World of Warships: Legends ship guide

Hill

Also called: 希尔 Beta
U.S.A. · Tier IV · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE DPMHigh AP DPMSmokeEngine BoostTorpedoes on both beamsLow fire chance
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Community Data

Hill Community Stats

Across 1,000+ Standard battles from 95 players, Hill averages a 65% win rate, 34,700 damage and 1.4 kills per battle, and survives 46% of them.

Community Data

Hill Community Stats

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Playstyle

Overview

Hill is a Tier IV American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 127mm guns reload in 4.8 s, so the damage comes from staying in the trade rather than from any one salvo. Both shells run cohort-strong (cohort-strong AP at 129,706 AP DPM and top-decile HE at 111,176 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best close-range AP pen in T4 DDs (174.4 mm, 2nd of 19) and best AA reach in T4 DDs (5 km, 2nd of 21). The trade is HE fire chance in T4 DDs (5, 19th of 21).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.1 km of reach against 6.2 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.3 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.7 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.2 km with 12,100 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Torpedoes on both beams

One launcher on each beam plus a centreline launcher, 6 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 2/21 T4 DDs.

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 111176 HE
  • AP DPM machine · 129706 AP
  • Close-range AP brick · 174.4 mm
  • Fast turret traverse · 15°/s
Long-reach AA ↗

5 km AA reach, best of T4 DDs.

Long smoke deployment ↗

25 s smoke deployment window, top decile of T4 DDs. Lays a longer rolling smoke trail while moving.

Low fire chance ↗

5% fire chance per HE shell, bottom quartile of T4 DDs. AP carries more weight.

Acquisition

How to get Hill

Hill is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and 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.

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

Best listed chance for this ship

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 6 containers (3 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.047059% Tier IV Premium ship Event · Mystic Box · 1 of 17 ships
Official WG availability sources
  • Through the spy glass: USS Hill Doubloons Start: 2022-03-23
    • American destroyer Hill is the newest Tier IV Premium ship, and you can get her in one of two ways:
    • As a doubloon purchase via the in-game Store, either standalone or as part of an XXL bundle with a solid haul of in-game items and a flag
    • In exchange for 6,250 Racing Legends Tokens until the end of the April 1 event (Special => Racing Legends tab of the Store).
  • Racing Legends Event currency Start: 2022-03-21
    • Among the attainable rewards is new American Tier IV Premium destroyer Hill, Bad Advice Cap and Fishy guises, and various Commander progression items.
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.

William Halsey

WG official
InspirationsWilliam Sims · Erich Bey

WG official build from Through the spy glass: USS Hill.

Source: Through the spy glass: USS Hill

Open in Build Tool →

Commanders frequently paired with this ship William Halsey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Hill sits among Tier IV DDs (20 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.

BestAA range5 km (1 of 3 tied) BestFlak damage per salvo (expected)340 (1/7) Top 10%HE DPM111,176 (2/21) Top 10%Effective HE DPM (incl. fire)133,535 (2/21) Top 10%AA threat404 (3/21) Top 25%Main battery range10.1 km (5/21) Top 25%Main battery reload4.8 s (4/21) Top 25%AP DPM129,706 (3/19) Top 25%Power / turn radius76.4 hp/m (5/21) Bottom 25%Main dispersion90.8 m (17/21) Bottom 25%Torpedo range5.49 km (18/21) Bottom 25%Torpedo speed56 kt (19/21) WorstHE fire chance5% (1 of 4 tied) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied)
See 27 mid-pack stats

