World of Warships: Legends ship guide

Iron Duke

Also called: 铁公爵 Beta
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
High HE / fire outputImproved HE penLong-reach AABurny secondariesLight citadel belt
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Community Data

Iron Duke Community Stats

Across 8,000+ Standard battles from 380+ players, Iron Duke averages a 56% win rate, 44,700 damage and 1.0 kills per battle, and survives 38% of them.

Community Data

Iron Duke Community Stats

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Playstyle

Overview

Iron Duke is a Tier IV British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: AA DPS in T4 BBs (212, 4th of 23) and best AA reach in T4 BBs (5 km, 3rd of 23). The trade is light citadel belt in T4 BBs (38 mm, 24th of 24).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 22.5 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start.

Potato Avoidance

Taking the long way round the map edge to flank

At 22.5 kn five minutes of sailing buys about 3.5 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 6/24 T4 BBs.

ELITE AA ↗
  • Top-tier AA · 212 AA
  • Long-reach AA · 5 km
ELITE MAIN BATTERY ↗
  • High fire chance · 40%
  • High fire pressure · 8 fires/min
ELITE SECONDARIES ↗
  • Burny secondaries · 12%
  • Secondary fire pressure · 9.76 secondary
Light citadel belt ↗

38 mm citadel belt, bottom decile of T4 BBs. Citadels through angle are possible.

Slow AP shells ↗

759 m/s AP muzzle velocity, bottom decile of T4 BBs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Iron Duke

Iron Duke is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

Show U.K. tech-tree branch diagram
Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 35% off the Battle of Jutland flagships: British battleship Iron Duke and German battleship Derfflinger

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 AL HoodAL NelsonAL Queen Elizabeth

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 Iron Duke sits among Tier IV BBs (23 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.

BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1 of 3 tied) BestAA range5 km (1 of 5 tied) Top 10%Fires per minute8 (3/24) Top 25%HE DPM100,000 (6/24) Top 25%AP DPM198,000 (5/24) Top 25%Secondary DPM (per side)210,885 (4/24) Top 25%Effective HE DPM (incl. fire)157,886 (4/24) Top 25%Secondary range4.5 km (7/24) Top 25%AA DPS212 (4/23) Top 25%AA threat616 (5/23) Top 25%Max armor305 mm (7/24) Bottom 25%Time to 90% speed36.5 s (22/24) Bottom 25%Power-to-weight1.05 hp/t (19/24) Bottom 10%HE velocity759 m/s (23/24) WorstAP velocity759 m/s (24/24) WorstNo torpedoes (21 of 24 in cohort) WorstCitadel belt38 mm (24/24)
See 29 mid-pack stats

