World of Warships: Legends ship guide

Jäger

Also called: 耶格尔 Beta
Pan-Europe · Tier VII · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 12-km torpedoes for a perfect shot
Key characteristics
Long, fast torpedoes (12 km)Heavy HE shellsHigh fire chanceTorp Reload BoosterEngine BoostStiff AP fuse
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Community Data

Jäger Community Stats

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Playstyle

Overview

Jäger is a Tier VII European torpedo destroyer reaching 12 km. The torpedoes travel at 86 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. Standout traits: best HE alpha in T7 DDs (2,200) and best AP fuse timer in T7 DDs (0.025 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 12 km reach at 86 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 12-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Heavy HE shells · 2200.0 damage
  • Deep-fuse AP · 0.03 s
  • Big-caliber overmatch · 10.4 mm
  • High fire chance · 11.0%
Fast torpedoes

86.0 kt torpedo speed, best of T7 DDs. Less reaction time for targets to dodge.

WEAK MAIN BATTERY
  • Stiff AP fuse · 25.0 mm
  • Wide dispersion
Acquisition

How to get Jäger

Jäger is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Super VII crate 4.166667% One of the Tier VII Premium ships Event · Super VII crate · 1 of 24 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event · Chest of Rarities · 1 of 15 ships
Show all 9 containers (6 more)
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "THE DANUBIAN PEARL" CAMPAIGN BREAKDOWN Campaign Start: 2024-01-15 · End: 2024-02-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Jäger Ship feature / release Start: 2024-01-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • June Update: The Ages Betwixt 12,500 Doubloons 2026-05-28 Tier VII default; exact price not in source
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Conrad Helfrich is the official recommended commander direction, with a torpedo-focused skill plan. Prioritize torpedo speed/reload, concealment, and movement speed so Jäger can keep pressure up without being forced into fair fights.

Open in Build Tool →

Commanders frequently paired with this ship Conrad Helfrich

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Cohort position

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Where Jäger sits among Tier VII DDs (34 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.

BestAir detection3 km (1/34) BestMain battery caliber150 mm (1 of 5 tied) BestHE shell damage2,200 (1 of 4 tied) BestAP fuse timer0.03 s (1 of 7 tied) BestTorpedo speed86 kt (1 of 3 tied) Top 25%Max speed39 kt (7/34) Top 25%Rudder shift3.7 s (8/34) Top 25%HE fire chance11% (5/34) Top 25%AP shell damage2,950 (9/32) Top 25%AP velocity880 m/s (9/32) Top 25%HE velocity880 m/s (7/34) Top 25%Displacement2,629 t (8/34) Top 25%AP pen at 10 km83 mm (6/32) Top 25%Torpedo range12 km (7/33) Top 25%Torpedo reload85 s (8/33) Bottom 25%Hit points15,900 HP (27/34) Bottom 25%Traverse-to-turn ratio5.83 × (27/34) Bottom 25%Power-to-weight16.36 hp/t (30/34) Bottom 25%AA DPS31 (31/34) Bottom 25%AA threat73 (31/34) Bottom 10%Engine power43,000 hp (33/34) Bottom 10%AA range3 km (32/34) WorstMain battery range10.48 km (34/34) WorstAcceleration19.6 s (34/34) WorstAP arming threshold25 mm (1 of 5 tied) WorstTurn-speed retention64.2 hp/m (34/34) WorstTorpedo damage≈6,833 (33/33)
See 16 mid-pack stats

Not standouts for Jäger -- 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.

