World of Warships: Legends ship guide

Jinan

Also called: 济南 Beta
Pan-Asia · Tier ★ · CL Cruiser · Premium
Torpedo cruiserA torpedo-first cruiser: pressure lanes with fish and trade gunfire between waves.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, fast torpedoes (14 km)High HE / fire outputStealthy (11.9 km)Lobs over islandsSmokeFragile
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Community Data

Jinan Community Stats

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Playstyle

Overview

Jinan is a Legendary Pan-Asian light cruiser with a long-range torpedo battery reaching 13.5 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best turret traverse rate in Legendary CAs (40) and best torpedo speed in Legendary CAs (69 kt).

Positioning

Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves. 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.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears. 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 Legendary CAs.

LOBBING BATTERY
  • Fast turret traverse · 40.0°
  • High-arc shells · 34.5°
  • High fire pressure · 17.42 fires
Fast torpedoes

69.0 kt torpedo speed, best of Legendary CAs. Less reaction time for targets to dodge.

Nimble for the tonnage

12.05 hp per ton, best of Legendary CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Short gun range

15.1 km main battery reach, bottom decile of Legendary CAs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Jinan

Jinan is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Jinan sits among Legendary CAs (22 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.

BestDisplacement9,126 t (1/22) BestPower-to-weight12.05 hp/t (1/22) BestTorpedo speed69 kt (1/13) Top 10%Concealment11.9 km (2/22) Top 10%Rudder shift7.7 s (3/22) Top 10%Traverse-to-turn ratio25.98 × (2/22) Top 10%Main battery reload3.1 s (3/22) Top 10%Fires per minute17.42 (2/21) Top 10%AP arming threshold21 mm (3/22) Top 10%Effective HE DPM (incl. fire)491,182 (3/21) Top 10%Flak per wave (expected)3,528 (3/21) Top 25%Max speed35 kt (5/22) Top 25%HE DPM348,387 (5/21) Top 25%Main dispersion137.2 m (5/22) Top 25%Acceleration24 s (4/22) Top 25%AA threat2,395 (6/22) Top 25%Torpedo range13.5 km (3/13) Top 25%Torpedo damage≈17,367 (4/13) Bottom 25%Hit points39,900 HP (20/22) Bottom 25%HE velocity808 m/s (17/21) Bottom 25%AP fuse timer0.01 s (20/22) Bottom 25%Engine power110,000 hp (19/22) Bottom 10%Citadel belt95 mm (21/22) WorstMain battery caliber127 mm (1 of 2 tied) WorstMain battery range15.1 km (22/22) WorstAP shell damage2,100 (22/22) WorstNo secondaries (8 of 22 in cohort) WorstAP pen at 10 km53 mm (22/22) WorstRepair heal rate0.5 %/s (1 of 10 tied) WorstEnd plates16 mm (1 of 4 tied / 1 of 4 tied)
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.