Not standouts for Iron Duke -- 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 points47,100 HP(15/24) Max speed22.5 kt(16/24) Concealment13.43 km(16/24) Smoke fire bloom11.29 km(17/24) Air detection10.74 km(16/24) Rudder shift13.3 s(13/24) Turning circle650 m(13/24) Main battery caliber343 mm(11/24) Main battery range14.88 km(11/24) Main battery reload30 s(13/24) Sigma1.8(11/24) HE shell damage5,000(11/24) AP shell damage9,900(10/24) Main dispersion208.8 m(16/24) Secondary HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) Acceleration (0-12 kt)18 s(18/24) AP fuse timer0.015 s(16/24) AP arming threshold57 mm(13/24) Engine power32,500 hp(16/24) Power / turn radius50 hp/m(18/24) Displacement30,867 t(9/24) AP pen at 10 km310 mm(15/24) Flak damage per salvo (expected)240(7/18) Repair charges3(11/24) Stern armor19 mm(12/24) NormTurn speed retained81%(23 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit PointsInitial: 41,200 → 47,100
Displacement30,867 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.
189.8 x 27.4 m (published figure)
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 44, 63, 76, 102, 152, 203, 229, 254, 279, 305 mm
Armor material/layer entries68
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
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 × 47,100 HP = 8,478 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 × 47,100 HP = 9,420 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.
23,600
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.
14,100
Effective HP
ƒBase 47,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 47,100 HP = 6,594 HP per charge, × 3 charges = 19,782 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.
52,333–66,882
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 × 2,600 = 5,200), 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.
2,600
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 × 8,400 = 16,800), 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.
8,400
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 × 35,300 = 70,600), 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.
35,300
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 × 1,600 = 3,200), 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.
1,600
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 × 1,600 = 3,200), 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.
1,600
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: 343 mm/45 Mk V
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range (base)13.5 km
Firing range (top fire control)14.9 km
Turret traverse2.5 °/s
Turret armor279 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.
±149°, ±144°, 2x ±150°, ±148°
Guns to bear
ƒ180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
36° off bow / 31° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (14.9 km) shells land in an ellipse about 209 m wide and 125 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(14878.630·12−21000+2)·30=208.8m
208.8 m at 14.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =208.8·0.6=125.3m
125.3 m at 14.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =208.8·0.61.8=69.6m
69.6 m at 14.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =125.3·0.61.8=41.8m
41.8 m at 14.9 km
Turret turn time
ƒ180 degrees / 2.5 deg/s traverse speed = 72 s.
72 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE alpha5,000
HE Velocity759 m/s
Fire Chance40%
HE fire DPM vs T4 BB57886
Effective HE DPM vs T4 BB157886
HE penetration
ƒ86 mm ≈ 343 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
86 mm
HE full-salvo alpha
ƒ5,000 HE damage x 10 broadside guns = 50,000.
50,000
HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 30 s base reload = 100,000.
100,000
Fires/min
ƒ20 shells/min × 0.4 (40% fire chance) = 8.
8
AP shells
AP alpha9,900
AP Velocity759 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2031·6350.69·0.343−1.07·7591.38=517.1mm.
517.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.9 km), where the shell has slowed to 450 m/s: P=10−7·2031·6350.69·0.343−1.07·4501.38=251.4mm.
251.4 mm at 14.9 km
AP full-salvo alpha
ƒ9,900 AP damage x 10 broadside guns = 99,000.
99,000
AP DPM
ƒ99,000 AP full-salvo alpha x 60 / 30 s base reload = 198,000.
198,000
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.
55
AA Defense
AA mount pointsInitial: 8 → 10
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 Vickers 2-pdr. Mk VII4×4 40mm
40 mm Vickers 2-pdr. Mk VIII (upgraded hull only)2×8 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.
2×2 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 42 from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VII + 40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒInitial: 40 × 3.5 × 0.75 = 105 → 59 × 3.5 × 0.75 = 155. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 105 → 155
Range2.5 km
Total DPS in Aura
ƒFar 42 + Medium 155 = 197
197
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒInitial: 7 × 3.5 × 0.7 = 17 → 6 × 3.5 × 0.7 = 15. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 17 → 15
Range1.2 km
Total DPS in Aura
ƒFar 42 + Medium 155 + Near 15 = 212
212
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 × 160 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.
160
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
S
Secondary Battery
Mounts14 → 16
Firing range4.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 2.4 + 5 = 7.4. Upgraded hull: 4.8 + 5 = 9.8. 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.
7.4 → 9.8
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: Initial: 2×2 102 mm (2/side) × 60/3 s × 1500 = 60,000 + 12×1 152 mm (6/side) × 60/8.714 s (8.6 s = 61 ticks) × 2200 = 90,885 = 150,885 → 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000 + 12×1 152 mm (6/side) × 60/8.714 s (8.6 s = 61 ticks) × 2200 = 90,885 = 210,885. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 150,885 → 210,885
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 9.8 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 70,602. 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.
70,602
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 210,885 + secondary fire DPM 70,602 = 281,488: shell damage plus fire damage against one T4 battleship, every shell hitting.
281,488
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
102 mm/45 QF Mk XIX (2×2 → 4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒStock hull: 2×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 2.4. Upgraded hull: 4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. 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.
2.4 → 4.8
HE Pen17 mm
Show 1 more gun family
152 mm/50 BL Mk XVI (12×1)
Caliber152 mm
Reload time8.6 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 8.714 s (8.6 s = 61 ticks) × 0.12 (12% fire chance) = 5. 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.
5
HE Pen25 mm
Maneuverability
Engine power32,500 hp
Maximum speed22.5 kt
Turning circle radius650 m
Rudder shift timeInitial: 18.6 s → 13.3 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 = 22.5 / 4 + 4.9 = 10.5 kt. Base value; speed modifiers scale it.
10.5 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.
52.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.2 kt of 22.5 kt).
36.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.3 kt of 22.5 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.
59.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 2.5 − 3.9 = -1.4°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.4°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.43 km x 0.955 = 12.83 km. Camouflage does not change detectability by air.
13.43 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.43 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.83 km.
12.83 km
Detectability by air10.74 km
Smoke firing penalty11.29 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.43 km) = 14.88 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.88 km
Detect when firing (air)
ƒAir detectability 10.74 km + gun-firing bloom 6.86 km = 17.6 km. The bloom tracks main-battery caliber 343 mm × 0.020 = 6.86 km.
17.6 km
Detect when on fire (sea)
ƒSea detectability 13.43 km + 2.0 km while burning = 15.43 km.
15.43 km
Detect when on fire (air)
ƒAir detectability 10.74 km + 3.0 km while burning = 13.74 km.
13.74 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,594 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 × 47,100 HP = 6,594 HP: up to 14% of max HP restored per charge.
· 19,782 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 47,100 HP = 19,782 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 236 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 47,100 HP = 236 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points41,200 → 47,100
  • Rudder shift18.6 → 13.3 s
  • AA mounts8 → 10
  • Close-range AA DPS47 → 65
  • Secondary mounts14 → 16
  • Total secondary DPM150,885 → 210,885
Fire controlUpgrade
  • Main battery range13,526 → 14878.6 m
EngineUpgrade
  • Time to 12 kt20 → 18 s

