Hood
Also called: 胡德 Beta- 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
- Avoid: Using the 32-kn speed to push rather than to rotate
On this page
Hood Community Stats
Across 5,900+ Standard battles from 210+ players, Hood averages a 58% win rate, 64,100 damage and 1.0 kills per battle, and survives 40% of them.
Hood Community Stats
Log in to GamingDiver and upload your data to see Community Data for Hood: community win rate, damage, survival, spotting, and your own comparison.
Hood Community Stats
Record History
Playstyle
Overview
Hood is a Tier VI British tank battleship (67,700 HP): cohort-best hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (9/32 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. Standout traits: deep effective HP in T6 BBs (96,134, 9th of 32) and best top speed in T6 BBs (32 kt, 2nd of 32). The trade is AA DPS in T6 BBs (223, 29th of 32).
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. The helm answers fast (13.5 s) but the circle is wide (910 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.
Potato Avoidance
Using the 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 HP
- Deep effective · 96134 effective
32 kt, best of T6 BBs. Lets you rotate flanks or escape disengagements.
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
HP in the top bracket. Eats salvos that would delete peer BBs and stays in the trade.
223 AA DPS, bottom quartile of T6 BBs. Aircraft chew through with impunity; lean on positioning over AA.
67,700 HP (1/32 in the cohort) on an average heal: counting Repair Party she is 9/32 on effective HP, still upper third. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.
How to get Hood
Hood is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.
History: Early Access Oct 2023 – Nov 2023 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
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
0.5%
Tier VI Premium ship
Archived · Santa Level 5 · 1 of 35 ships
-
Spectral Vault 5.0
0.448718%
Tier VI Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 21 containers (18 more)
-
Spectral Vault 4.0
0.195513%
Tier VI Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.128205%
- Spectral Vault 4.0 → Spectral Vault 5.00.067308%
-
Santa Level 4
0.192857%
Tier VI Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.142857%
- Santa Level 4 → Santa Level 50.05%
-
Santa Level 3
0.139643%
Tier VI Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.085714%
- Santa Level 3 → Santa Level 50.025%
- Santa Level 3 → Santa Level 40.021429%
- Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
-
Fall Big Crate
0.133333%
Tier VI Premium ship
Common · Fall Big Crate · 1 of 3 ships
-
Mega Santa '23
0.125%
Tier VI Premium ship
Archived · Mega Santa '23 · 1 of 32 ships
-
Spectral Vault 3.0
0.111891%
Tier VI Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.076923%
- Spectral Vault 3.0 → Spectral Vault 4.00.014103%
- Spectral Vault 3.0 → Spectral Vault 5.00.013462%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
-
Super Santa '22
0.111111%
Tier VI Premium ship
Archived · Super Santa '22 · 1 of 27 ships
-
Super Santa '23
0.109375%
Tier VI Premium ship
Archived · Super Santa '23 · 1 of 32 ships
-
Mystic Lantern
0.104651%
Tier VI Premium ship
Event · Mystic Lantern · 1 of 43 ships
-
Winter Big Crate
0.1%
VI Hood
Archived · Winter Big Crate
-
Santa Level 2
0.059161%
Tier VI Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 20.028571%
- Santa Level 2 → Santa Level 30.012857%
- Santa Level 2 → Santa Level 40.007143%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
- Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
- Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
-
Spectral Vault 2.0
0.04074%
Tier VI Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.00.025641%
- Spectral Vault 2.0 → Spectral Vault 3.00.007692%
- Spectral Vault 2.0 → Spectral Vault 4.00.002564%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
-
Champion's Box
0.027929%
Tier VI Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.017143%
- Champion's Box → Santa Level 3 → Santa Level 50.005%
- Champion's Box → Santa Level 3 → Santa Level 40.004286%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
-
Ultimate Crate
0.010938%
Tier VI Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
-
Santa Level 1
0.010181%
Tier VI Premium ship
Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 20.004286%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
- Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
- Santa Level 10.000057%
-
Spectral Vault 1.0
0.004837%
Tier VI Premium ship
Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.002308%
- Spectral Vault 1.0 → Spectral Vault 3.00.000769%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
- Spectral Vault 1.00.000051%
-
Mystic Box
0.002326%
Tier VI Premium ship
Event · Mystic Box · 1 of 43 ships
-
Secret Santa '23
0.000063%
Tier VI Premium ship
Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
-
5 Years Strong: Loyalty Reward for All Captains!
Sale
Start: 2024-03-25
- Besides the anniversary rewards, we've launched a special sale where you can purchase two selected Premium ships per week at a 50% discount, with new ships on discount every week!
- British Tier VI Premium battleship Hood (March 25 – April 1)
-
Supply Shipment: Autumn Cargo
Crates
Start: 2023-08-30
- Fall Big Crate
- Now, it includes the following six vessels:
- Tier VI British battleship Hood
-
Join the Hunt for Bismarck and Meet Unsinkable Sam!
Store / event post
Start: 2025-05-26
- Take a look in the Store during this update to find historical ships Ark Royal, Cossack, Hood, and Prinz Eugen.
-
February 2020 Update Patchnotes
Store / event post
Start: 2020-01-30
- If you have skipped the paragraph above for any reason, know that HMS Hood battleship which will occupy tier VI will make her appearance February 10 of the update, while the Imperial Russian tier IV gunboat Okhotnik is to set her deadly sail on February 24. Both ships will be offered by themselves, as well as in packages.
