World of Warships: Legends ship guide

Hawke

Also called: 霍克 Beta
Tank battleshipBuilt to absorb; the HP bar holds a lane long after peer battleships fold.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 30.5-kn speed to push rather than to rotate
Key characteristics
High HE / fire outputHigh fire chanceStealthy (14.8 km)Heavy AP penEngine BoostThin armor
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Community Data

Hawke Community Stats

Across 7,600+ Standard battles from 210+ players, Hawke averages a 60% win rate, 82,100 damage and 1.1 kills per battle, and survives 40% of them.

Community Data

Hawke Community Stats

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Playstyle

Overview

Hawke is a Tier VII British tank battleship (73,800 HP): top-decile 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 Repair Party keeps pace with the HP, so the pool is genuinely renewable and she can hold a lane through more than one push. Standout traits: best deep effective HP in T7 BBs (132,840, 1st of 49) and surface detection in T7 BBs (14.8 km, 5th of 49). The trade is thin armor in T7 BBs (305 mm, 47th of 49).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. The helm answers fast (14 s) but the circle is wide (910 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Using the 30.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

ELITE HP ↗
  • High HP pool · 73800 HP
  • Deep effective · 132840 effective
Engine Boost

+8% speed (about +2.4 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in T7 BBs.

Best-in-class stealth ↗

14.8 km surface detect, top quartile of T7 BBs. Stays dark longer.

ELITE REPAIR PARTY ↗
  • Fast heal cycle · 29520 HP
  • Super-heal
High fire pressure ↗

8.68 fires/min, top decile of T7 BBs. Keeps DCP on cooldown.

WEAK ARMOR ↗
  • Thin armor · 305 mm
  • Thin bow plate · 25 mm
Acquisition

How to get Hawke

Hawke is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 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.

History: Early Access Oct 2023 – Nov 2023 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show U.K. tech-tree branch diagram

Best listed chance for this ship

Show direct source rows

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.

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Cohort position

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Where Hawke sits among Tier VII BBs (48 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.

BestAcceleration (0-12 kt)4.4 s (1 of 2 tied) BestRepair heal rate2 %/s (1 of 4 tied) Top 10%Hit points73,800 HP (3/49) Top 10%Stealth profile14.82 km / 11.85 km (5/49 / 4/49) Top 10%Fires per minute8.68 (2/48) Top 10%Time to 90% speed21.1 s (2/49) Top 25%Rudder shift14 s (9/49) Top 25%HE DPM114,750 (11/48) Top 25%Main dispersion188.8 m (7/49) Top 25%AP pen at 10 km600 mm (10/49) Top 25%Effective HE DPM (incl. fire)179,137 (7/48) Top 25%Torpedo reload80 s (5/16) Bottom 25%Turning circle910 m (42/49) Bottom 25%Main battery range16.76 km (38/49) Bottom 25%Sigma1.7 (41/49) Bottom 25%AP velocity747 m/s (43/49) ShorterAP fuse timer0.015 s (43/49) Bottom 25%Displacement50,529 t (41/49) Bottom 25%Flak damage per salvo (expected)1,050 (44/49) WorstHE velocity792 m/s (1 of 4 tied) WorstRepair charges2 (1 of 8 tied) WorstMax armor305 mm (1 of 4 tied) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 27 mid-pack stats

Not standouts for Hawke -- 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.

