World of Warships: Legends ship guide

Hawkins

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold 10-13 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyStrong secondaries (4 km)High fire chanceSonarSlow
Community Data

Hawkins Community Stats

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Playstyle

Overview

Hawkins is a Tier IV British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.1 km on ships and 3 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP fuse timer in T4 CAs (0.033 s) and best AA reach in T4 CAs (5 km).

Positioning

Hold 10-13 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

High HP pool

32200.0 HP, best of T4 CAs.

Fast turret traverse

10.0°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

Underwater stern plating

25.0 mm stern underwater, best of T4 CAs. Deep-water torps and stern ramming protected.

Fast acceleration

~9.0 s to max forward speed, top decile of T4 CAs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Sluggish rudder

11.9 s rudder shift, worst of T4 CAs. Hard to dodge incoming AP; lean on island cover.

Sluggish for the tonnage

4.88 hp per ton, bottom decile of T4 CAs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Acquisition

How to get Hawkins

Hawkins is available in the Royal Heavy Cruisers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Hawkins sits in the Royal Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, survivability, concealment, and maneuverability. Let improved shell damage support steady cruiser fundamentals.

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Cohort position

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Where Hawkins sits among Tier IV CAs (21 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.

BestHit points32,200 HP (1/21) BestTraverse-to-turn ratio7.24 × (1/21) BestAcceleration9 s (1/21) BestAP fuse timer0.03 s (1 of 5 tied) BestSecondary range4.5 km (1 of 3 tied) Top 10%HE shell damage3,250 (3/20) Top 10%HE fire chance15% (3/20) Top 25%Air detection6.34 km (6/21) Top 25%Main battery caliber190 mm (4/21) Top 25%AP shell damage4,250 (5/21) Top 25%HE alpha1,500 (4/15) Top 25%Torpedo reload53 s (4/20) Bottom 25%Max speed30 kt (19/21) Bottom 25%AP arming threshold32 mm (18/21) Bottom 25%Engine power60,000 hp (19/21) Bottom 25%Turn-speed retention93.8 hp/m (19/21) WorstRudder shift11.9 s (21/21) WorstDisplacement12,300 t (21/21) WorstPower-to-weight4.88 hp/t (21/21)
See 27 mid-pack stats

Not standouts for Hawkins -- 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.

Concealment10.56 km(7/21) Main battery range13.61 km(9/21) Main battery reload10.8 s(16/21) Fires per minute5(13/20) HE DPM108,333(14/20) AP DPM141,667(14/21) Main dispersion118.4 m(9/21) Secondary DPM (per side)45,000(11/15) Secondary fire chance6%(7/15) Secondary HE pen17 mm(7/15) AP velocity844 m/s(16/21) HE velocity844 m/s(15/20) AA DPS156(11/21) AA range3.5 km(13/21) AA threat381(13/21) Torpedo range6 km(13/20) Torpedo damage15,733(7/20) Torpedo speed59 kt(12/20) Max armor76 mm(15/21) Citadel belt76 mm(7/20) Bow armor20 mm(15/20) Stern armor25 mm(13/20) Deck armor51 mm(9/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value) NormRepair heal rate0.5 %/s(2 of 3 tied at this value)