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 km44.2 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=0.5·14878.6=7439 m, and radiusOnMax=0.6 at 14878.6 m. Below the kink: k=0.2+(0.5−0.2)·50007439=0.4016, so σV=σH·k=110·0.4016=44.2m.
Shell scatter height @ 10 km85.5 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=0.5·14878.6=7439 m, and radiusOnMax=0.6 at 14878.6 m. Above the kink: k=0.5+(0.6−0.5)·10000−743914878.6−7439=0.5344, so σV=σH·k=160·0.5344=85.5m.
AP pen 5 km398 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 =10−7·2031·6350.69·0.343−1.07·627.81.38=398mm, where 627.8 m/s is the shell's speed when it arrives at 5 km (from 759 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 km310 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 =10−7·2031·6350.69·0.343−1.07·524.31.38=310mm, where 524.3 m/s is the shell's speed when it arrives at 10 km (from 759 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 km5.8 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·0.4273·0.34328·635=3.11×10−5. That runs from a 759 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 km5.8 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·0.4273·0.34328·635=3.11×10−5. That runs from a 759 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~85mm armor instead of ~57mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,031
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 mass635 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 coefficient0.4273
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity759 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity759 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.
minRadius2
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 range42
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 4x4 -> 103 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 2x8 -> 52 DPS @ 2.5 km; 12mm62 HI 4x4 -> 15 DPS @ 1.2 km; 4in45 QF Mk XIX 4x2 -> 42 DPS @ 5 km.
AA DPS layered by range42 DPS @ 5 km, 197 DPS @ 2.5 km, 212 DPS @ 1.2 km
@ 5 km: 42 from one family; @ 2.5 km: 103 + 52 + 42 = 197; @ 1.2 km: 103 + 52 + 15 + 42 = 212. 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-blank212
103 + 52 + 15 + 42 = 212 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index616
103 × 2.5 + 52 × 2.5 + 15 × 1.2 + 42 × 5 = 616. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery dispersion

102 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
102 mm × 4 max disp @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.
152 mm × 12 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
152 mm × 12 max disp @ 4.5 km178.5 m
4.5 km × 33 + 30 = 178.5 m.

Secondary battery firepower

Max HE alpha2200
max(1500 (102 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(6% (102 mm), 12% (152 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
max(17 mm (102 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

A typical British battleship of World War I. The ship carried the same main battery guns as the battleships of the preceding class, but was armed with more powerful secondary battery guns.

Armor Beta

Hull HP 41,200 → 47,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ 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.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–152 mm)2,600 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)25 mm primary (range 19–305 mm)35,300 (75% of HP)
Overmatched by 380mm+ AP (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–152 mm)1,600 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–38 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.
Superstructure13 mm primary (range 13–279 mm)1,600 (3% 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 HP23,600 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 (152 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.
Engine (module, research)engine coefficient (unconfirmed)-0.067 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP14,100 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 Iron Duke can equip.

  • Iron Duke default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision