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 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
Key characteristics
Wide always-pen zoneLobs over islandsSonarHigh HP poolDeep effective HPWeak AA
On this page
Community Data

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.

Community Data

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.

Log in & upload to see Community Data

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

ELITE HP ↗
  • High HP pool · 67700 HP
  • Deep effective · 96134 effective
Fast for the class ↗

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

ELITE MAIN BATTERY ↗
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Tank BB ↗

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

Weak AA ↗

223 AA DPS, bottom quartile of T6 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Exceptional HP, average Repair Party

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.

Acquisition

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

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.

Open in Build Tool →

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

Hide ▾

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.

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%Main dispersion214.3 m (9/32) Bottom 25%Stealth profile14.71 km / 11.77 km (25/32 / 25/32) Bottom 25%Turning circle910 m (29/32) Bottom 25%Main battery range15.86 km (25/32) Bottom 25%AP velocity731.5 m/s (29/32) ShorterAP fuse timer0.015 s (27/32) Bottom 25%Engine power80,000 hp (27/32) Bottom 25%Power / turn radius87.9 hp/m (27/32) Bottom 25%Power-to-weight1.67 hp/t (27/32) Bottom 25%AP pen at 10 km413 mm (28/32) Bottom 25%AA DPS223 (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) Bottom 10%AA threat655 (30/32) WorstSecondary HE alpha1,500 (1 of 3 tied) WorstSecondary HE pen17 mm (31/31) WorstHE velocity731.5 m/s (1 of 2 tied) WorstTime to 90% speed42.4 s (32/32) WorstNo torpedoes (26 of 32 in cohort)
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.