Max speed30.5 kt(21/49) Smoke fire bloom14.31 km(24/49) Main battery caliber406 mm(17/49) Main battery reload28 s(23/49) AP shell damage12,200(24/49) AP DPM235,286(20/49) Secondary DPM (per side)206,200(27/49) Secondary HE alpha2,150(18/46) Secondary fire chance9%(21/46) Secondary HE pen25 mm(23/46) AP arming threshold68 mm(35/49) Engine power150,200 hp(29/49) Power / turn radius165.1 hp/m(35/49) Power-to-weight2.97 hp/t(33/49) Secondary range5.5 km(21/49) AA DPS566(21/49) AA range5 km(19/49) AA threat1,791(19/49) Torpedo range8.01 km(6/16) Torpedo damage≈14,767(9/16) Torpedo speed61 kt(11/16) Torpedo reaction time7.9 s(11/16) Citadel belt305 mm(27/48) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value)
Survivability
Hit PointsInitial: 66,000 → 73,800
Displacement50,529 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
262.5 x 32.29 m
Armor range16–305 mm
Plate armor thicknesses16, 19, 25, 32, 50, 51, 76, 102, 152, 165, 254, 279, 305 mm
Armor material/layer entries56
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 73,800 HP = 13,284 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 73,800 HP = 14,760 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.267 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
20%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
36,900
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.
22,100
Effective HP
ƒBase 73,800 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 73,800 HP = 29,520 HP per charge, × 2 charges = 59,040 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
82,000–132,840
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,600 = 7,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,000 = 16,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 55,400 = 110,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
55,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,800 = 11,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,800 = 9,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,800
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 406 mm/45 Mk.I Vickers A
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 31 s → 28 s
Firing range (base)15.2 km
Firing range (top fire control)16.8 km
Turret traverseInitial: 5.5 °/s → 6 °/s
Turret armor406 mm
Turret traverse arcs
ƒHow 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.
3x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (16.8 km) than a standard battleship: about 189 m wide × 113 m tall, against 228 m × 137 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1676430·10−1.61000+1.6)·30=188.8m
188.8 m at 16.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =188.8·0.6=113.3m
113.3 m at 16.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =188.8·0.61.7=66.6m
66.6 m at 16.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =113.3·0.61.7=40m
40 m at 16.8 km
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 31 s base reload = 17.4. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 21.4.
Initial: 17.4 → 21.4
HE shells
HE alpha5,950
HE Velocity792 m/s
Fire Chance45%
HE fire DPM vs T7 BB64376
Effective HE DPM vs T7 BB179126
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,950 HE damage x 9 broadside guns = 53,550.
53,550
HE DPM
ƒZero upgrades: 53,550 HE full-salvo alpha x 60 / 31 s base reload = 103,645. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 53,550 HE full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 127,068.
Initial: 103,645 → 127,068
Fires/min
ƒZero upgrades: 17.4 shells/min × 0.45 (45% fire chance) = 7.84. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 21.4 shells/min × 0.45 (45% fire chance) = 9.61.
Initial: 7.84 → 9.61
AP shells
AP alpha12,200
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP pen max range523 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2527·10800.69·0.406−1.07·7471.38=758.1mm.
758.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.8 km), where the shell has slowed to 570.8 m/s: P=10−7·2527·10800.69·0.406−1.07·570.81.38=523mm.
523 mm at 16.8 km
AP full-salvo alpha
ƒ12,200 AP damage x 9 broadside guns = 109,800.
109,800
AP DPM
ƒZero upgrades: 109,800 AP full-salvo alpha x 60 / 31 s base reload = 212,516. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 109,800 AP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 260,542.
Initial: 212,516 → 260,542
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.
250
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time80 s
Projectile speed61.0 kt
Range8.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,300·0.333=14,767. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 14,767
Maximum damage (ammunition)
ƒ44,300 warhead alpha / 3 + 1,100 blast = 15,867. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
15,867
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km61 kt×2.6855=7.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
265%
Torpedo launcher traverse12 °/s
Launch arcscentreline 0.2°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
