World of Warships: Legends ship guide

Hood

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Lobs over islandsSonarSmall-caliber secondaries
Community Data

Hood Community Stats

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Playstyle

Overview

Hood is a Tier VI British fast battleship at 32 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best high HP pool in T6 BBs (67,700 HP) and best AP always-pen window in T6 BBs (60°).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 32 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.

Potato Avoidance

Using the 32-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

High HP pool

67700.0 HP, best of T6 BBs.

Wide always-pen zone

60.0° AP min ricochet angle, best of T6 BBs. Larger impact-angle window where shells always penetrate.

Fast for the class

32.0 kt, best of T6 BBs. Lets you rotate flanks or escape disengagements.

Late auto-bounce

67.5° AP guaranteed ricochet angle, top decile of T6 BBs. Auto-bounce kicks in later than peers'.

Small-caliber secondaries

1500.0 max HE alpha per secondary shell, bottom decile of T6 BBs. Per-shell damage runs below peers'.

Shatter-prone secondaries

17.0 mm best HE pen across secondary families, bottom decile of T6 BBs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Acquisition

How to get Hood

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

Best listed chance for this ship

  • Super VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 20 containers (17 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Fall Big Crate 0.133333% Tier VI Premium ship Common containers · Fall Big Crate · 1 of 3 ships
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Winter Big Crate 0.1% VI Hood Common containers · Winter Big Crate
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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Cohort position

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Where Hood sits among Tier VI BBs (27 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 points67,700 HP (1/27) BestMax speed32 kt (1 of 2 tied) BestAP ricochet start60° (1 of 2 tied) Top 10%AP auto-bounce angle67.5° (3/27) Top 25%Traverse-to-turn ratio4.82 × (5/27) Bottom 25%Stealth profile14.71 km / 11.77 km (22/27 / 22/27) Bottom 25%Main battery range15.86 km (22/27) Bottom 25%Secondary fire chance6% (22/26) Bottom 25%Acceleration9.1 s (23/27) Bottom 25%AP fuse timer0.01 s (23/27) Bottom 25%Engine power80,000 hp (23/27) Bottom 25%Turn-speed retention87.9 hp/m (23/27) Bottom 25%Power-to-weight1.67 hp/t (23/27) Bottom 25%AA DPS222 (24/27) Bottom 25%AA threat654 (24/27) Bottom 25%Max armor305 mm (23/27) Bottom 25%End plates25 mm (22/26 / 22/26) Bottom 10%AP velocity731.5 m/s (26/27) Bottom 10%Displacement48,000 t (26/27) WorstHE alpha1,500 (26/26) WorstSecondary HE pen17 mm (26/26) WorstHE velocity731.5 m/s (1 of 2 tied) WorstNo torpedoes (22 of 27 in cohort)
See 20 mid-pack stats

Not standouts for Hood -- 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.

