Jianwei
Beta- Hold concealment edges on the contested cap at 6 km detection
- Avoid: Burning the 6 km concealment advantage on guns
Jianwei Community Stats
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Jianwei Community Stats
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
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.
39.9° impact angle at max range, best of T4 DDs. Lobs over island cover.
39.9° HE impact angle at max range, best of T4 DDs. Lobs over cover.
0.9 km torpedo detect, top decile of T4 DDs. Harder to dodge.
Steep impact angle. Shells lob over island cover into targets you can't see directly.
4.2 s rudder shift, bottom decile of T4 DDs. Hard to dodge incoming AP; lean on island cover.
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
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.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.6 × 0.6 = 49.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.6 × 0.32 (σ=2) = 26.4 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.319 (σ=2) = 15.8 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
5 broadside guns x 60 / 8 s base reload = 37.5.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 5 broadside guns = 8,500.ƒ
8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.ƒ
5 HE shells x 60 / 8 s reload x 8% fire chance = 3.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,100 AP damage x 5 broadside guns = 10,500.ƒ
10,500 AP full-salvo alpha x 60 / 8 s base reload = 78,750.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.
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
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.6 × 0.6 = 49.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.6 × 0.32 (σ=2) = 26.4 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.319 (σ=2) = 15.8 mStandard destroyer dispersion baseline.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.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.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 5 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,700 HE damage x 5 broadside guns = 8,500.2,100 AP damage x 5 broadside guns = 10,500.8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.10,500 AP full-salvo alpha x 60 / 8 s base reload = 78,750.5 broadside guns x 60 / 8 s base reload = 37.5.5 HE shells x 60 / 8 s reload x 8% fire chance = 3.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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 10,600 → 12,500 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 |
|---|---|---|---|---|
| Bow | 10 mm | 2,000 (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. |
| Stern | 10 mm | 1,300 (10% of HP) | Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 10 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). |
| Superstructure | 10 mm | 500 (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 HP | 6,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,800 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Jianwei can equip, from in-game data.
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.
