World of Warships: Legends ship guide

Jäger

Also called: 耶格尔 Beta
Pan-Europe · Tier VII · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • 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 lets one wall cover a full lane
  • Avoid: Holding 12-km torpedoes for a perfect shot
Key characteristics
Long, fast torpedoes (12 km)Heavy HE shellsTorp Reload BoosterEngine BoostFast for the classWeak AA
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Community Data

Jäger Community Stats

Across 13,000+ Standard battles from 240+ players, Jäger averages a 59% win rate, 49,200 damage and 1.0 kills per battle, and survives 47% of them.

Community Data

Jäger Community Stats

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

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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 lets one wall cover a full lane. 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 (about +3.1 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 ↗
  • Heavy HE shells · 2200 damage
  • Big-caliber AP overmatch · 10.4 mm
ELITE TORPEDOES ↗
  • Big torpedo salvo · 12 tubes
  • Fast torpedoes · 86 kt
Fast for the class ↗

39 kt, top quartile of T7 DDs. Lets you rotate flanks or escape disengagements.

Short gun range ↗

10.5 km main battery reach, bottom decile of T7 DDs. Outranged by peers; close distance or lean on terrain.

Weak torpedoes ↗

6833 damage per torpedo, bottom decile of T7 DDs.

Acquisition

How to get Jäger

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

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

Best listed chance for this ship

  • Super VII crate 4% One of the Tier VII Premium ships Event · Super VII crate · 1 of 25 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 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 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
  • Spectral Vault 3.0 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Spectral Vault 2.0 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
  • "THE DANUBIAN PEARL" CAMPAIGN BREAKDOWN Campaign Start: 2024-01-15 · End: 2024-02-18
    • Here is the full list of rewards for players who complete all 100 milestones of the campaign with an active Admiralty Backing:
    • Pan-European Tier VII Premium destroyer Jäger
  • January Update: The Hunt Begins Campaign Start: 2024-01-11
    • "The Danubian Pearl" campaign features Tier VII Jäger
    • Pan-European Tier VII Premium destroyer Jäger
Show direct source rows

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

Builds

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.

Conrad Helfrich

WG official
InspirationsErich Bey · Albert Gleaves

WG official build from Through the Spy Glass: Jäger.

Source: Through the Spy Glass: Jäger

Open in Build Tool →

Commanders frequently paired with this ship Conrad Helfrich

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 Jäger 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.

BestAir detection3 km (1/42) BestMain battery caliber150 mm (1 of 6 tied) LongestAP fuse timer0.025 s (1 of 8 tied) BestRepair heal rate1 %/s (1 of 5 tied) Top 10%Main dispersion93.6 m (4/37) Top 10%Torpedo speed86 kt (3/38) Top 25%Max speed39 kt (7/42) Top 25%HE fire chance11% (5/35) Top 25%Displacement2,629 t (10/42) Top 25%AP pen at 10 km87 mm (6/34) Top 25%Torpedo range12 km (7/38) Bottom 25%Hit points15,900 HP (35/42) Bottom 25%Smoke fire bloom2.93 km (35/42) Bottom 25%HE DPM99,000 (28/35) Bottom 25%AP DPM132,750 (27/33) Bottom 25%Time to 90% speed18.6 s (36/42) Bottom 25%Engine power43,000 hp (34/42) Bottom 25%Power / turn radius64.2 hp/m (36/42) Bottom 25%Effective HE DPM (incl. fire)135,718 (28/35) Bottom 25%AA range3 km (35/42) Bottom 25%AA threat73 (35/42) Bottom 10%Main battery range10.48 km (36/37) Bottom 10%AA DPS31 (40/42) WorstNo secondaries (35 of 42 in cohort) WorstAP arming threshold25 mm (1 of 6 tied) WorstTorpedo damage≈6,833 (38/38)
See 19 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(19/42) Rudder shift3.7 s(13/42) Turning circle670 m(31/42) Main battery reload4 s(14/37) Fires per minute4.95(19/35) AP velocity880 m/s(11/33) HE velocity880 m/s(10/35) Acceleration (0-12 kt)5.2 s(32/42) Power-to-weight16.36 hp/t(32/42) Torpedo reaction time8.2 s(26/38) Torpedo reload85 s(12/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(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 Points15,900
Displacement2,629 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.
122.6 x 10.19 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries18
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 × 15,900 HP = 1,431 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 × 15,900 HP = 1,590 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.
8,000
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.
4,800
Effective HP
ƒBase 15,900 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 14 s × 15,900 HP = 2,226 HP per charge, × 2 charges = 4,452 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.
20,352
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 × 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
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 × 11,900 = 23,800), 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.
11,900
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 × 400 = 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 ×. 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.
400
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 × 1,800 = 3,600), 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.
1,800
Main Battery
ModuleArtillery: 150 mm/50 K10 Škoda
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range10.5 km
Turret traverse10 °/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.
±150°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
37° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.5 km) shells land in an ellipse about 94 m wide and 56 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 =(1048530·8−0.51000+0.5)·30=93.6m
93.6 m at 10.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.6·0.6=56.2m
56.2 m at 10.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93.6·0.62=28.1m
28.1 m at 10.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.2·0.62=16.9m
16.9 m at 10.5 km
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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 48.5.
Initial: 45 → 48.5
HE shells
HE alpha2,200
HE Velocity880 m/s
Fire Chance11%
HE fire DPM vs T7 BB36718
Effective HE DPM vs T7 BB135718
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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 106,615.
Initial: 99,000 → 106,615
Fires/min
ƒZero upgrades: 45 shells/min × 0.11 (11% fire chance) = 4.95. All upgrades (Main Battery Mod. 3 = -10% reload): 48.5 shells/min × 0.11 (11% fire chance) = 5.33.
Initial: 4.95 → 5.33
AP shells
AP alpha2,950
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2200·45.50.69·0.15−1.07·8801.38=270mm.
270 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.5 km), where the shell has slowed to 374.5 m/s: P=10−7·2200·45.50.69·0.15−1.07·374.51.38=83.1mm.
83.1 mm at 10.5 km
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 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 142,962.
Initial: 132,750 → 142,962
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 speed86.0 kt
Range12 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=20,500·0.333=6,833. 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.
≈ 6,833
Maximum damage (ammunition)
ƒ20,500 warhead alpha / 3 + 700 blast = 7,533. 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.
7,533
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.
700
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×2.6855=8.2 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.2 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1 per hit, shown as 1×100=100%. 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.
100%
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 Arming261 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
81,996
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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 speed39.0 kt
Turning circle radius670 m
Rudder shift time3.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.
14.7 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.
23.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39.0 kt).
18.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
31.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.2 = +2.8°/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 (+2.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.9 km x 0.955 = 6.59 km. Camouflage does not change detectability by air.
6.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.59 km.
6.59 km
Detectability by air3 km
Smoke firing penalty2.93 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.9 km) = 10.48 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.48 km
Detect when firing (air)
ƒAir detectability 3 km + gun-firing bloom 3 km = 6 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
6 km
Detect when on fire (sea)
ƒSea detectability 6.9 km + 2.0 km while burning = 8.9 km.
8.9 km
Detect when on fire (air)
ƒAir detectability 3 km + 3.0 km while burning = 6 km.
6 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)
ƒ0.01 of max HP per second (1%) × 14 s effective active time = 0.14 of max HP × 15,900 HP = 2,226 HP: up to 14% of max HP restored per charge.
· 4,452 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 15,900 HP = 4,452 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 159 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 15,900 HP = 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.

