 25%Turn-speed retention87.9 hp/m (9/10) Bottom 25%Torpedo damage11,290 (10/11) WorstMax speed35 kt (1 of 3 tied)
See 21 mid-pack stats

Not standouts for Halland -- 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.

Air detection3.52 km(4/11) Rudder shift5.6 s(4/11) Main battery caliber120 mm(9/11) Main battery range10.98 km(9/11) HE shell damage1,750(8/11) HE fire chance8%(7/11) AP velocity825 m/s(6/9) HE velocity825 m/s(8/11) Acceleration11.9 s(5/11) Power-to-weight17.06 hp/t(8/10) Torpedo reload100 s(7/11) NormSigma2(10 of 11 tied at this value) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormAP ricochet start45°(6 of 9 tied at this value) NormAP auto-bounce angle60°(6 of 9 tied at this value) NormRepair heal rate1 %/s(2 of 3 tied at this value) NormMax armor20 mm(9 of 11 tied at this value) NormCitadel belt20 mm(8 of 10 tied at this value) NormBow armor20 mm(9 of 10 tied at this value) NormStern armor20 mm(9 of 10 tied at this value) NormDeck armor19 mm(6 of 8 tied at this value)

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

Radar 8.33 kmRepair 2Def-AAEngine Boost
Survivability
Hit Points19,200
Displacement3,400 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries20
Fire resistance40%
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.
9,600
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.
5,800
Main Battery
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time1.8 s
Firing range11 km
Turret traverse25 °/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 = (10982/30·(8−0.5)/1000 + 0.5)·30 = 97.4 m
97.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.4 × 0.6 = 58.4 m
58.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.4 × 0.319 (σ=2) = 31.1 m
31.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.4 × 0.32 (σ=2) = 18.7 m
18.7 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ4 broadside guns x 60 / 1.8 s base reload = 133.3.
133.3
HE shells
HE Damage1,750
HE Velocity825 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
Base HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
233,333
Installed HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
262,500
Base fires/min
ƒ4 HE shells x 60 / 1.8 s reload x 8% fire chance = 10.67.
10.67
AP shells
AP Damage2,100
AP Velocity825 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 × 2400 × 23.5^0.69 × 0.12^-1.07 × 825^1.38 = 216.9 mm. Matches the in-game spec card.
216.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 274 m/s: 1e-7 × 2400 × 23.5^0.69 × 0.12^-1.07 × 274^1.38 = 47.4 mm.
47.4 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
280,000
Installed AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
315,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time100 s
Projectile speed86 kt
Range15 km
Maximum simulated damage10,290 (est.)
Alpha damage30,870
Torpedo detectability1.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming265 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
102,900
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: (76×3.5×1) + (24×3.5×1) + (41×3.5×1) = 494. 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.
494
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 SAK Model 19501×2 57mm
40 mm/70 Bofors M19486×1 40mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose main battery firing as AA in this range band.
41
Range5.2 km
Outer Medium aura
DPS24
Range4 km
Total DPS in Aura
ƒFar 41 + Outer Medium 24 = 65
65
Inner Medium aura
DPS76
Range3.5 km
Total DPS in Aura
ƒFar 41 + Outer Medium 24 + Inner Medium 76 = 141
141
Maneuverability
Engine moduleEngine: 58,000 hp
Engine power58,000 hp
Maximum speed35 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio16.0× snappy
Concealment
Detectability by sea7.03 km
Detectability by air3.52 km
Smoke firing penalty2.5 km
Detect after firing main guns7.03 km
Detect Fire Sea9.03 km
Detect Fire Air6.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Choose one
Repair Party2 charges · 120 s reload · 14 s active · 1% heal per second · 14% of max HP total heal
Surveillance Radar2 charges · 180 s reload · 20 s active · 8.33 km radar range
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (1)

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

HullUpgrade
  • Turret traverse25 → 40 °/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 Disp97.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10982/30·(8−0.5)/1000 + 0.5)·30 = 97.4 m
Max Vert Disp58.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.4 × 0.6 = 58.4 m
Med Horiz Disp31.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.4 × 0.319 (σ=2) = 31.1 m
Med Vert Disp18.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.4 × 0.32 (σ=2) = 18.7 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close216.9 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 × 2400 × 23.5^0.69 × 0.12^-1.07 × 825^1.38 = 216.9 mm. Matches the in-game spec card.
AP Pen Far47.4 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 274 m/s: 1e-7 × 2400 × 23.5^0.69 × 0.12^-1.07 × 274^1.38 = 47.4 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 Radius10
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM233,333
7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
Base AP DPM280,000
8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
Installed HE DPM262,500
7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
Installed AP DPM315,000
8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
Base shells/min133.3
4 broadside guns x 60 / 1.8 s base reload = 133.3.
Installed shells/min150
4 broadside guns x 60 / 1.6 s installed Artillery reload = 150.
Base fires/min10.67
4 HE shells x 60 / 1.8 s reload x 8% fire chance = 10.67.
Installed fires/min12
4 HE shells x 60 / 1.6 s installed reload x 8% fire chance = 12.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range67.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage102,900
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage102,900
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS494
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×1) + (24×3.5×1) + (41×3.5×1) = 494. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2013
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.

Armor

Hull HP 19,200, 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
Bow20 mm primary (range 19–20 mm)2,300 (12% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 mm primary (range 16–19 mm)14,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 16–20 mm)2,000 (10% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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).
Superstructure19 mm1,500 (8% 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 HP9,600 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 (57 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 HP5,800 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.

Balance History

Balance updates affecting Halland. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×1Torpedo ×1Consumable ×5
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 2 to 1.8 seconds.
  • Torpedo damage increased from 10,700 to 11,290.
  • Added Radar consumable:
  • Number of charges: 2.
  • Duration: 20 seconds.
  • Cooldown time: 180 seconds.
  • Range: 7.5 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Halland 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.