Rudder shift17.5 s(8/27) Main battery caliber381 mm(13/27) Main battery reload24.3 s(9/27) Sigma1.8(17/27) HE shell damage5,300(18/27) HE fire chance34%(15/27) Fires per minute6.72(12/27) HE DPM104,691(15/27) AP shell damage11,400(13/27) AP DPM225,185(14/27) Main dispersion214.3 m(16/27) Secondary DPM (per side)210,000(10/27) AP arming threshold64 mm(15/27) Secondary range5 km(15/27) AA range5 km(11/27) Repair charges3(13/27) Citadel belt305 mm(14/26) Deck armor127 mm(9/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Sonar 4.67 kmRepair 3
Survivability
Hit Points67,700
Displacement48,000 t
Armor range13–305 mm
Plate armor thicknesses13, 16, 25, 38, 40, 51, 75, 76, 102, 108, 127, 152, 154, 178, 229, 280, 305 mm
Armor material/layer entries77
Fire resistance30%
Fire duration60 s
Torp Reduction16%
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.
33,900
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.
20,300
Main Battery
ModuleArtillery: 381 mm/42 Mk II
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range15.9 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15858/30·(12−1.7)/1000 + 1.7)·30 = 214.3 m
214.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.3 × 0.6 = 128.6 m
128.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.3 × 0.344 (σ=1.8) = 73.7 m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.6 × 0.344 (σ=1.8) = 44.2 m
44.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 27 s base reload = 17.8.
17.8
HE shells
HE Damage5,300
HE Velocity731.5 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,300 HE damage x 8 broadside guns = 42,400.
42,400
Base HE DPM
ƒ42,400 HE full-salvo alpha x 60 / 27 s base reload = 94,222.
94,222
Base fires/min
ƒ8 HE shells x 60 / 27 s reload x 34% fire chance = 6.04.
6.04
AP shells
AP Damage11,400
AP Velocity731.5 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2190 × 879^0.69 × 0.381^-1.07 × 731.5^1.38 = 592.7 mm. Matches the in-game spec card.
592.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 462.8 m/s: 1e-7 × 2190 × 879^0.69 × 0.381^-1.07 × 462.8^1.38 = 315.1 mm.
315.1 mm
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
Base AP DPM
ƒ91,200 AP full-salvo alpha x 60 / 27 s base reload = 202,667.
202,667
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.
90
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×0.75) + (33×3.5×0.75) + (6×3.5×0.7) + (26×3.5×0.75) = 222. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
222
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
UP AA Rocket Mark I5×20 178mm
40 mm Vickers 2-pdr. Mk VIII3×8 40mm
12.7 mm Mk III4×4 13mm
102 mm/45 QF Mk XIX (DP)7×2 102mm
Outer Far aura
DPS
ƒIncludes 26 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
26
Range5 km
Medium aura
DPS33
Range2.5 km
Total DPS in Aura
ƒOuter Far 26 + Medium 33 = 59
59
Inner Far aura
DPS20
Range1.5 km
Total DPS in Aura
ƒOuter Far 26 + Medium 33 + Inner Far 20 = 79
79
Near aura
DPS6
Range1.2 km
Total DPS in Aura
ƒOuter Far 26 + Medium 33 + Inner Far 20 + Near 6 = 85
85
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 144,000 hp
Engine power80,000 hp
Maximum speed32 kt
Turning circle radius910 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea14.71 km
Detectability by air11.77 km
Smoke firing penalty13.47 km
Detect after firing main guns14.71 km
Detect Fire Sea16.71 km
Detect Fire Air14.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 6 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp214.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15858/30·(12−1.7)/1000 + 1.7)·30 = 214.3 m
Max Vert Disp128.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.3 × 0.6 = 128.6 m
Med Horiz Disp73.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.3 × 0.344 (σ=1.8) = 73.7 m
Med Vert Disp44.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.6 × 0.344 (σ=1.8) = 44.2 m
AP Pen Close592.7 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 × 2190 × 879^0.69 × 0.381^-1.07 × 731.5^1.38 = 592.7 mm. Matches the in-game spec card.
AP Pen Far315.1 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 462.8 m/s: 1e-7 × 2190 × 879^0.69 × 0.381^-1.07 × 462.8^1.38 = 315.1 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha42,400
5,300 HE damage x 8 broadside guns = 42,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
Base HE DPM94,222
42,400 HE full-salvo alpha x 60 / 27 s base reload = 94,222.
Base AP DPM202,667
91,200 AP full-salvo alpha x 60 / 27 s base reload = 202,667.
Base shells/min17.8
8 broadside guns x 60 / 27 s base reload = 17.8.
Base fires/min6.04
8 HE shells x 60 / 27 s reload x 34% fire chance = 6.04.

AA defense

Close-range AA DPS222
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×0.75) + (33×3.5×0.75) + (6×3.5×0.7) + (26×3.5×0.75) = 222. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index654
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)210,000
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: 7×2 102 mm (7/side) × 60/3 × 1500 = 210,000. 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 67,700, 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
Bow25 mm primary (range 13–152 mm)2,800 (4% of HP)
Overmatched by 380mm+ (Bayern, 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)16 mm primary (range 16–152 mm)50,800 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)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 25–152 mm)1,500 (2% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure127 mm primary (range 127–280 mm)5,000 (7% 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 HP33,900 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 (178 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 HP20,300 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.

Historical context

The real HMS Hood that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassAdmiral-class battlecruiser (only ship of the class completed)
OperatorRoyal Navy (United Kingdom)
Era1920–1941
WarsInterwar period, World War II
BuilderJohn Brown & Company, Clydebank
Launched22 August 1918
Commissioned15 May 1920
DeploymentsThe largest warship in the world for much of the 1920s and 1930s; pride of the Royal Navy and known as 'the Mighty Hood'.

Notable engagements

  • Empire Cruise / World Cruise (1923–1924) — Toured the British Empire as a flagship symbol of Royal Navy power.
  • Attack on Mers-el-Kébir (3 July 1940) — Helped neutralize the French fleet at the Algerian base after France's surrender.
  • Battle of the Denmark Strait (24 May 1941) — Engaged Bismarck and Prinz Eugen; sunk in the action.

Fate

Sunk 24 May 1941 at the Battle of the Denmark Strait. A 15-inch shell from Bismarck is believed to have penetrated to a magazine; she exploded and sank in roughly three minutes. Only 3 of 1,418 crew survived. Wreck located in 2001 in the Denmark Strait.

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Exteriors

Skins & permanent camouflages

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

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.