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

Sonar 4.13 kmRepair 2
Survivability
Hit PointsInitial: 27,800 → 32,200
Displacement12,300 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 38, 51, 57, 64, 76 mm
Armor material/layer entries55
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction10%
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.
16,100
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.
9,700
Main Battery
ModuleArtillery: 190 mm/45 BL Mk VI
Mounts / barrels7 mounts / 7 barrels
Reload time12 s
Firing range (base)12.4 km
Firing range (top fire control)13.6 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 = (12370/30·(8−1.1)/1000 + 1.1)·30 = 118.4 m
118.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 118.4 × 0.6 = 71 m
71 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 118.4 × 0.319 (σ=2) = 37.8 m
37.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71 × 0.32 (σ=2) = 22.7 m
22.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 12 s base reload = 30.
30
HE shells
HE Damage3,250
HE Velocity844 m/s
Fire Chance15%
HE penetration
ƒ32 mm ≈ 190 mm caliber / 6 (standard HE penetration ratio).
32 mm
HE full-salvo alpha
ƒ3,250 HE damage x 6 broadside guns = 19,500.
19,500
Base HE DPM
ƒ19,500 HE full-salvo alpha x 60 / 12 s base reload = 97,500.
97,500
Base fires/min
ƒ6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.
4.5
AP shells
AP Damage4,250
AP Velocity844 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold32 mm
AP overmatch
ƒfloor(190 mm caliber / 14.3) = 13 mm (AP auto-penetrates plating this thick or less).
13 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 × 2550 × 90.7^0.69 × 0.19^-1.07 × 844^1.38 = 369.3 mm. Matches the in-game spec card.
369.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 313.3 m/s: 1e-7 × 2550 × 90.7^0.69 × 0.19^-1.07 × 313.3^1.38 = 94.1 mm.
94.1 mm
AP full-salvo alpha
ƒ4,250 AP damage x 6 broadside guns = 25,500.
25,500
Base AP DPM
ƒ25,500 AP full-salvo alpha x 60 / 12 s base reload = 127,500.
127,500
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.
15
Torpedoes
ModuleTorpedoes: 533 mm DR Mk II
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time53 s
Projectile speed59 kt
Range6 km
Maximum simulated damage14,633 (est.)
Alpha damage43,900
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming182 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
29,266
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm Vickers 2-pdr. Mk VIIInitial: 40 mm/39 QF Mark II (4×1) → 40 mm Vickers 2-pdr. Mk VII (4×4)
12.7 mm Mk III (upgraded hull only)4×4 13mm
7.7 mm Lewis (stock hull only)4×1 8mm
102 mm/45 Mk V (DP)4×1 102mm
Far aura
DPS
ƒIncludes 7 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
7
Range3.5 km
Medium aura
DPSInitial: 21 → 37
Range2.5 km
Total DPS in Aura
ƒFar 7 + Medium 37 = 44
44
Near aura
DPS7
Range1.2 km
Total DPS in Aura
ƒFar 7 + Medium 37 + Near 7 = 51
51
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber102 mm
Reload time4 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed30 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.2× ok
Concealment
Detectability by sea10.56 km
Detectability by air6.34 km
Smoke firing penalty5.53 km
Detect after firing main guns10.56 km
Detect Fire Sea12.56 km
Detect Fire Air9.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Module options (2)

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

HullTrade-off
  • Hit points27,800 → 32,200
  • Rudder shift16.7 → 11.9 s
  • Close-range AA DPS28 → 44
  • Turret traverse10 → 8 °/s
Fire controlUpgrade
  • Main battery range12,370 → 13,607 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 Disp118.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12370/30·(8−1.1)/1000 + 1.1)·30 = 118.4 m
Max Vert Disp71 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 118.4 × 0.6 = 71 m
Med Horiz Disp37.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 118.4 × 0.319 (σ=2) = 37.8 m
Med Vert Disp22.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71 × 0.32 (σ=2) = 22.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close369.3 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 × 2550 × 90.7^0.69 × 0.19^-1.07 × 844^1.38 = 369.3 mm. Matches the in-game spec card.
AP Pen Far94.1 mm
Same formula at the ship's max firing range (17 km), where the shell has slowed to 313.3 m/s: 1e-7 × 2550 × 90.7^0.69 × 0.19^-1.07 × 313.3^1.38 = 94.1 mm.
HE penetration32 mm
32 mm ≈ 190 mm caliber / 6 (standard HE penetration ratio).
AP overmatch13 mm
floor(190 mm caliber / 14.3) = 13 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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
Barrels that can bear on one beam (6 of 7); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha19,500
3,250 HE damage x 6 broadside guns = 19,500.
AP full-salvo alpha25,500
4,250 AP damage x 6 broadside guns = 25,500.
Base HE DPM97,500
19,500 HE full-salvo alpha x 60 / 12 s base reload = 97,500.
Base AP DPM127,500
25,500 AP full-salvo alpha x 60 / 12 s base reload = 127,500.
Base shells/min30
6 broadside guns x 60 / 12 s base reload = 30.
Base fires/min4.5
6 HE shells x 60 / 12 s reload x 15% fire chance = 4.5.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range39.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage58,532
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage29,266
per-side salvo x per-torpedo simulated damage.

AA defense

AA DPS at max range18
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 13 mm Hotchkiss 4x4 -> 21 DPS @ 1.2 km; 40 mm 2-pdr Pom-Pom 4x4 -> 117 DPS @ 2.5 km; 102 mm/45 Mk V (DP) 4x2 -> 18 DPS @ 3.5 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range18 DPS @ 3.5 km, 135 DPS @ 2.5 km, 156 DPS @ 1.2 km
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-blank156
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index381
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)45,000
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: 4×1 102 mm (2/side) × 60/4 × 1500 = 45,000. 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 27,80032,200 with hull upgrade, 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 13–38 mm)800 (2% of HP)
Overmatched by 305mm+ (Courbet, Dante Alighieri)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)16 mm primary (range 6–38 mm)24,200 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 13–57 mm)2,300 (7% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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 mm primary (range 6–76 mm)2,300 (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 HP16,100 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 HP9,700 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 Hawkins. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Reload time decreased for stock main battery from 13 to 12 s.
  • Reload time decreased for upgraded main battery from 12.5 to 11 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Hawkins 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.