Concealment6.9 km(15/34) Main battery reload3.6 s(13/34) Fires per minute5.5(18/34) HE DPM110,000(25/34) AP DPM147,500(24/32) Main dispersion93.6 m(17/34) Effective HE DPM (incl. fire)150,798(25/34) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormRepair heal rate1 %/s(5 of 7 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points15,900
Displacement2,629 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries18
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 150 mm/50 K10 Škoda
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range10.5 km
Turret traverse10 °/s
HE fire DPM vs T7 BB36718
Effective HE DPM vs T7 BB135718
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1048530·80.51000+0.5)·30=93.6m
93.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.6·0.6=56.2m
56.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.6·0.319(σ=2)=29.9m
29.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.2·0.32(σ=2)=18m
18 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 4 s base reload = 45. All upgrades (Main Battery Mod. 3 = -10% reload): 3 broadside guns x 60 / 3.6 s all-upgrades reload = 50.
Initial: 45 → 50
HE shells
HE Damage2,200
HE Velocity880 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 3 broadside guns = 6,600.
6,600
HE DPM
ƒZero upgrades: 6,600 HE full-salvo alpha x 60 / 4 s base reload = 99,000. All upgrades (Main Battery Mod. 3 = -10% reload): 6,600 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 110,000.
Initial: 99,000 → 110,000
Fires/min
ƒZero upgrades: 45 shells/min x 11% fire chance = 4.95. All upgrades (Main Battery Mod. 3 = -10% reload): 50 shells/min x 11% fire chance = 5.5.
Initial: 4.95 → 5.5
AP shells
AP Damage2,950
AP Velocity880 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·45.50.69·0.151.07·8801.38=270mm. Matches the in-game spec card.
270 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 319.2 m/s: P=107·2200·45.50.69·0.151.07·319.21.38=66.6mm.
66.6 mm
AP full-salvo alpha
ƒ2,950 AP damage x 3 broadside guns = 8,850.
8,850
AP DPM
ƒZero upgrades: 8,850 AP full-salvo alpha x 60 / 4 s base reload = 132,750. All upgrades (Main Battery Mod. 3 = -10% reload): 8,850 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 147,500.
Initial: 132,750 → 147,500
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.
30
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time85 s
Projectile speed86 kt
Range12 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=20,500·0.333=6,833.
≈ 6,833
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
7,533
Torpedo detectability1.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.9 km86 kt×2.6=8.5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1 per hit, shown as 1×100=100%. Torpedo flood 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. Not shown on the in-game port screen.
100%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 6,833 = 81,996.
81,996
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (3×3.5×0.95) = 31. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
31
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
70 mm Škoda K104×1 70mm
7.92 mm Schwarzlose2×1 8mm
Medium aura
Guns70 mm Škoda K10
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 1 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range3 km
Near aura
Guns7.92 mm Schwarzlose
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range1 km
Total DPS in Aura
ƒMedium 21 + Near 10 = 31
31
Maneuverability
Engine power43,000 hp
Maximum speed39 kt
Turning circle radius670 m
Rudder shift time3.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39 kt), from our in-house acceleration model.
19.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39 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.
33.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·39.0·0.5144670=1.72°/s, so ratio=ωturretωhull=101.72=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea6.9 km
Detectability by air3 km
Smoke firing penalty2.93 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 2,226 HP (14% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (14 s) = up to 14% of max HP restored per charge.
· 4,452 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 159 HP/s (1% of max HP) heal per second
ƒ1% of max HP (15,900 HP) per second = 159 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Torpedo Reload Booster2 charges · 240 s reload · 1 s active · 5 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp93.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1048530·80.51000+0.5)·30=93.6m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp56.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.6·0.6=56.2m
Shell scatter height @ 10 km53.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp29.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.6·0.319(σ=2)=29.9m
Med Vert Disp18 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.2·0.32(σ=2)=18m
AP Pen Close270 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·45.50.69·0.151.07·8801.38=270mm. Matches the in-game spec card.
AP Pen Far66.6 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 319.2 m/s: P=107·2200·45.50.69·0.151.07·319.21.38=66.6mm.
AP pen 5 km150 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km83 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,600
2,200 HE damage x 3 broadside guns = 6,600.
AP full-salvo alpha8,850
2,950 AP damage x 3 broadside guns = 8,850.
HE DPMInitial: 99,000 → 110,000
Zero upgrades: 6,600 HE full-salvo alpha x 60 / 4 s base reload = 99,000. All upgrades (Main Battery Mod. 3 = -10% reload): 6,600 HE full-salvo alpha x 60 / 3.6 s all-upgrades reload = 110,000.
AP DPMInitial: 132,750 → 147,500
Zero upgrades: 8,850 AP full-salvo alpha x 60 / 4 s base reload = 132,750. All upgrades (Main Battery Mod. 3 = -10% reload): 8,850 AP full-salvo alpha x 60 / 3.6 s all-upgrades reload = 147,500.
Shells/minInitial: 45 → 50
Zero upgrades: 3 broadside guns x 60 / 4 s base reload = 45. All upgrades (Main Battery Mod. 3 = -10% reload): 3 broadside guns x 60 / 3.6 s all-upgrades reload = 50.
Fires/minInitial: 4.95 → 5.5
Zero upgrades: 45 shells/min x 11% fire chance = 4.95. All upgrades (Main Battery Mod. 3 = -10% reload): 50 shells/min x 11% fire chance = 5.5.

Torpedoes

Torpedo detectability1.9 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range53.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage81,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 6,833 = 81,996.
Per-side salvo damage81,996
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 6,833 = 81,996.

AA defense

Close-range AA DPS31
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×1) + (3×3.5×0.95) = 31. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index73
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 km

Armor Beta

Hull HP 15,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)2,600 (16% of HP)
Overmatch not possible in its bracketAngle 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)19 mm11,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 6–20 mm)1,800 (11% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 HP8,000 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (70 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 HP4,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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Exteriors

Skins & permanent camouflages

Every custom exterior Jäger can equip, from in-game data.

Primary official WG sources

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