Air detection7.56 km(8/22) Sigma2.05(13/22) AP DPM406,452(9/22) AP velocity808 m/s(15/22) Turn-speed retention164.2 hp/m(16/22) AA DPS545(13/22) AA range5.2 km(9/22) Torpedo reload120 s(10/13) Max armor225 mm(9/22) Deck armor32 mm(16/22) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormTurn speed retained81%(19 of 22 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points39,900
Displacement9,126 t
Armor range6–225 mm
Plate armor thicknesses6, 13, 16, 25, 32, 40, 75, 95, 225 mm
Armor material/layer entries60
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 10×127 mm
Mounts / barrels5 mounts / 10 barrels
Reload time3.5 s
Firing range15.1 km
Turret traverse40 °/s
AP pen max range38 mm
HE fire DPM vs T8 BB126471
Effective HE DPM vs T8 BB435043
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1510030·81.11000+1.1)·30=137.2m
137.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.2·0.6=82.3m
82.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.2·0.313(σ=2.05)=43m
43 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.3·0.313(σ=2.05)=25.8m
25.8 m
Turret turn time
ƒ180 degrees / 40 deg/s traverse speed = 4.5 s.
4.5 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 3.5 s base reload = 171.4. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 3.1 s all-upgrades reload = 193.5.
Initial: 171.4 → 193.5
HE shells
HE Damage1,800
HE Velocity808 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 10 broadside guns = 18,000.
18,000
HE DPM
ƒZero upgrades: 18,000 HE full-salvo alpha x 60 / 3.5 s base reload = 308,571. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 348,387.
Initial: 308,571 → 348,387
Fires/min
ƒZero upgrades: 171.4 shells/min x 9% fire chance = 15.43. All upgrades (Main Battery Mod. 3 = -10% reload): 193.5 shells/min x 9% fire chance = 17.42.
Initial: 15.43 → 17.42
AP shells
AP Damage2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 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: P=107·K·m0.69·d1.07·v01.38 =107·1720·31.750.69·0.1271.07·8081.38=174.9mm. Matches the in-game spec card.
174.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 287 m/s: P=107·1720·31.750.69·0.1271.07·2871.38=41.9mm.
41.9 mm
AP full-salvo alpha
ƒ2,100 AP damage x 10 broadside guns = 21,000.
21,000
AP DPM
ƒZero upgrades: 21,000 AP full-salvo alpha x 60 / 3.5 s base reload = 360,000. All upgrades (Main Battery Mod. 3 = -10% reload): 21,000 AP full-salvo alpha x 60 / 3.1 s all-upgrades reload = 406,452.
Initial: 360,000 → 406,452
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Mk14
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time120 s
Projectile speed69 kt
Range13.5 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=52,100·0.333=17,367.
≈ 17,367
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.
18,567
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km69 kt×2.6=4.5 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.
4.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.68 per hit, shown as 3.68×100=368%. 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.
368%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming213 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 17,367 = 173,670.
173,670
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (116×3.5×0.9) + (57×3.5×0.9) = 545. 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.
545
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
76.2 mm/70 Mk.37 mod. 07×2 76mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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.
180
Range5.2 km
Medium aura
Guns76.2 mm/70 Mk.37 mod. 0
Continuous DPS
ƒEffective DPS: 116 raw aura damage × 3.5 × 0.9 hit probability = 365 - the same in-game units as the Close-range AA DPS headline.
365
Range4 km
Total DPS in Aura
ƒFar 180 + Medium 365 = 545
545
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
280
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
Maneuverability
Engine power110,000 hp
Maximum speed35 kt
Turning circle radius670 m
Rudder shift time7.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
24 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
38.5 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·35.0·0.5144670=1.54°/s, so ratio=ωturretωhull=401.54=26.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
26.0× instant
Concealment
Detectability by sea11.9 km
Detectability by air7.56 km
Smoke firing penalty6.16 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.9 km
Detect Fire Sea13.9 km
Detect Fire Air10.56 km
Guaranteed Detect2 km
Consumables
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
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 5,586 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 11,172 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.
· 200 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (39,900 HP) per second = 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
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 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)2.05
Max Horiz Disp137.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1510030·81.11000+1.1)·30=137.2m
Shell scatter width @ 5 km67.5 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 km102 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 width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp82.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.2·0.6=82.3m
Shell scatter height @ 10 km54.3 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 Disp43 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.2·0.313(σ=2.05)=43m
Med Vert Disp25.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.3·0.313(σ=2.05)=25.8m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close174.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1720·31.750.69·0.1271.07·8081.38=174.9mm. Matches the in-game spec card.
AP Pen Far41.9 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 287 m/s: P=107·1720·31.750.69·0.1271.07·2871.38=41.9mm.
AP pen 5 km95 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 km53 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.
AP pen 15 km38 mm
AP penetration at a fixed 15 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 penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time4.5 s
180 degrees / 40 deg/s traverse speed = 4.5 s.
HE full-salvo alpha18,000
1,800 HE damage x 10 broadside guns = 18,000.
AP full-salvo alpha21,000
2,100 AP damage x 10 broadside guns = 21,000.
HE DPMInitial: 308,571 → 348,387
Zero upgrades: 18,000 HE full-salvo alpha x 60 / 3.5 s base reload = 308,571. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 348,387.
AP DPMInitial: 360,000 → 406,452
Zero upgrades: 21,000 AP full-salvo alpha x 60 / 3.5 s base reload = 360,000. All upgrades (Main Battery Mod. 3 = -10% reload): 21,000 AP full-salvo alpha x 60 / 3.1 s all-upgrades reload = 406,452.
Shells/minInitial: 171.4 → 193.5
Zero upgrades: 10 broadside guns x 60 / 3.5 s base reload = 171.4. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 3.1 s all-upgrades reload = 193.5.
Fires/minInitial: 15.43 → 17.42
Zero upgrades: 171.4 shells/min x 9% fire chance = 15.43. All upgrades (Main Battery Mod. 3 = -10% reload): 193.5 shells/min x 9% fire chance = 17.42.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed69 kt
Travel time to max range75.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count20
4 launchers x 5 tubes.
Per-side salvo10 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage347,340
All tubes hitting one target: tubes x per-torpedo simulated damage = 20 x 17,367 = 347,340.
Per-side salvo damage173,670
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 17,367 = 173,670.

AA defense

Close-range AA DPS545
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (116×3.5×0.9) + (57×3.5×0.9) = 545. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2395
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 Beta

Hull HP 39,900, 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 & stern16 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel225 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

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
Bow16 mm primary (range 16–40 mm)1,400 (4% of HP)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–75 mm)2,600 (7% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel225 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.
Superstructure13 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 HP17,400 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 (76 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 HP12,000 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Jinan default exterior
    DefaultThe ship’s standard exterior

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.