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 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 km25.5 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=0.5·10485=5242 m, and radiusOnMax=0.6 at 10485 m. Below the kink: k=0.2+(0.5−0.2)·50005242=0.4861, so σV=σH·k=52.5·0.4861=25.5m.
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. 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=0.5·10485=5242 m, and radiusOnMax=0.6 at 10485 m. Above the kink: k=0.5+(0.6−0.5)·10000−524210485−5242=0.5907, so σV=σH·k=90·0.5907=53.2m.
AP pen 5 km150 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 =10−7·2200·45.50.69·0.15−1.07·575.71.38=150mm, where 575.7 m/s is the shell's speed when it arrives at 5 km (from 880 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 km87 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 =10−7·2200·45.50.69·0.15−1.07·387.61.38=87mm, where 387.6 m/s is the shell's speed when it arrives at 10 km (from 880 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 km6.45 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·0.3577·0.1528·45.5=6.95×10−5. That runs from a 880 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 km6.45 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·0.3577·0.1528·45.5=6.95×10−5. That runs from a 880 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)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)2,200
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 mass45.5 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 coefficient0.3577
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity880 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity880 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 time8.2 s
1900 m / (86.0 kt × 2.6855) = 8.2 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed86.0 kt
Travel time to max range52 s
12000 m / (86.0 kt × 2.6855) = 52 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo12 torpedoes
4 launchers × 3 tubes = 12, all to either side (centreline 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range21
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 66 50 K10 Skoda 4x1 -> 21 DPS @ 3 km; Schwarzlose MG 2x1 -> 10 DPS @ 1 km.
AA DPS layered by range21 DPS @ 3 km, 31 DPS @ 1 km
@ 3 km: 21 from one family; @ 1 km: 21 + 10 = 31. 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-blank31
21 + 10 = 31 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index73
21 × 3 + 10 × 1 = 73. 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
Open in Charting Tool

Ship Charts

Background

In 1917, Austria-Hungary began working on a project to build a destroyer leader. A total of eight leaders and twelve destroyers were planned for construction. Draft designs were submitted by Blohm & Voss and Ganz-Danubius. The Austro-Hungarian Marine Technical Committee developed several projects - one of them, presented in 1917, provided for the construction of a 2,000-ton torpedo boat, which was to be equipped with 6-inch (152 mm) main battery guns. However, with the end of World War I and the collapse of Austria-Hungary, these destroyers were never built.

Armor Beta

Hull HP 15,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP 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)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)19 mm11,900 (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.
Stern19 mm primary (range 6–20 mm)1,800 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle 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 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.
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.

Exteriors

Skins & permanent camouflages

Every custom exterior Jäger can equip.

Primary official WG sources

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