World of Warships: Legends ship guide

Kane

Beta
U.S.A. · Tier V · Destroyer · Tech Tree
Stealth destroyerOpen detection windows peers can't match; contest caps from concealment edges.
Playstyle
  • Hold concealment edges on the contested cap at 6.6 km detection
  • Avoid: Burning the 6.6 km concealment advantage on guns
Key characteristics
RadarSmokeSlow
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Community Data

Kane Community Stats

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Playstyle

Overview

Kane is a Tier V American stealth-leaning destroyer with strong surface detection (6.6 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 close-range AP pen in T5 DDs (248.1 mm) and top-decile long-range AP brick in T5 DDs (63.8 mm).

Positioning

Hold concealment edges on the contested cap at 6.6 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.

Potato Avoidance

Burning the 6.6 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.

Signature Traits

Surveillance Radar

8 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Close-range AP brick

248.1 mm AP pen at 1.5 km, best of T5 DDs. Citadels broadside cruisers up close.

Long-range AP brick

63.8 mm AP pen at max range, top decile of T5 DDs. Threatens citadels even from range.

Heavy HE shells

2200.0 damage per HE shell, best of T5 DDs. Punishes superstructure and modules harder than peers.

Flat AP shells

960.0 m/s AP muzzle velocity, best of T5 DDs. Flatter trajectory, less lead, harder to dodge.

Thin armor

13.0 mm max plate, bottom decile of T5 DDs. Citadel windows open against peer-tier guns.

Acquisition

How to get Kane

Kane is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Official chance for this ship

Official WG availability sources

Builds Beta

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Cohort position

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Where Kane sits among Tier V DDs (25 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.

BestAP velocity960 m/s (1/23) BestAP ricochet start60° (1/23) BestAP auto-bounce angle67.5° (1/23) BestDisplacement1,700 t (1/25) Top 25%Rudder shift2.8 s (4/25) Top 25%Main battery range10.59 km (7/25) Bottom 25%HE velocity792 m/s (21/25) Bottom 25%AA DPS70 (21/25) Bottom 25%Torpedo damage≈10,833 (21/25) Bottom 25%Torpedo reload110 s (23/25) WorstMax speed34 kt (1 of 2 tied) WorstFires per minute2.4 (25/25) WorstHE DPM58,667 (25/25) WorstAP DPM88,000 (23/23) WorstEngine power27,500 hp (25/25) WorstTurn-speed retention52.9 hp/m (25/25) WorstPower-to-weight16.18 hp/t (25/25) WorstTorpedo speed38 kt (25/25) WorstMax armor13 mm (25/25)
See 13 mid-pack stats

Not standouts for Kane -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points14,800 HP(10/25) Concealment6.63 km(19/25) Air detection3.32 km(19/25) Traverse-to-turn ratio5.19 ×(10/25) Main battery caliber127 mm(15/25) Main battery reload4.5 s(11/25) Main dispersion87.2 m(11/25) Acceleration17 s(11/25) AP arming threshold21 mm(11/23) AA range3 km(17/25) AA threat144(19/25) Torpedo range8 km(18/25) NormAP fuse timer0.01 s(19 of 23 tied at this value)
Survivability
Hit PointsInitial: 12,200 → 14,800
Displacement1,700 t
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,400
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.
4,400
Main Battery
ModuleArtillery: 127 mm Mk7 mod. 2
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverseInitial: 10 °/s → 12.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(963030·80.51000+0.5)·30=87.2m
87.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.2·0.6=52.3m
52.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.2·0.32(σ=2)=27.9m
27.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.3·0.319(σ=2)=16.7m
16.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ2 broadside guns x 60 / 5 s base reload = 24.
24
HE shells
HE Damage2,200
HE Velocity792 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,200 HE damage x 2 broadside guns = 4,400.
4,400
Base HE DPM
ƒ4,400 HE full-salvo alpha x 60 / 5 s base reload = 52,800.
52,800
Base fires/min
ƒ2 HE shells x 60 / 5 s reload x 9% fire chance = 2.16.
2.16
AP shells
AP Damage3,300
AP Velocity960 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 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 =107·2750·250.69·0.1271.07·9601.38=300.9mm. Matches the in-game spec card.
300.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: P=107·2750·250.69·0.1271.07·311.91.38=63.8mm.
63.8 mm
AP full-salvo alpha
ƒ3,300 AP damage x 2 broadside guns = 6,600.
6,600
Base AP DPM
ƒ6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.
79,200
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 triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time110 s
Projectile speed38 kt
Range8 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=32,500·0.333=10,833.
≈ 10,833
Torpedo detectability0.9 km
Flooding chance159%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming117 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
129,996
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (20×3.5×0.95) = 70. 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.
70
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/23 Mk71×1 76mm
20 mm Oerlikon Mk20 (upgraded hull only)2×2 20mm
12.7 mm Browning M2 mod. 2 (stock hull only)2×1 13mm
Medium aura
DPS1
Range3 km
Near aura
DPS20
Range2 km
Total DPS in Aura
ƒMedium 1 + Near 20 = 21
21
Maneuverability
Engine moduleEngine: 27,500 hp
Engine power27,500 hp
Maximum speed34 kt
Turning circle radius520 m
Engine power-boost threshold8.8 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (30.6 kt of 34). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(27,5001,700)0.42=3.2191; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<8.75 ktP(t)+drag(v)v8.75 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (33.7 kt of 34). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
29.4 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·34.0·0.5144520=1.93°/s, so ratio=ωturretωhull=101.93=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea6.63 km
Detectability by air3.32 km
Smoke firing penalty2.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.63 km
Detect Fire Sea8.63 km
Detect Fire Air6.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 118 s cloud active
Long-Range Surveillance Radar2 charges · 150 s reload · 20 s active · 8 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
· 8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
Module options (2)

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

HullUpgrade
  • Hit points12,200 → 14,800
  • Close-range AA DPS5 → 21
  • Turret traverse10 → 12.5 °/s
Fire controlUpgrade
  • Main battery range9,630 → 10,593 m

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp87.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9630}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.2\,\text{m}$
Max Vert Disp52.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.2 \cdot 0.6 = 52.3\,\text{m}$
Med Horiz Disp27.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.2 \cdot 0.32\;(\sigma = 2) = 27.9\,\text{m}$
Med Vert Disp16.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.3 \cdot 0.319\;(\sigma = 2) = 16.7\,\text{m}$
AP Pen Close300.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 960^{1.38} = 300.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far63.8 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: $P = 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 311.9^{1.38} = 63.8\,\text{mm}$.
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 Radius12
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 alpha2
Barrels that can bear on one beam (2 of 4); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha4,400
2,200 HE damage x 2 broadside guns = 4,400.
AP full-salvo alpha6,600
3,300 AP damage x 2 broadside guns = 6,600.
Base HE DPM52,800
4,400 HE full-salvo alpha x 60 / 5 s base reload = 52,800.
Base AP DPM79,200
6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.
Base shells/min24
2 broadside guns x 60 / 5 s base reload = 24.
Base fires/min2.16
2 HE shells x 60 / 5 s reload x 9% fire chance = 2.16.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed38 kt
Travel time to max range81 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
Per-side salvo damage129,996
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.

AA defense

Close-range AA DPS70
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (20×3.5×0.95) = 70. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index144
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
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Acceleration and Ballistics Chart

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision