Jinan
Also called: 济南 Beta- Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud
- Avoid: Burning Torpedo Reload Booster on a hopeful salvo
On this page
Jinan Community Stats
Across 10,000+ Standard battles from 210+ players, Jinan averages a 64% win rate, 102,000 damage and 1.3 kills per battle, and survives 51% of them.
Jinan Community Stats
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Jinan Community Stats
Record History
Playstyle
Overview
Jinan is a Legendary Pan-Asian light cruiser whose Smoke Generator lets her trade DPM from cover instead of from open water. The kit rewards static, sustained fire rather than rotation play. Standout traits: surface detection in Legendary CAs (11.9 km, 2nd of 21) and best torpedo speed in Legendary CAs (69 kt, 1st of 13). The trade is short gun range in Legendary CAs (15.1 km, 21st of 21).
Positioning
Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud. The kit rewards a static firing position; rotating mid-smoke wastes the consumable for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 6.2 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 0.94 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 7.7 s and carving a 670 m circle, so you can break a salvo and still be where you meant to go.
Potato Avoidance
Burning Torpedo Reload Booster on a hopeful salvo
These torpedoes ignore the Destroyer class
With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up. 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 Legendary CAs.
11.9 km surface detect, top decile of Legendary CAs. Stays dark longer.
- Fast torpedoes · 69 kt
- Big torpedo salvo · 10 tubes
- Long-range torps · 13.5 km
40°/s turret traverse, best of Legendary CAs. Tracks fast-rotating targets peers can't keep up with.
15.1 km main battery reach, bottom decile of Legendary CAs. Outranged by peers; close distance or lean on terrain.
51072 effective HP once Repair Party is counted, bottom decile of Legendary CAs. What you start with is close to all you get; there is little healing back.
How to get Jinan
Jinan is the Legendary ship of the Destroyer-Cruisers branch of the Pan-Asia Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
-
February Update: Legendary Pilgrimage
Bureau project
Start: 2025-01-23
- Meet Jinan—a new ship that will be available for research in the Bureau starting January 27!
-
Lunar New Year: Legendary Journey to the West
Bureau project
Start: 2025-01-24
- Make sure to start researching a new Bureau Project featuring Pan-Asian Legendary Tier cruiser Jinan, available starting January 27.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Jinan sits among Legendary CAs (20 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 14 mid-pack stats
Not standouts for Jinan -- 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.
Peers in this cohort
Compare Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 155° (the most restricted aft-facing mount's arc) = 25° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (15.1 km) shells land in an ellipse about 137 m wide and 82 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 40 deg/s traverse speed = 4.5 s.ƒ
Zero upgrades: 10 broadside guns x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 168. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 3.143 s (3.1 s = 22 ticks) all-upgrades reload (3.5 s × 0.9 Main Battery Mod. 3 = 3.1 s) = 190.9.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 10 broadside guns = 18,000.ƒ
Zero upgrades: 18,000 HE full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 302,400. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 3.143 s (3.1 s = 22 ticks) all-upgrades reload (3.5 s × 0.9 Main Battery Mod. 3 = 3.1 s) = 343,636.ƒ
Zero upgrades: 168 shells/min × 0.09 (9% fire chance) = 15.12. All upgrades (Main Battery Mod. 3 = -10% reload): 190.9 shells/min × 0.09 (9% fire chance) = 17.18.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.1 km), where the shell has slowed to 283.4 m/s: .ƒ
2,100 AP damage x 10 broadside guns = 21,000.ƒ
Zero upgrades: 21,000 AP full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 352,800. All upgrades (Main Battery Mod. 3 = -10% reload): 21,000 AP full-salvo alpha x 60 / 3.143 s (3.1 s = 22 ticks) all-upgrades reload (3.5 s × 0.9 Main Battery Mod. 3 = 3.1 s) = 400,909.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
Most 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: . 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.ƒ
52,100 warhead alpha / 3 + 1,200 blast = 18,567. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 3.68 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 17,367 = 173,670. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective 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 180 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 116 raw aura damage × 3.5 × 0.9 hit probability = 365 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 180 + Medium 365 = 545ƒ
Each ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 280 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 5.2 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.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time to reach 99% of top speed (34.6 kt of 35.0 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.ƒ
With the rudder hard over the hull turns 6.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 40 − 6.5 = +33.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.9 km x 0.955 = 11.36 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.36 km.ƒ
max(main battery range, sea detectability 11.9 km) = 15.1 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 7.56 km + gun-firing bloom 2.54 km = 10.1 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.ƒ
Sea detectability 11.9 km + 2.0 km while burning = 13.9 km.ƒ
Air detectability 7.56 km + 3.0 km while burning = 10.56 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 30 s emit / 70 s cloud active · 450 m radius
Repair Party2 charges · 80 s reload · 28 s active · 5,586 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 39,900 HP = 5,586 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 39,900 HP = 11,172 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 39,900 HP = 200 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time ƒ
While 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
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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
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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: at 0 m, at m, and at 15100 m. Below the kink: , so .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: at 0 m, at m, and at 15100 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15100 m. Above the kink: , so .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 , where 529.9 m/s is the shell's speed when it arrives at 5 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 360.1 m/s is the shell's speed when it arrives at 10 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 284.8 m/s is the shell's speed when it arrives at 15 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 808 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 808 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.5 mounts × 2 barrels = 10; all 10 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
800 m / (69.0 kt × 2.6855) = 4.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).13500 m / (69.0 kt × 2.6855) = 72.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 5 tubes.20 wing tubes / 2 = 10: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 20 x 17,367 = 347,340. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mark37 7x2 -> 365 DPS @ 4 km; Far AA (?) -> 180 DPS @ 5.2 km.@ 5.2 km: 180 from one family; @ 4 km: 365 + 180 = 545. 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.365 + 180 = 545 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4 km).365 × 4 + 180 × 5.2 = 2396. 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.Ship Charts
Background
A variant of the light cruiser developed in the United States at the end of World War II (CL-154), with reinforced torpedo armament.
Armor Beta
Hull HP 39,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 83+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 1,400 (4% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 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) | 16 mm primary (range 16–225 mm) | 29,900 (75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–75 mm) | 2,600 (7% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 225 mm primary (range 6–95 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. |
| Superstructure | 13 mm primary (range 13–32 mm) | no cap | 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 | 17,400 magazine HP | Turret knocked out | Per-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 (76 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 | 12,000 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.
Skins & permanent camouflages
Every custom exterior Jinan can equip.
DefaultThe ship’s standard exterior
The Four Elements (Jinan)Decorative
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.
