World of Warships: Legends ship guide

Karl von Schönberg

Also called: 卡尔·冯·勋伯格 Beta
Germany · Tier VII · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
11.2 km gun rangeHeavy HE shellsImproved HE penSmoke + SonarReload BoosterThin armor
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Community Data

Karl von Schönberg Community Stats

Across 8,900+ Standard battles from 240+ players, Karl von Schönberg averages a 65% win rate, 36,600 damage and 1.0 kills per battle, and survives 50% of them.

Community Data

Karl von Schönberg Community Stats

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

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Playstyle

Overview

Karl von Schönberg is a Tier VII German gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 150mm guns hit harder per shell than the 120-130mm most of the cohort brings, and a 5 s reload means straight trades favour her. Standout traits: best HE alpha in T7 DDs (2,200, 3rd of 35) and best AP overmatch threshold in T7 DDs (10.4 mm, 3rd of 37). The trade is worst AP arming threshold in T7 DDs (25 mm, 31st of 33).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11.2 km of reach against 6.8 km of detection leaves about 4.3 km in which you can shoot before the answer arrives. 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 3 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (5.6 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. A 690 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

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 salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 6/42 T7 DDs.

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 2200 damage
  • Big-caliber AP overmatch · 10.4 mm
  • Heavy AP shells · 3800 damage
  • Long gun range · 11.2 km
Long-range sonar ↗

5.6 km Sonar ship-detection range, best of T7 DDs. Lights DDs and torpedoes inside the bubble.

Thin armor ↗

16 mm max plate, bottom decile of T7 DDs. Citadel windows open against peer-tier guns. AP above 96 mm of caliber cannot arm on 16 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 234 mm AP and up overmatches it at any angle.

Stiff AP fuse ↗

25 mm AP arming threshold, worst of T7 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Karl von Schönberg

Karl von Schönberg 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

  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
Official WG availability sources
  • Silent Orca Campaign Breakdown Campaign Start: 2024-11-18 · End: 2024-12-15
    • To successfully complete the Silent Orca campaign and unlock German Tier VII Premium destroyer K. Schönberg, you must accumulate 1,980 Renown with an active Admiralty Backing.
  • November Update: Black Deals Under a Black Flag Campaign Start: 2024-11-14
    • Silent Orca campaign featuring German Tier VII Premium destroyer K. Schönberg
    • The star of this campaign is German Tier VII Premium destroyer K. Schönberg.
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

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

Erich Bey

WG official

WG official build from Through the Spy Glass: K. Schönberg.

Source: Through the Spy Glass: K. Schönberg

Open in Build Tool →

Commanders frequently paired with this ship AL Z24Blue FurioraErich Bey

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 Karl von Schönberg 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.

BestMain battery caliber150 mm (1 of 6 tied) BestHE shell damage2,200 (1 of 5 tied) LongestAP fuse timer0.025 s (1 of 8 tied) Top 10%AP shell damage3,800 (2/33) Top 10%Time to 90% speed14.9 s (5/42) Top 10%Engine power80,000 hp (5/42) Top 10%Power-to-weight26.47 hp/t (4/42) Top 25%Hit points22,500 HP (8/42) Top 25%Main battery range11.2 km (6/37) Top 25%HE fire chance11% (5/35) Top 25%Acceleration (0-12 kt)4.8 s (8/42) Top 25%Power / turn radius115.9 hp/m (6/42) Top 25%AP pen at 10 km83 mm (9/34) Bottom 25%Smoke fire bloom2.99 km (36/42) Bottom 25%Turning circle690 m (36/42) Bottom 25%Main dispersion99 m (33/37) Bottom 25%Torpedo speed58 kt (31/38) WorstNo secondaries (35 of 42 in cohort) WorstAP arming threshold25 mm (1 of 6 tied) WorstMax armor16 mm (42/42) WorstCitadel belt16 mm (42/42) WorstEnd plates16 mm (40/42 / 1 of 3 tied)
See 22 mid-pack stats

Not standouts for Karl von Schönberg -- 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.

