World of Warships: Legends ship guide

Jianwei

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Hold concealment edges on the contested cap at 6 km detection
  • Avoid: Burning the 6 km concealment advantage on guns
Key characteristics
Torpedoes (7 km)SmokeEngine BoostSluggish rudder
Community Data

Jianwei Community Stats

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Playstyle

Overview

Jianwei is a Tier IV Pan-Asian stealth-leaning destroyer with strong surface detection (6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best high-arc AP shells in T4 DDs (39.9°).

Positioning

Hold concealment edges on the contested cap at 6 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. Her high-arc gun shells lob over island cover, so you can rain HE on broadsides from positions where flat-trajectory DDs have no firing solution.

Potato Avoidance

Burning the 6 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T4 DDs.

High-arc AP shells

39.9° impact angle at max range, best of T4 DDs. Lobs over island cover.

High-arc HE shells

39.9° HE impact angle at max range, best of T4 DDs. Lobs over cover.

Stealthy torps

0.9 km torpedo detect, top decile of T4 DDs. Harder to dodge.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Sluggish rudder

4.2 s rudder shift, bottom decile of T4 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Jianwei

Jianwei is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Jianwei sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Deng Shichang and Sa Zhenbing are useful Pan-Asian destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Deng ShichangSa Zhenbing

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Jianwei sits among Tier IV DDs (21 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.

Top 25%Main dispersion82.6 m (6/21) Top 25%AP arming threshold20 mm (5/19) Bottom 25%Rudder shift4.2 s (19/21) Bottom 25%HE shell damage1,700 (17/21) Bottom 25%AA range2.5 km (17/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstEnd plates10 mm (1 of 10 tied / 1 of 10 tied)
See 29 mid-pack stats

Not standouts for Jianwei -- 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 points12,500 HP(8/21) Max speed37 kt(11/21) Concealment6 km(12/21) Air detection2.99 km(11/21) Traverse-to-turn ratio4.95 ×(12/21) Main battery caliber120 mm(16/21) Main battery range9.92 km(13/21) Main battery reload7.2 s(15/21) HE fire chance8%(11/21) Fires per minute3.33(13/21) HE DPM70,833(15/21) AP shell damage2,100(13/19) AP DPM87,500(14/19) AP velocity814 m/s(10/19) HE velocity814 m/s(11/21) Acceleration10 s(7/21) Engine power40,000 hp(9/21) Turn-speed retention74.1 hp/m(9/21) Displacement2,053 t(14/21) Power-to-weight19.48 hp/t(12/21) AA DPS32(14/21) AA threat79(13/21) Torpedo range7.32 km(8/21) Torpedo damage13,500(12/21) Torpedo speed60 kt(12/21) Torpedo reload70 s(12/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormDeck armor10 mm(10 of 19 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 10,600 → 12,500
Displacement2,053 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries23
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
6,300
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.
3,800
Main Battery
ModuleArtillery: 120 mm/45 BL Mk I
Mounts / barrels5 mounts / 5 barrels
Reload time8 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9017/30·(8−0.5)/1000 + 0.5)·30 = 82.6 m
82.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.6 × 0.6 = 49.6 m
49.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.6 × 0.32 (σ=2) = 26.4 m
26.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.319 (σ=2) = 15.8 m
15.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 8 s base reload = 37.5.
37.5
HE shells
HE Damage1,700
HE Velocity814 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 5 broadside guns = 8,500.
8,500
Base HE DPM
ƒ8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.
63,750
Base fires/min
ƒ5 HE shells x 60 / 8 s reload x 8% fire chance = 3.
3
AP shells
AP Damage2,100
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 814^1.38 = 211 mm. Matches the in-game spec card.
211 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.4 km), where the shell has slowed to 234.5 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 234.5^1.38 = 37.9 mm.
37.9 mm
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
Base AP DPM
ƒ10,500 AP full-salvo alpha x 60 / 8 s base reload = 78,750.
78,750
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
8
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed60 kt
Range7.32 km
Maximum simulated damage12,500 (est.)
Alpha damage37,500
Torpedo detectability0.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
75,000
AA Defense
AA mount pointsInitial: 2 → 1
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) = 32. 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.
32
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 QF Mark VIIInitial: 40 mm/39 QF Mark II (2×1) → 40 mm/39 QF Mark VII (1×4)
Medium aura
DPSInitial: 7 → 9
Range2.5 km
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed37 kt
Turning circle radius540 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea6 km
Detectability by air2.99 km
Smoke firing penalty2.15 km
Detect after firing main guns6 km
Detect Fire Sea8 km
Detect Fire Air5.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points10,600 → 12,500
  • Rudder shift5.8 → 4.2 s
  • AA mounts2 → 1
  • Close-range AA DPS7 → 9
Fire controlUpgrade
  • Main battery range9,017 → 9918.7 m
TorpedoesTrade-off
  • Reload65 → 70 s
  • Alpha damage33,000 → 37,500
  • Display damage11,000 → 12,500

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp82.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9017/30·(8−0.5)/1000 + 0.5)·30 = 82.6 m
Max Vert Disp49.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.6 × 0.6 = 49.6 m
Med Horiz Disp26.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.6 × 0.32 (σ=2) = 26.4 m
Med Vert Disp15.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.319 (σ=2) = 15.8 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close211 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 814^1.38 = 211 mm. Matches the in-game spec card.
AP Pen Far37.9 mm
Same formula at the ship's max firing range (12.4 km), where the shell has slowed to 234.5 m/s: 1e-7 × 2438 × 22.68^0.69 × 0.12^-1.07 × 234.5^1.38 = 37.9 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha8,500
1,700 HE damage x 5 broadside guns = 8,500.
AP full-salvo alpha10,500
2,100 AP damage x 5 broadside guns = 10,500.
Base HE DPM63,750
8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.
Base AP DPM78,750
10,500 AP full-salvo alpha x 60 / 8 s base reload = 78,750.
Base shells/min37.5
5 broadside guns x 60 / 8 s base reload = 37.5.
Base fires/min3
5 HE shells x 60 / 8 s reload x 8% fire chance = 3.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time5.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range46.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage75,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage75,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS32
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) = 32. 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.
Maximum AA range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index79
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.

Armor

Hull HP 10,60012,500 with hull upgrade, 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.

Section Plates HP cap Threats Tactic
Bow10 mm2,000 (16% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm1,300 (10% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure10 mm500 (4% of HP)
Any HE ≥16 mm pens at full damage
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 HP6,300 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,800 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Jianwei 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