World of Warships: Legends ship guide

Huron

Also called: 休伦 Beta
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Strong secondaries (5 km)High AP DPMWide always-pen zoneLobs over islandsSonarThin end plates
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Community Data

Huron Community Stats

Across 3,600+ Standard battles from 80 players, Huron averages a 74% win rate, 43,900 damage and 1.4 kills per battle, and survives 54% of them.

Community Data

Huron Community Stats

Log in to GamingDiver and upload your data to see Community Data for Huron: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Huron is a Tier VII Commonwealth gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 120mm guns reload in 4 s. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: AP DPM in T7 DDs (225,000, 4th of 33) and quick acceleration in T7 DDs (2.2 s, 3rd of 42).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.9 km of reach against 6.9 km of detection leaves about 4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 17,700 HP is the whole budget.

Signature Traits

Engine Boost

+15% speed (about +5.5 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 225000 AP
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
  • Gun-boat DD
  • High-arc howitzer
Super-heal ↗

Repair Party heals 1%/s, best of T7 DDs. Restores more HP per active second than peers.

Quick acceleration ↗

~2.2 s from a stop to 12 kt, top decile of T7 DDs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Thin end plates

16 mm bow and stern plating, both in the bottom bracket of T7 DDs. AP above 96 mm of caliber cannot arm on 16 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 234 mm AP and up overmatches it at any angle.

Acquisition

How to get Huron

Huron is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Store / event post.

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

Official WG availability sources
  • GamingDiver (Greg, firsthand) Store / event post
    • Huron was sold in the Store.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Hector Waller

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 Huron sits among Tier VII DDs (41 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.

BestAP ricochet start60° (1 of 7 tied) BestSecondary range5 km (1 of 2 tied) BestRepair heal rate1 %/s (1 of 5 tied) Top 10%AP DPM225,000 (4/33) Top 10%Time to 90% speed10.1 s (3/42) Top 10%Acceleration (0-12 kt)2.2 s (3/42) Top 25%Smoke fire bloom2.47 km (11/42) Top 25%HE DPM158,400 (7/35) Top 25%AP arming threshold20 mm (7/33) Top 25%AP auto-bounce angle67.5° (5/33) Top 25%Effective HE DPM (incl. fire)205,132 (8/35) Top 25%AA range5 km (11/42) Bottom 25%Main battery caliber120 mm (30/37) Bottom 25%AP velocity808 m/s (29/33) Bottom 25%HE velocity808 m/s (31/35) Bottom 25%Power / turn radius69.8 hp/m (35/42) Bottom 25%Power-to-weight16.03 hp/t (33/42) WorstSecondary fire chance6% (1 of 2 tied) WorstSecondary HE pen17 mm (1 of 2 tied) WorstFlak damage per salvo (expected)380 (1 of 2 tied) WorstEnd plates16 mm (40/42 / 1 of 3 tied)
See 31 mid-pack stats

