World of Warships: Legends ship guide

Hood

Also called: 胡德 Beta
U.K. · Tier VI · Battleship · Premium
Tank battleshipTop-decile HP holds trades that drain peer battleships first.
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
Wide always-pen zoneLobs over islandsSonarHigh HP poolFast for the classSlow acceleration
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Community Data

Hood Community Stats

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Playstyle

Overview

Hood is a Tier VI British tank battleship (67,700 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: best AP always-pen window in T6 BBs (60°) and best top speed in T6 BBs (32 kt).

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.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 67.5°
Fast for the class

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

Tank BB

HP in the top bracket. Eats salvos that would delete peer BBs and stays in the trade.

Slow acceleration

~44.8 s to 90% of top speed, worst of T6 BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

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 · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Archived · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
Show all 20 containers (17 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Archived · 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 Archived · 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 Archived · 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 · Fall Big Crate · 1 of 3 ships
  • Mega Santa '23 0.121212% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Archived · 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 Archived · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event · Mystic Lantern · 1 of 44 ships
  • Winter Big Crate 0.1% VI Hood Archived · Winter Big Crate
  • Santa Level 2 0.057517% Tier VI Premium ship Archived · 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 Archived · 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 Archived · 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 Archived · 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 Archived · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Archived · 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 · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

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Cohort position

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Where Hood sits among Tier VI BBs (32 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 (1/32) BestMax speed32 kt (1 of 3 tied) BestAP ricochet start60° (1 of 2 tied) Top 10%AP auto-bounce angle67.5° (3/32) Top 25%Rudder shift13.5 s (8/32) Top 25%Traverse-to-turn ratio4.82 × (6/32) Top 25%Main battery reload27 s (9/32) Bottom 25%Stealth profile14.71 km / 11.77 km (26/32 / 26/32) Bottom 25%Main battery range15.86 km (26/32) Bottom 25%Secondary fire chance6% (25/31) Bottom 25%AP velocity731.5 m/s (29/32) Bottom 25%AP fuse timer0.01 s (27/32) Bottom 25%Engine power80,000 hp (27/32) Bottom 25%Turn-speed retention87.9 hp/m (27/32) Bottom 25%Power-to-weight1.67 hp/t (27/32) Bottom 25%AP pen at 10 km401 mm (29/32) Bottom 25%AA DPS222 (29/32) Bottom 25%AA threat654 (29/32) Bottom 25%Max armor305 mm (27/32) Bottom 25%End plates25 mm (27/32 / 27/32) Bottom 10%Displacement48,000 t (31/32) WorstHE alpha1,500 (1 of 2 tied) WorstSecondary HE pen17 mm (31/31) WorstHE velocity731.5 m/s (1 of 2 tied) WorstAcceleration44.8 s (32/32) WorstNo torpedoes (26 of 32 in cohort)
See 21 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.

Main battery caliber381 mm(17/32) Sigma1.8(19/32) HE shell damage5,300(21/31) HE fire chance34%(18/31) Fires per minute6.04(15/31) HE DPM94,222(18/31) AP shell damage11,400(17/32) AP DPM202,667(18/32) Main dispersion214.3 m(19/32) Secondary DPM (per side)210,000(12/32) AP arming threshold64 mm(17/32) Effective HE DPM (incl. fire)139,390(17/31) Secondary range5 km(16/32) AA range5 km(13/32) Flak per wave (expected)788(17/32) Repair charges3(15/32) Citadel belt305 mm(17/32) Deck armor51 mm(17/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
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%
Main Battery
ModuleArtillery: 381 mm/42 Mk II
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range15.9 km
Turret traverse5 °/s
AP pen max range331 mm
HE fire DPM vs T6 BB45201
Effective HE DPM vs T6 BB139423
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1585830·121.71000+1.7)·30=214.3m
214.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.3·0.6=128.6m
128.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =214.3·0.344(σ=1.8)=73.7m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128.6·0.344(σ=1.8)=44.2m
44.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
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
HE DPM
ƒ42,400 HE full-salvo alpha x 60 / 27 s base reload = 94,222.
94,222
Fires/min
ƒ17.8 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. 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: P=107·2190·8790.69·0.3811.07·462.81.38=315.1mm.
315.1 mm
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 102mm
Outer Far aura
Guns102 mm/45 QF Mk XIX (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 68 from dual-purpose secondaries firing as AA in this range band.
68
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.
87
Range2.5 km
Total DPS in Aura
ƒOuter Far 68 + Medium 87 = 155
155
Inner Far aura
GunsUP AA Rocket Mark I
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.75 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.
52
Range1.5 km
Total DPS in Aura
ƒOuter Far 68 + Medium 87 + Inner Far 52 = 207
207
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.7 hit probability = 15 - the same in-game units as the Close-range AA DPS headline.
15
Range1.2 km
Total DPS in Aura
ƒOuter Far 68 + Medium 87 + Inner Far 52 + Near 15 = 222
222
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 0.1 km or past 1.5 km - once planes get inside the band, new waves stop.
0.1-1.5 km
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
7×2 102mm
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 power80,000 hp
Maximum speed32 kt
Turning circle radius910 m
Rudder shift time13.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
44.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
75.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.0·0.5144910=1.04°/s, so ratio=ωturretωhull=51.04=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea14.71 km
Detectability by air11.77 km
Smoke firing penalty13.47 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.71 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 · 9,478 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 28,434 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 338 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (67,700 HP) per second = 338 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

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

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
Max Horiz Disp214.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1585830·121.71000+1.7)·30=214.3m
Shell scatter width @ 5 km102.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km154 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 km205.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp128.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.3·0.6=128.6m
Shell scatter height @ 10 km81 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.
Med Horiz Disp73.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =214.3·0.344(σ=1.8)=73.7m
Med Vert Disp44.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128.6·0.344(σ=1.8)=44.2m
AP Pen Close592.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. 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: P=107·2190·8790.69·0.3811.07·462.81.38=315.1mm.
AP pen 5 km484 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km401 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km339 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPM94,222
42,400 HE full-salvo alpha x 60 / 27 s base reload = 94,222.
AP DPM202,667
91,200 AP full-salvo alpha x 60 / 27 s base reload = 202,667.
Shells/min17.8
8 broadside guns x 60 / 27 s base reload = 17.8.
Fires/min6.04
17.8 shells/min 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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 Beta

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.

Bow & stern25 mm

Overmatched by 80+ 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.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 13–152 mm)2,800 (4% of HP)
Overmatch not possible in its bracketAngle 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)51 mm primary (range 25–152 mm)50,800 (75% of HP)
No common caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
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)
Overmatch not possible in its bracketAngle 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: 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.
Superstructure16 mm5,000 (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.

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Ship Charts

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.

Read more on Wikipedia ↗

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.