Show direct source rows
- Fall Big Crate 0.133333% · Tier VI Premium ship
- Mega Santa '23 0.125% · Tier VI Premium ship
- Mystic Box 0.002326% · Tier VI Premium ship
- Mystic Lantern 0.104651% · Tier VI Premium ship
- Santa Level 1 0.000057% · Tier VI Premium ship
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.
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 Hood sits among Tier VI BBs (31 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.
See 23 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.
Peers in this cohort
Compare Tier VI BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° 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.ƒ
In practice: 2% tighter (better) horizontal dispersion and 2% less vertical spread at max range (15.9 km) than a standard battleship: about 214 m wide × 129 m tall, against 219 m × 131 m. Also on this curve (7): AL Queen Elizabeth, Ohio, Puerto Rico, Queen Elizabeth, Royal Sovereign, Warspite, Warspite B.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5 deg/s traverse speed = 36 s.ƒ
8 broadside guns x 60 / 27 s base reload = 17.8.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,300 HE damage x 8 broadside guns = 42,400.ƒ
42,400 HE full-salvo alpha x 60 / 27 s base reload = 94,222.ƒ
17.8 shells/min × 0.34 (34% fire chance) = 6.04.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 494.5 m/s: .ƒ
11,400 AP damage x 8 broadside guns = 91,200.ƒ
91,200 AP full-salvo alpha x 60 / 27 s base reload = 202,667.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Far 68 + Medium 87 = 155ƒ
Effective DPS: 20 raw aura damage × 3.5 × 0.75 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Far 68 + Medium 87 + Inner Far 52 = 207ƒ
Effective DPS: 6 raw aura damage × 3.5 × 0.7 hit probability = 15 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Far 68 + Medium 87 + Inner Far 52 + Near 15 = 222ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one AA mount is operational - it stops only once every AA mount is knocked out.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 0.1 km or past 1.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 0.1 km inner edge does not move.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 7×2 102 mm (7/side) × 60/3 s × 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).ƒ
Fires/min (per side) 8.4 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 62,816. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 210,000 + secondary fire DPM 62,816 = 272,816: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
7×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 8.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (28.8 kt of 32.0 kt).ƒ
Time to reach 99% of top speed (31.7 kt of 32.0 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.ƒ
With the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.0 = +1.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.71 km x 0.955 = 14.05 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.71 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.05 km.ƒ
max(main battery range, sea detectability 14.71 km) = 15.86 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.77 km + gun-firing bloom 7.62 km = 19.39 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.ƒ
Sea detectability 14.71 km + 2.0 km while burning = 16.71 km.ƒ
Air detectability 11.77 km + 3.0 km while burning = 14.77 km.
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) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 67,700 HP = 9,478 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 67,700 HP = 28,434 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 67,700 HP = 338 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
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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
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.9 km) with the same model as Max Horiz/Vert Disp: horizontal 214 / 219 m − 1 = -2%, vertical 129 / 131 m − 1 = -2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (12 − 1.7) / 1000 + 1.7) × 30 = 102.5 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.(333.3 × (12 − 1.7) / 1000 + 1.7) × 30 = 154 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.(500 × (12 − 1.7) / 1000 + 1.7) × 30 = 205.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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: at 0 m, at m, and at 15858 m. Below the kink: , so .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: at 0 m, at m, and at 15858 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15858 m. Above the kink: , so .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 , where 640 m/s is the shell's speed when it arrives at 5 km (from 731.5 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 563.4 m/s is the shell's speed when it arrives at 10 km (from 731.5 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 503 m/s is the shell's speed when it arrives at 15 km (from 731.5 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 731.5 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 731.5 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: UP launcher 5x20 -> 53 DPS @ 1.5 km; 2 pdr MkVIII 8barrel 3x8 -> 87 DPS @ 2.5 km; 12mm62 HI 4x4 -> 15 DPS @ 1.2 km; 4in45 QF Mk XIX 7x2 -> 68 DPS @ 5 km.@ 5 km: 68 from one family; @ 2.5 km: 87 + 68 = 155; @ 1.5 km: 53 + 87 + 68 = 208; @ 1.2 km: 53 + 87 + 15 + 68 = 223. 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.53 + 87 + 15 + 68 = 223 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).53 × 1.5 + 87 × 2.5 + 15 × 1.2 + 68 × 5 = 655. 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.Secondary battery firepower
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.The only family (102 mm): 6%. 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.The only family (102 mm): 17 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.Ship Charts
Historical context
The real HMS Hood that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Background
A fast battlecruiser that had long remained the largest and one of the most powerful ships in the Royal Navy. The ship was built based on the experience gained during World War I. Unlike later period battleships, she had weak horizontal armor protection. In the beginning of World War II, the ship's outdated secondary armament was demounted and replaced by enhanced AA guns.
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.
Armor Beta
Hull HP 67,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 13–152 mm) | 2,800 (4% of HP) | Overmatched by 380mm+ AP (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) | 51 mm primary (range 25–152 mm) | 50,800 (75% of HP) | No common AP 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. |
| Stern | 25 mm primary (range 25–152 mm) | 1,500 (2% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 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. |
| Superstructure | 16 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 HP | 33,900 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (102 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 20,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Hood can equip.
DefaultThe ship’s standard exterior
From the Bottom of the Ocean (Hood)
The Last Conquest (Hood)
Azur Lane (Hood)Azur Lane
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.