Not standouts for Huron -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points17,700 HP(25/42) Max speed36.5 kt(17/42) Concealment6.93 km(21/42) Air detection3.47 km(21/42) Rudder shift3.8 s(17/42) Turning circle630 m(23/42) Main battery range10.89 km(22/37) Main battery reload4 s(14/37) HE shell damage1,760(26/35) HE fire chance7%(23/35) Fires per minute6.3(11/35) AP shell damage2,500(14/33) Main dispersion96.7 m(18/37) Secondary DPM (per side)30,000(5/7) Secondary HE alpha1,500(5/7) Engine power44,000 hp(31/42) Displacement2,745 t(13/42) AP pen at 10 km57 mm(23/34) AA DPS166(21/42) AA threat404(25/42) Torpedo range8.3 km(24/38) Torpedo damage≈16,450(17/38) Torpedo speed62 kt(25/38) Torpedo reaction time8.4 s(29/38) Torpedo reload96 s(22/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) NormSecondary sigma1(5 of 7 tied at this value) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value) NormRepair charges2(8 of 10 tied at this value)
Survivability
Hit Points17,700
Displacement2,745 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.
108.3 x 11.43 m
Armor range10–20 mm
Plate armor thicknesses10, 15, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 17,700 HP = 1,593 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 17,700 HP = 1,770 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,900
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.
5,300
Effective HP
ƒBase 17,700 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 10 s × 17,700 HP = 1,770 HP per charge, × 2 charges = 3,540 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.
21,240
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 13,300 = 26,600), 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.
13,300
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 × 700 = 1,400), 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.
700
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 × 1,000 = 2,000), 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.
1,000
Main Battery
ModuleArtillery: 120 mm/45 CPXIX
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range10.9 km
Turret traverse15 °/s
Turret armor6 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.
±139°, ±142°
Guns to bear
ƒ180° − 139° (the most restricted aft-facing mount's arc) = 41° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° 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.
41° off bow / 38° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1089030·8−0.51000+0.5)·30=96.7m
96.7 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.7·0.6=58m
58 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.7·0.62=29m
29 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 96.9.
Initial: 90 → 96.9
HE shells
HE alpha1,760
HE Velocity808 m/s
Fire Chance7%
HE fire DPM vs T7 BB46732
Effective HE DPM vs T7 BB205132
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,760 HE damage x 6 broadside guns = 10,560.
10,560
HE DPM
ƒZero upgrades: 10,560 HE full-salvo alpha x 60 / 4 s base reload = 158,400. All upgrades (Main Battery Mod. 3 = -10% reload): 10,560 HE full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 170,585.
Initial: 158,400 → 170,585
Fires/min
ƒZero upgrades: 90 shells/min × 0.07 (7% fire chance) = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 96.9 shells/min × 0.07 (7% fire chance) = 6.78.
Initial: 6.3 → 6.78
AP shells
AP alpha2,500
AP Velocity808 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2438·22.680.69·0.12−1.07·8081.38=208.9mm.
208.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 294.3 m/s: P=10−7·2438·22.680.69·0.12−1.07·294.31.38=51.8mm.
51.8 mm at 10.9 km
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
AP DPM
ƒZero upgrades: 15,000 AP full-salvo alpha x 60 / 4 s base reload = 225,000. All upgrades (Main Battery Mod. 3 = -10% reload): 15,000 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 242,308.
Initial: 225,000 → 242,308
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
8
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes1 launcher × 4 tubes = 4 tubes
Reload time96 s
Projectile speed62.0 kt
Range8.3 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=49,350·0.333=16,450. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 16,450
Maximum damage (ammunition)
ƒ49,350 warhead alpha / 3 + 1,100 blast = 17,550. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
17,550
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km62 kt×2.6855=8.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
282%
Torpedo launcher traverse25 °/s
Launch arcscentreline 260°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,450 = 65,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
65,800
AA Defense
AA mount points7
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
40 mm/39 QF Mark VII1×4 40mm
20 mm Oerlikon Mk V6×2 20mm
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.
1×2 102mm
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 18 from dual-purpose secondaries firing as AA in this range band.
18
Range5 km
Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.
35
Range2.5 km
Total DPS in Aura
ƒFar 18 + Medium 35 = 53
53
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.95 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
113
Range2 km
Total DPS in Aura
ƒFar 18 + Medium 35 + Near 113 = 166
166
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 190 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one 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
S
Secondary Battery
Mounts1
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: 1×2 102 mm (1/side) × 60/3 s × 1500 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
30,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 1.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 8,901. 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.
8,901
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 30,000 + secondary fire DPM 8,901 = 38,901: shell damage plus fire damage against one T7 battleship, every shell hitting.