29,534
AA Defense
AA mount pointsInitial: 18 → 36
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VIII (upgraded hull only)4×8 40mm
40 mm Bofors Mk IV10×2 40mm
20 mm Oerlikon Mk IVInitial: 4×1 → 8×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)4×2 20mm
20 mm Oerlikon Mk.IIIA (upgraded hull only)10×1 20mm
40 mm Vickers 2-pdr. Mk VII (stock hull only)4×4 40mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
Far aura
Guns114 mm/45 Mark II BD (DP)
Continuous DPS
ƒEffective 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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Outer Medium aura
Guns40 mm Bofors Mk IV
Continuous DPS
ƒInitial: 110 × 3.5 × 0.75 = 289 → 107 × 3.5 × 0.75 = 281. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 289 → 281
Range3.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 = 344
344
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒInitial: 27 × 3.5 × 0.75 = 71 → 37 × 3.5 × 0.75 = 97. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 71 → 97
Range2.5 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 = 441
441
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V + 20 mm Oerlikon Mk.IIIA
Continuous DPS
ƒInitial: 8 × 3.5 × 0.7 = 20 → 51 × 3.5 × 0.7 = 125. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 20 → 125
Range2 km
Total DPS in Aura
ƒFar 63 + Outer Medium 281 + Inner Medium 97 + Near 125 = 566
566
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 200 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.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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 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.
2.5-5 km
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7.7 + 1.8 = 9.5. 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.
9.5
Secondary DPM (per side)
ƒSum 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: 8×2 114 mm (8/side) × 60/5 s × 1700 = 163,200 + 4×2 152 mm (4/side) × 60/12 s × 2150 = 43,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
206,200
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 9.5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 70,321. 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.
70,321
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 206,200 + secondary fire DPM 70,321 = 276,521: shell damage plus fire damage against one T7 battleship, every shell hitting.
276,521
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
114 mm/45 Mark II BD (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 7.7. 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.
7.7
HE Pen19 mm
Show 1 more gun family
152 mm/50 Mk XXII (4×2)
Caliber152 mm
Reload time12 s
HE alpha2,150
Muzzle Velocity884 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 12 s × 0.09 (9% fire chance) = 1.8. 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.
1.8
HE Pen25 mm
Maneuverability
Engine power150,200 hp
Maximum speed30.5 kt
Turning circle radius910 m
Rudder shift timeInitial: 17.8 s → 14 s
Engine power-boost threshold22.4 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30.5 / 4 + 4.9 = 12.5 kt. Base value; speed modifiers scale it.
12.5 kt
Crash stop
ƒSeconds 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.
37.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.4 kt of 30.5 kt).
21.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.2 kt of 30.5 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.
41.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5.5 − 3.9 = +1.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.82 km x 0.955 = 14.15 km. Camouflage does not change detectability by air.
14.82 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.82 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.15 km.
14.15 km
Detectability by air11.85 km
Smoke firing penalty14.31 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.82 km) = 16.76 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.76 km
Detect when firing (air)
ƒAir detectability 11.85 km + gun-firing bloom 8.12 km = 19.97 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
19.97 km
Detect when on fire (sea)
ƒSea detectability 14.82 km + 2.0 km while burning = 16.82 km.
16.82 km
Detect when on fire (air)
ƒAir detectability 11.85 km + 3.0 km while burning = 14.85 km.
14.85 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 29,520 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 73,800 HP = 29,520 HP: up to 40% of max HP restored per charge.
· 59,040 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 73,800 HP = 59,040 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 1,476 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 73,800 HP = 1,476 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points66,000 → 73,800
  • Rudder shift17.8 → 14 s
  • AA mounts18 → 36
  • Close-range AA DPS145 → 195
  • Turret traverse5.5 → 6 °/s
Fire controlUpgrade
  • Main battery range15,240 → 16,764 m
ArtilleryUpgrade
  • Base reload31 → 28 s