Max speed36 kt(21/42) Concealment6.85 km(16/42) Air detection3.42 km(16/42) Rudder shift4 s(27/42) Main battery reload5 s(24/37) Fires per minute5.28(16/35) HE DPM105,600(25/35) AP DPM182,400(16/33) AP velocity835 m/s(21/33) HE velocity835 m/s(23/35) Displacement3,022 t(22/42) Effective HE DPM (incl. fire)144,766(23/35) AA DPS156(26/42) AA range3.5 km(25/42) AA threat375(28/42) Torpedo range8.5 km(22/38) Torpedo damage≈12,700(29/38) Torpedo reaction time8.3 s(27/38) Torpedo reload90 s(17/38) 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)
Survivability
Hit Points22,500
Displacement3,022 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.
128.5 x 11.5 m
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries23
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 × 22,500 HP = 2,025 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 × 22,500 HP = 2,250 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.
9,000
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.
6,800
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 × 3,100 = 6,200), 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.
3,100
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 × 16,900 = 33,800), 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.
16,900
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 × 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 ×. 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.
1,800
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 L/48 Tbts LC/36
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range11.2 km
Turret traverse11 °/s
Turret armor13 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°, 2x ±148°, ±141°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
32° off bow / 39° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.2 km) shells land in an ellipse about 99 m wide and 59 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 =(1120030·8−0.51000+0.5)·30=99m
99 m at 11.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =99·0.6=59.4m
59.4 m at 11.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =99·0.62=29.7m
29.7 m at 11.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =59.4·0.62=17.8m
17.8 m at 11.2 km
Turret turn time
ƒ180 degrees / 11 deg/s traverse speed = 16.4 s.
16.4 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 5 s base reload = 48. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 52.5.
Initial: 48 → 52.5
HE shells
HE alpha2,200
HE Velocity835 m/s
Fire Chance11%
HE fire DPM vs T7 BB39166
Effective HE DPM vs T7 BB144766
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ2,200 HE damage x 4 broadside guns = 8,800.
8,800
HE DPM
ƒZero upgrades: 8,800 HE full-salvo alpha x 60 / 5 s base reload = 105,600. All upgrades (Main Battery Mod. 3 = -10% reload): 8,800 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 115,500.
Initial: 105,600 → 115,500
Fires/min
ƒZero upgrades: 48 shells/min × 0.11 (11% fire chance) = 5.28. All upgrades (Main Battery Mod. 3 = -10% reload): 52.5 shells/min × 0.11 (11% fire chance) = 5.78.
Initial: 5.28 → 5.78
AP shells
AP alpha3,800
AP Velocity835 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 =10−7·1933·45.30.69·0.15−1.07·8351.38=220mm.
220 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.2 km), where the shell has slowed to 383.7 m/s: P=10−7·1933·45.30.69·0.15−1.07·383.71.38=75.2mm.
75.2 mm at 11.2 km
AP full-salvo alpha
ƒ3,800 AP damage x 4 broadside guns = 15,200.
15,200
AP DPM
ƒZero upgrades: 15,200 AP full-salvo alpha x 60 / 5 s base reload = 182,400. All upgrades (Main Battery Mod. 3 = -10% reload): 15,200 AP full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 199,500.
Initial: 182,400 → 199,500
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.
12
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed58.0 kt
Range8.5 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=38,100·0.333=12,700. 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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. 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.
13,700
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.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km58 kt×2.6855=8.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcscentreline 256°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming186 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
101,600
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
37 mm Flak LM/432×1 37mm
20 mm Flak 384×1 20mm
20 mm Flakvierling 384×4 20mm
Medium aura
Guns37 mm Flak LM/43
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range3.5 km
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.95 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
113
Range2 km
Total DPS in Aura
ƒMedium 42 + Near 113 = 155
155
Maneuverability
Engine power80,000 hp
Maximum speed36.0 kt
Turning circle radius690 m
Rudder shift time4 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 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 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.
13.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
14.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
24.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 11 − 6.8 = +4.2°/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 (+4.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.85 km x 0.955 = 6.54 km. Camouflage does not change detectability by air.
6.85 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.85 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.54 km.
6.54 km
Detectability by air3.42 km
Smoke firing penalty2.99 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.85 km) = 11.2 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.2 km
Detect when firing (air)
ƒAir detectability 3.42 km + gun-firing bloom 3 km = 6.42 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
6.42 km
Detect when on fire (sea)
ƒSea detectability 6.85 km + 2.0 km while burning = 8.85 km.
8.85 km
Detect when on fire (air)
ƒAir detectability 3.42 km + 3.0 km while burning = 6.42 km.
6.42 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 69 s cloud active · 450 m radius
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km

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 km24.6 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=0.5·11200=5600 m, and radiusOnMax=0.6 at 11200 m. Below the kink: k=0.2+(0.5−0.2)·50005600=0.4679, so σV=σH·k=52.5·0.4679=24.6m.
Shell scatter height @ 10 km52.1 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=0.5·11200=5600 m, and radiusOnMax=0.6 at 11200 m. Above the kink: k=0.5+(0.6−0.5)·10000−560011200−5600=0.5786, so σV=σH·k=90·0.5786=52.1m.
AP pen 5 km133 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 =10−7·1933·45.30.69·0.15−1.07·5801.38=133mm, where 580 m/s is the shell's speed when it arrives at 5 km (from 835 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 km83 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 =10−7·1933·45.30.69·0.15−1.07·412.51.38=83mm, where 412.5 m/s is the shell's speed when it arrives at 10 km (from 835 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 km6.36 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·0.3059·0.1528·45.3=5.97×10−5. That runs from a 835 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 km6.36 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·0.3059·0.1528·45.3=5.97×10−5. That runs from a 835 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,933
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 mass45.3 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 coefficient0.3059
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity835 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity835 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 time8.3 s
1300 m / (58.0 kt × 2.6855) = 8.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed58.0 kt
Travel time to max range54.6 s
8500 m / (58.0 kt × 2.6855) = 54.6 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range42
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 LM43 2x1 -> 42 DPS @ 3.5 km; 20mm Flak 38 4x1 -> 57 DPS @ 2 km; 20mm Flack 38 quad 4x4 -> 57 DPS @ 2 km.
AA DPS layered by range42 DPS @ 3.5 km, 156 DPS @ 2 km
@ 3.5 km: 42 from one family; @ 2 km: 42 + 57 + 57 = 156. 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-blank156
42 + 57 + 57 = 156 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index375
42 × 3.5 + 57 × 2 + 57 × 2 = 375. 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 range2 km
Open in Charting Tool

Ship Charts

Background

A large destroyer design developed by the shipbuilding company Vulcan in 1933 to be used as the basis for the future Type 1934 destroyers. One of the ship's armament options was the installation of 5.9-inch (150 mm) guns. However, the design was never further developed, as the Kriegsmarine High Command chose the Deutsche Werke version for serial construction, which was smaller in size and had lighter armament.

Armor Beta

Hull HP 22,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 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
Bow16 mm primary (range 15–16 mm)3,100 (14% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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 13–16 mm)16,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle 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 13–16 mm)1,800 (8% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 15–16 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.
Superstructure10 mm1,800 (8% 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 HP9,000 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 (37 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 HP6,800 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 Karl von Schönberg can equip.

  • Karl von Schönberg 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.