Kolberg
Beta- Hold under 10 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
Kolberg Community Stats
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Kolberg Community Stats
Playstyle
Overview
Kolberg is a Tier II German light cruiser with 105mm guns at 11 km, 3.6-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best turret traverse rate in T2 CAs (10) and best AP DPM in T2 CAs (230,000).
Positioning
Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.
Potato Avoidance
Open-water broadside trading
Her 105mm shells citadel cruisers on the wrong frame, and her 18,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
230000 AP DPM, best of T2 CAs. Punishes broadsides.
54.5° HE impact angle at max range, best of T2 CAs. Lobs over cover.
3.6 s reload, top decile of T2 CAs. Top-tier salvo cycle.
5.0 fires/min, top decile of T2 CAs. Keeps DCP on cooldown.
5.0% fire chance per HE shell, bottom decile of T2 CAs. AP carries more weight.
715.0 m/s AP muzzle velocity, bottom decile of T2 CAs. Lobby trajectory, more lead, easier to dodge at range.
How to get Kolberg
Kolberg is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.
Show Germany tech-tree branch diagram
Kolberg sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.
Builds Beta
AL Graf Spee, AL Hipper, and AL Roon are useful German cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Kolberg sits among Tier II CAs (19 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 15 mid-pack stats
Not standouts for Kolberg -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9973/30·(8−1.1)/1000 + 1.1)·30 = 101.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 101.8 × 0.6 = 61.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 101.8 × 0.319 (σ=2) = 32.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.1 × 0.319 (σ=2) = 19.5 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
6 broadside guns x 60 / 4 s base reload = 90.HE shells
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18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).ƒ
1,200 HE damage x 6 broadside guns = 7,200.ƒ
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.ƒ
6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.AP shells
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floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1870 × 18.2^0.69 × 0.105^-1.07 × 715^1.38 = 134.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: 1e-7 × 1870 × 18.2^0.69 × 0.105^-1.07 × 236^1.38 = 29.1 mm.ƒ
2,300 AP damage x 6 broadside guns = 13,800.ƒ
13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.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.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9973/30·(8−1.1)/1000 + 1.1)·30 = 101.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 101.8 × 0.6 = 61.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 101.8 × 0.319 (σ=2) = 32.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 61.1 × 0.319 (σ=2) = 19.5 mStandard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1870 × 18.2^0.69 × 0.105^-1.07 × 715^1.38 = 134.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13 km), where the shell has slowed to 236 m/s: 1e-7 × 1870 × 18.2^0.69 × 0.105^-1.07 × 236^1.38 = 29.1 mm.18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.Barrels that can bear on one beam (6 of 12); casemate/wing mounts only fire one side.180 degrees / 10 deg/s traverse speed = 18 s.1,200 HE damage x 6 broadside guns = 7,200.2,300 AP damage x 6 broadside guns = 13,800.7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.13,800 AP full-salvo alpha x 60 / 4 s base reload = 207,000.6 broadside guns x 60 / 4 s base reload = 90.6 HE shells x 60 / 4 s reload x 5% fire chance = 4.5.AA defense
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).Longest-reaching aura across AA-only + dual-purpose auras.Armor
Hull HP 17,200 → 18,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 6–100 mm) | 1,000 (5% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 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) | 10 mm | 13,700 (75% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 10 mm primary (range 6–80 mm) | 900 (5% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 80 mm primary (range 9–80 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–50 mm) | 400 (2% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 9,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Rudder (module) | separate HP pool, does not drain ship HP | 5,500 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Kolberg can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