Under the hood

Show ▾

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

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.8 km) with the same model as Max Horiz/Vert Disp: horizontal 189 / 228 m − 1 = -17%, vertical 113 / 137 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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.
Shell scatter height @ 5 km34.1 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16764=8382 m, and radiusOnMax=0.6 at 16764 m. Below the kink: k=0.2+(0.5−0.2)·50008382=0.379, so σV=σH·k=90·0.379=34.1m.
Shell scatter height @ 10 km68.5 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16764=8382 m, and radiusOnMax=0.6 at 16764 m. Above the kink: k=0.5+(0.6−0.5)·10000−838216764−8382=0.5193, so σV=σH·k=132·0.5193=68.5m.
Shell scatter height @ 15 km100.7 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16764=8382 m, and radiusOnMax=0.6 at 16764 m. Above the kink: k=0.5+(0.6−0.5)·15000−838216764−8382=0.579, so σV=σH·k=174·0.579=100.7m.
AP pen 5 km673 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2527·10800.69·0.406−1.07·685.31.38=673mm, where 685.3 m/s is the shell's speed when it arrives at 5 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km600 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2527·10800.69·0.406−1.07·630.81.38=600mm, where 630.8 m/s is the shell's speed when it arrives at 10 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km541 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2527·10800.69·0.406−1.07·584.91.38=541mm, where 584.9 m/s is the shell's speed when it arrives at 15 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.23 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3114·0.40628·929=2.17×10−5. That runs from a 792 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.
AP flight time @ 10 km5.29 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2353·0.40628·1080=1.41×10−5. That runs from a 747 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.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,527
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,080 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2353
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity747 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.9 s
1300 m / (61.0 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed61.0 kt
Travel time to max range48.9 s
8010 m / (61.0 kt × 2.6855) = 48.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
4 launchers × 1 tubes.
Per-side salvo2 torpedoes
4 wing tubes / 2 = 2: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage59,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 97 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 10x2 -> 281 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 45 DPS @ 2 km; 20mm Oerlikon MK V 4x2 -> 23 DPS @ 2 km; 20mm Oerlikon MK4 10x1 -> 57 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 63 DPS @ 5 km.
AA DPS layered by range63 DPS @ 5 km, 344 DPS @ 3.5 km, 441 DPS @ 2.5 km, 566 DPS @ 2 km
@ 5 km: 63 from one family; @ 3.5 km: 281 + 63 = 344; @ 2.5 km: 97 + 281 + 63 = 441; @ 2 km: 97 + 281 + 45 + 23 + 57 + 63 = 566. 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.
AA DPS at point-blank566
97 + 281 + 45 + 23 + 57 + 63 = 566 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1791
97 × 2.5 + 281 × 3.5 + 45 × 2 + 23 × 2 + 57 × 2 + 63 × 5 = 1791. 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 @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha2150
max(1700 (114 mm), 2150 (152 mm)) = 2150. Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
max(8% (114 mm), 9% (152 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 mm
max(19 mm (114 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

After World War I, the British Admiralty continued to work on new battlecruiser projects. Hood was applied to those as the gold standard. The K2 and K3 projects, presented in 1920, were found to be too large. One of the suggestions to fix that problem was the reduction of the gun caliber to 16 inches (406 mm) to make the ships smaller, but the Admiralty decided against that idea, and these projects never came to fruition.

Armor Beta

Hull HP 66,000 → 73,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)3,600 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 16–279 mm)55,400 (75% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–279 mm)4,800 (7% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–305 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.
Superstructure19 mm5,800 (8% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP36,900 magazine HPTurret knocked outPer-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 (152 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 HP22,100 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.

Balance History

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

Nerf ×5Buff ×10Rework ×1Main Battery ×4Consumable ×4
2026-10-01

MINISTRY OF BALANCE: ALL HALLOWS' OVERHAUL

  • Lowered Citadel.
  • Stock hull rudder-shift time reduced from 25.04 to 23.2 seconds.
  • Upgraded hull rudder-shift time reduced from 19.98 to 18.14 seconds.
  • AP shell maximum damage reduced from 12,600 to 12,200.
  • Repair Party replaced with an improved version similar to Nelson's:
  • Number of charges reduced from 3 to 2.
  • Cooldown time increased from 60 to 80 seconds.
  • Duration reduced from 28 to 20 seconds.
  • Amount of HP recovered per second increased from 0.6 to 2.0%.
  • Ship trait "Hidden" replaced with "Greater Heal".
Read the full official post
2025-11-27

Holiday Update: Christmas on the Waves

  • Main battery shell grouping increased by 6.25% (from 1.6 to 1.7 sigma).
  • Stock hull rudder-shift time reduced from 22.57 to 19.18 seconds.
  • Upgraded hull rudder-shift time reduced from 16.12 to 15.31 seconds.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Due to Hawke's increased citadel vulnerability and longer reload than most other battleships, she currently feels uncomfortable to play and underperforms. To combat this, we're improving her reload substantially this update.
  • Stock Main Battery reload time reduced from 34 to 31 seconds.
  • Upgraded Main Battery reload time reduced from 31 to 28 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Hawke can equip.

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.