Smoke fire bloom13.47 km(18/32) Main battery caliber381 mm(17/32) Main battery reload27 s(11/32) Sigma1.8(19/32) HE shell damage5,300(21/31) HE fire chance34%(18/31) Fires per minute6.04(15/31) HE DPM94,222(19/31) AP shell damage11,400(16/32) AP DPM202,667(18/32) Secondary DPM (per side)210,000(12/32) Secondary fire chance6%(24/31) Acceleration (0-12 kt)15 s(24/32) AP arming threshold64 mm(17/32) Effective HE DPM (incl. fire)139,390(17/31) Secondary range5 km(16/32) AA range5 km(14/32) Flak damage per salvo (expected)788(19/32) Repair charges3(15/32) Citadel belt305 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(18 of 32 tied at this value)
Survivability
Hit Points67,700
Displacement48,000 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.
262.1 x 32 m (published figure)
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 resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 67,700 HP = 12,186 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 67,700 HP = 13,540 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
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
Effective HP
ƒBase 67,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 67,700 HP = 9,478 HP per charge, × 3 charges = 28,434 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
75,222–96,134
Repairable: penetration60%
Repairable: citadel10%
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 × 2,800 = 5,600), 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 ×. 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.
2,800
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,000 = 22,000), 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.
11,000
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 × 50,800 = 101,600), 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 ×. 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.
50,800
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 × 5,000 = 10,000), 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 ×. 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.
5,000
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
Citadel 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
Main Battery
ModuleArtillery: 381 mm/42 Mk II
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range15.9 km
Turret traverse5 °/s
Turret armor381 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°, ±148°
Guns to bear
ƒ180° − 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.
32° off bow / 30° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn 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.
British battleship (Queen Elizabeth / Hood)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1585830·12−1.71000+1.7)·30=214.3m
214.3 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.3·0.6=128.6m
128.6 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =214.3·0.61.8=71.4m
71.4 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =128.6·0.61.8=42.9m
42.9 m at 15.9 km
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 alpha5,300
HE Velocity731.5 m/s
Fire Chance34%
HE fire DPM vs T6 BB45201
Effective HE DPM vs T6 BB139423
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 × 0.34 (34% fire chance) = 6.04.
6.04
AP shells
AP alpha11,400
AP Velocity731.5 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP pen max range346 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2190·8790.69·0.381−1.07·731.51.38=592.7mm.
592.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 494.5 m/s: P=10−7·2190·8790.69·0.381−1.07·494.51.38=345.3mm.
345.3 mm at 15.9 km
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~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.
2 per salvo, 2 clouds each + 1 outer cloud
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 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.
75%
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 secondary battery mount is operational - even losing every dedicated 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 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
AA explosions
ƒEach ~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.
2 per salvo, 2 clouds each
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 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.
75%
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 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.
0.1-1.5 km
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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).
210,000
Secondary fire DPM vs T6 BB (per side)
ƒFires/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.
62,816
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 210,000 + secondary fire DPM 62,816 = 272,816: shell damage plus fire damage against one T6 battleship, every shell hitting.
272,816
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 alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ7×2 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.
8.4
HE Pen17 mm
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 speed32.0 kt
Turning circle radius910 m
Rudder shift time13.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
61.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
42.4 s
Acceleration 0-99%
ƒTime 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.
69.5 s
Guns in a full turn
ƒWith 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.
hold target (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase 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.
14.71 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.71 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.05 km.
14.05 km
Detectability by air11.77 km
Smoke firing penalty13.47 km
Detect when firing (sea)
ƒmax(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.
15.86 km
Detect when firing (air)
ƒAir 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.
19.39 km
Detect when on fire (sea)
ƒSea detectability 14.71 km + 2.0 km while burning = 16.71 km.
16.71 km
Detect when on fire (air)
ƒAir detectability 11.77 km + 3.0 km while burning = 14.77 km.
14.77 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)
ƒ0.005 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.
· 28,434 HP (42% of max HP) total heal (all charges)
ƒ0.14 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.
· 338 HP/s (0.5% of max HP) heal per second
ƒ0.005 (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.
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
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BB2% tighter H · 2% shorter V
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.
Shell scatter width @ 5 km102.5 m
(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.
Shell scatter width @ 10 km154 m
(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.
Shell scatter width @ 15 km205.5 m
(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.
Shell scatter height @ 5 km39.9 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=0.5·15858=7929 m, and radiusOnMax=0.6 at 15858 m. Below the kink: k=0.2+(0.5−0.2)·50007929=0.3892, so σV=σH·k=102.5·0.3892=39.9m.
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. 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=0.5·15858=7929 m, and radiusOnMax=0.6 at 15858 m. Above the kink: k=0.5+(0.6−0.5)·10000−792915858−7929=0.5261, so σV=σH·k=154·0.5261=81m.
Shell scatter height @ 15 km121.1 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15858=7929 m, and radiusOnMax=0.6 at 15858 m. Above the kink: k=0.5+(0.6−0.5)·15000−792915858−7929=0.5892, so σV=σH·k=205.5·0.5892=121.1m.
AP pen 5 km493 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 =10−7·2190·8790.69·0.381−1.07·6401.38=493mm, 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 pen 10 km413 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 =10−7·2190·8790.69·0.381−1.07·563.41.38=413mm, 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 pen 15 km353 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2190·8790.69·0.381−1.07·5031.38=353mm, 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.
AP flight time @ 10 km5.68 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·0.3379·0.38128·879=2.19×10−5. 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.
HE flight time @ 10 km5.68 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·0.3379·0.38128·879=2.19×10−5. 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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,190
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 mass879 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 coefficient0.3379
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity731.5 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity731.5 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.7
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.

AA defense

AA DPS at max range68
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.
AA DPS layered by range68 DPS @ 5 km, 155 DPS @ 2.5 km, 208 DPS @ 1.5 km, 223 DPS @ 1.2 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.
AA DPS at point-blank223
53 + 87 + 15 + 68 = 223 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index655
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.
Near aura range1.2 km

Secondary battery firepower

Max HE alpha1500
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.
Max HE fire chance6%
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.
Max HE pen17 mm
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.
Open in Charting Tool

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.

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 ↗

Armor Beta

Hull HP 67,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 81+ AP 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)
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.
Stern25 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.
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 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.
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.

Exteriors

Skins & permanent camouflages

Every custom exterior Hood can equip.

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.