Not standouts for Hill -- 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 points12,100 HP(10/21) Max speed37.5 kt(7/21) Concealment6.17 km(15/21) Smoke fire bloom2.32 km(15/21) Air detection3.09 km(15/21) Rudder shift3.1 s(15/21) Turning circle560 m(13/21) Main battery caliber127 mm(10/21) HE shell damage1,800(13/21) Fires per minute3.09(11/21) AP shell damage2,100(13/19) AP velocity792 m/s(13/19) HE velocity792 m/s(15/21) Time to 90% speed16.3 s(13/21) Acceleration (0-12 kt)4.9 s(11/21) AP arming threshold21 mm(10/19) Engine power42,800 hp(7/21) Displacement1,955 t(12/21) Power-to-weight21.89 hp/t(7/21) AP pen at 10 km55 mm(5/9) AA DPS110(8/21) Torpedo damage≈10,833(16/21) Torpedo reaction time7.3 s(8/21) Torpedo reload66 s(7/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit Points12,100
Displacement1,955 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.
104.8 x 10.79 m
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 12,100 HP = 1,089 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 12,100 HP = 1,210 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
6,100
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.
3,600
Repairable: penetration50%
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 × 1,400 = 2,800), 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.
1,400
Casemate 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
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 × 9,100 = 18,200), 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.
9,100
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 × 800 = 1,600), 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.
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 × 1,500 = 3,000), 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.
1,500
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 5×127 mm
Mounts / barrels5 mounts / 5 barrels
Reload time4.8 s
Firing range10.1 km
Turret traverse15 °/s
Turret armor13 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°, ±120°, ±148°
Guns to bear
ƒ180° − 120° (the most restricted aft-facing mount's arc) = 60° 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.
60° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.1 km) shells land in an ellipse about 91 m wide and 54 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1010130·8−0.51000+0.5)·30=90.8m
90.8 m at 10.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.8·0.6=54.5m
54.5 m at 10.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =90.8·0.62=27.2m
27.2 m at 10.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.5·0.62=16.3m
16.3 m at 10.1 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒ5 broadside guns x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 61.8.
61.8
HE shells
HE alpha1,800
HE Velocity792 m/s
Fire Chance5%
HE fire DPM vs T4 BB22346
Effective HE DPM vs T4 BB133522
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 111,176.
111,176
Fires/min
ƒ61.8 shells/min × 0.05 (5% fire chance) = 3.09.
3.09
AP shells
AP alpha2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·250.69·0.127−1.07·7921.38=218mm.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.1 km), where the shell has slowed to 288.7 m/s: P=10−7·2598·250.69·0.127−1.07·288.71.38=54.1mm.
54.1 mm at 10.1 km
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
AP DPM
ƒ10,500 AP full-salvo alpha x 60 / 4.857 s (4.8 s = 34 ticks) base reload = 129,706.
129,706
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 triple
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time66 s
Projectile speed56.0 kt
Range5.49 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=32,500·0.333=10,833. 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.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 900 blast = 11,733. 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.
11,733
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.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse25 °/s
Launch arcscentreline 248°; wing 160° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
64,998
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
28 mm Mk2 mod. 22×4 28mm
12.7 mm Browning M2 mod. 22×1 13mm
Far aura
Gunsmain battery (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 52 from dual-purpose main battery firing as AA in this range band.
52
Range5 km
Outer Near aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range3.1 km
Total DPS in Aura
ƒFar 52 + Outer Near 37 = 89
89
Inner Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1.2 km
Total DPS in Aura
ƒFar 52 + Outer Near 37 + Inner Near 20 = 109
109
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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
Maneuverability
Engine power42,800 hp
Maximum speed37.5 kt
Turning circle radius560 m
Rudder shift time3.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37.5 / 4 + 4.9 = 14.3 kt. Base value; speed modifiers scale it.
14.3 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.
15.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.8 kt of 37.5 kt).
16.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 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.
27.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 15 − 8.7 = +6.3°/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 (+6.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.17 km x 0.955 = 5.89 km. Camouflage does not change detectability by air.
6.17 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.17 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.89 km.
5.89 km
Detectability by air3.09 km
Smoke firing penalty2.32 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.17 km) = 10.1 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.1 km
Detect when firing (air)
ƒAir detectability 3.09 km + gun-firing bloom 2.54 km = 5.63 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.63 km
Detect when on fire (sea)
ƒSea detectability 6.17 km + 2.0 km while burning = 8.17 km.
8.17 km
Detect when on fire (air)
ƒAir detectability 3.09 km + 3.0 km while burning = 6.09 km.
6.09 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 25 s emit / 115 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km26.1 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=0.5·10101=5050 m, and radiusOnMax=0.6 at 10101 m. Below the kink: k=0.2+(0.5−0.2)·50005050=0.497, so σV=σH·k=52.5·0.497=26.1m.
Shell scatter height @ 10 km53.8 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=0.5·10101=5050 m, and radiusOnMax=0.6 at 10101 m. Above the kink: k=0.5+(0.6−0.5)·10000−505010101−5050=0.598, so σV=σH·k=90·0.598=53.8m.
AP pen 5 km104 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 =10−7·2598·250.69·0.127−1.07·463.71.38=104mm, where 463.7 m/s is the shell's speed when it arrives at 5 km (from 792 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 km55 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 =10−7·2598·250.69·0.127−1.07·290.81.38=55mm, where 290.8 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km8.17 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·0.347·0.12728·25=8.79×10−5. 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.
HE flight time @ 10 km8.28 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·0.347·0.12728·24.5=8.97×10−5. 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.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,598
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 mass25 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 coefficient0.347
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 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.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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 time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range36.5 s
5490 m / (56.0 kt × 2.6855) = 36.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count9
3 launchers × 3 tubes.
Per-side salvo6 torpedoes
3 centreline + (6 wing tubes / 2) = 6: centreline launchers train to either side; wing 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 damage97,497
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 10,833 = 97,497. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range53
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: Browning M2 Mod2 2x1 -> 20 DPS @ 1.2 km; 1in Mk2 Mod2 2x4 -> 37 DPS @ 3.1 km; Far AA (?) -> 53 DPS @ 5 km.
AA DPS layered by range53 DPS @ 5 km, 90 DPS @ 3.1 km, 110 DPS @ 1.2 km
@ 5 km: 53 from one family; @ 3.1 km: 37 + 53 = 90; @ 1.2 km: 20 + 37 + 53 = 110. 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-blank110
20 + 37 + 53 = 110 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index404
20 × 1.2 + 37 × 3.1 + 53 × 5 = 404. 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 range3.1 km
Open in Charting Tool

Ship Charts

Background

One of the draft designs for a destroyer flotilla leader, production of which started at the end of World War I. Was armed with five main battery guns.

Armor Beta

Hull HP 12,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,400 (12% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm1,500 (12% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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.
Superstructure10 mm800 (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 HP6,100 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.
AA mount (28 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 HP3,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Hill can equip.

  • Hill 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.