38,901
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.
1×2 102mm
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ1×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 1.2. 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.
1.2
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 power44,000 hp
Maximum speed36.5 kt
Turning circle radius630 m
Rudder shift time3.8 s
Engine power-boost threshold29.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 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.
16.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
5.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt).
10.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
22 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 15 − 7.5 = +7.5°/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 (+7.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.93 km x 0.955 = 6.62 km. Camouflage does not change detectability by air.
6.93 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.93 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.62 km.
6.62 km
Detectability by air3.47 km
Smoke firing penalty2.47 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.93 km) = 10.89 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.89 km
Detect when firing (air)
ƒAir detectability 3.47 km + gun-firing bloom 2.4 km = 5.87 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.87 km
Detect when on fire (sea)
ƒSea detectability 6.93 km + 2.0 km while burning = 8.93 km.
8.93 km
Detect when on fire (air)
ƒAir detectability 3.47 km + 3.0 km while burning = 6.47 km.
6.47 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 10 s active · 1,770 HP (10% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 10 s effective active time = 0.1 of max HP × 17,700 HP = 1,770 HP: up to 10% of max HP restored per charge.
· 3,540 HP (20% of max HP) total heal (all charges)
ƒ0.1 of max HP per charge × 2 charges = 0.2 × 17,700 HP = 3,540 HP: up to 20% of max HP if the whole Repair Party loadout is used.
· 177 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 17,700 HP = 177 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost3 charges · 120 s reload · 120 s active · +15% speed bonus
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km25 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=0.5·10890=5445 m, and radiusOnMax=0.6 at 10890 m. Below the kink: k=0.2+(0.5−0.2)·50005445=0.4755, so σV=σH·k=52.5·0.4755=25m.
Shell scatter height @ 10 km52.5 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=0.5·10890=5445 m, and radiusOnMax=0.6 at 10890 m. Above the kink: k=0.5+(0.6−0.5)·10000−544510890−5445=0.5837, so σV=σH·k=90·0.5837=52.5m.
AP pen 5 km105 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 =10−7·2438·22.680.69·0.12−1.07·489.51.38=105mm, where 489.5 m/s is the shell's speed when it arrives at 5 km (from 808 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 km57 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 =10−7·2438·22.680.69·0.12−1.07·313.31.38=57mm, where 313.3 m/s is the shell's speed when it arrives at 10 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.69 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·0.33·0.1228·22.68=8.23×10−5. That runs from a 808 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.
AP flight time @ 10 km7.69 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·0.33·0.1228·22.68=8.23×10−5. That runs from a 808 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)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,438
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 mass22.68 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 coefficient0.33
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity808 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.4 s
1400 m / (62.0 kt × 2.6855) = 8.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range49.9 s
8300 m / (62.0 kt × 2.6855) = 49.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
1 launcher × 4 tubes.
Per-side salvo4 torpedoes
1 launcher × 4 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage65,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 16,450 = 65,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range18
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 1x4 -> 35 DPS @ 2.5 km; 20mm Oerlikon MK V 6x2 -> 113 DPS @ 2 km; 4in45 QF Mk XIX 1x2 -> 18 DPS @ 5 km.
AA DPS layered by range18 DPS @ 5 km, 53 DPS @ 2.5 km, 166 DPS @ 2 km
@ 5 km: 18 from one family; @ 2.5 km: 35 + 18 = 53; @ 2 km: 35 + 113 + 18 = 166. 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-blank166
35 + 113 + 18 = 166 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index404
35 × 2.5 + 113 × 2 + 18 × 5 = 404. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 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

Background

The third of eight Canadian Tribal-class destroyers, HMCS Huron, named after one of the North American indigenous nations, was laid down in 1941 at the Newcastle shipyard. During World War II, the ship escorted Arctic convoys and conducted operations off the French coast, among all taking part in Normandy landings support in the Summer of 1944. Huron remained in active service until 1963, taking part in the Korean War.

Armor Beta

Hull HP 17,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–19 mm)1,900 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm13,300 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–19 mm)1,000 (6% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 10–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP8,900 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 (40 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 HP5,300 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 Huron can equip.

  • Huron default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.