World of Warships: Legends ship guide

Laffey

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges around the contested cap and lean into trades the heal can recover
  • Avoid: Using the Repair Party as a panic button
Key characteristics
2 sigma accuracy11 km gun rangeLobs over islandsSmokeWide dispersion
Community Data

Laffey Community Stats

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Playstyle

Overview

Laffey is a Tier VIII American destroyer with a Repair Party, a consumable most DDs in the cohort do not get. The heal lets her sustain trades and stay in the cap contest after the first detection cycle; that is the kit, not a panic button. AA (272 AA DPS at 5 km, +300% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: end-plate armor (20 mm).

Positioning

Hold concealment edges around the contested cap and lean into trades the heal can recover. The Repair Party means you survive the first detection cycle other DDs do not, but it does not let you brawl open-water; stay near cover or smoke when the heal is on cooldown.

Potato Avoidance

Using the Repair Party as a panic button

The heal is part of the kit, not a save: most charges should land after a clean trade in cover, not mid-spotting cycle in open water. Used reactively, it covers one cap fight; used proactively, it covers two.

Signature Traits

Super-heal

Repair Party heals 1.5%/s, best of T8 DDs. Restores more HP per active second than peers.

Heavy Defensive AA flak

+300.0% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.

High-arc AP shells

43.2° impact angle at max range, best of T8 DDs. Lobs over island cover.

High-arc HE shells

44.6° HE impact angle at max range, best of T8 DDs. Lobs over cover.

Sharp rudder

4.0 s rudder shift, top decile of T8 DDs. Snappy weave.

Wide dispersion

98.6 m max horizontal dispersion, worst of T8 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Laffey

Laffey is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • "The Last Sumner" Campaign Breakdown Campaign Start: 2025-10-06 · End: 2025-11-02 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Laffey Ship feature / release Start: 2025-10-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

William Halsey is the official recommended commander direction, with I Mean Harm increasing destroyer AP shell damage. Build for concealment, main-battery reload, survivability, and AP/gun performance.

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Commanders frequently paired with this ship William Halsey

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 Laffey sits among Tier VIII 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.

BestRudder shift4 s (1 of 2 tied) BestRepair heal rate1.5 %/s (1 of 3 tied) Top 25%Traverse-to-turn ratio14.41 × (7/25) Top 25%Main battery range11.15 km (4/25) Top 25%Main battery reload3.1 s (7/25) Top 25%HE DPM209,032 (6/24) Top 25%Displacement3,218 t (7/25) Bottom 25%AP shell damage2,100 (19/23) Bottom 25%AP velocity792 m/s (21/23) Bottom 25%HE velocity792 m/s (21/24) Bottom 25%Acceleration12.7 s (22/25) Bottom 25%Torpedo range8 km (21/24) Bottom 25%Torpedo reload140 s (19/24) WorstHE fire chance5% (1 of 7 tied) WorstMain dispersion98.6 m (25/25)
See 23 mid-pack stats

Not standouts for Laffey -- 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 points18,500 HP(17/25) Max speed36.5 kt(11/25) Concealment7.12 km(19/25) Air detection3.56 km(19/25) Main battery caliber127 mm(17/25) HE shell damage1,800(15/24) Fires per minute5.81(18/24) AP DPM243,871(10/23) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Engine power60,000 hp(17/25) Turn-speed retention96.8 hp/m(15/25) Power-to-weight18.65 hp/t(15/25) AA DPS272(8/25) AA range5 km(14/25) AA threat911(9/25) Torpedo damage17,900(11/24) Torpedo speed66 kt(12/24) Deck armor19 mm(9/18) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2Def-AASmoke
Survivability
Hit Points18,500
Displacement3,218 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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.
5,600
Main Battery
ModuleArtillery: 127 mm/38 Mk.38
Mounts / barrels3 mounts / 6 barrels
Reload time3.5 s
Firing range11.2 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11150/30·(8−0.5)/1000 + 0.5)·30 = 98.6 m
98.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.6 × 0.6 = 59.2 m
59.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.6 × 0.319 (σ=2) = 31.5 m
31.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.2 × 0.319 (σ=2) = 18.9 m
18.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ6 broadside guns x 60 / 3.5 s base reload = 102.9.
102.9
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 6 broadside guns = 10,800.
10,800
Base HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 3.5 s base reload = 185,143.
185,143
Installed HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 209,032.
209,032
Base fires/min
ƒ6 HE shells x 60 / 3.5 s reload x 5% fire chance = 5.14.
5.14
AP shells
AP Damage2,100
AP Velocity792 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 248.6 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.6^1.38 = 44 mm.
44 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
Base AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 3.5 s base reload = 216,000.
216,000
Installed AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.
243,871
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time140 s
Projectile speed66 kt
Range8 km
Maximum simulated damage16,700 (est.)
Alpha damage50,100
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming204 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
167,000
AA Defense
AA mount points15
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×1) + (28×3.5×0.95) + (19×3.5×1) = 272. 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.
272
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk12×2 40mm
40 mm Bofors Mk22×4 40mm
20 mm Oerlikon Mk.411×1 20mm
Far aura
DPS
ƒIncludes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.
19
Range5 km
Medium aura
DPS32
Range3.5 km
Total DPS in Aura
ƒFar 19 + Medium 32 = 51
51
Near aura
DPS28
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 32 + Near 28 = 79
79
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed36.5 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio14.4× snappy
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns7.12 km
Detect Fire Sea9.12 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.5% heal per second · 30% of max HP total heal
Smoke Generator∞ charges · 120 s reload · 15 s emit / 60 s cloud active
Defensive AA Fire3 charges · 140 s reload · 20 s active · +300% flak burst boost
Module options (1)

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

HullUpgrade
  • Turret traverse25 → 15 °/s

See all derived stats

Show

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 Disp98.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11150/30·(8−0.5)/1000 + 0.5)·30 = 98.6 m
Max Vert Disp59.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.6 × 0.6 = 59.2 m
Med Horiz Disp31.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.6 × 0.319 (σ=2) = 31.5 m
Med Vert Disp18.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.2 × 0.319 (σ=2) = 18.9 m
AP Pen Close218 mm
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 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far44 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 248.6 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.6^1.38 = 44 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 Radius10
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,800
1,800 HE damage x 6 broadside guns = 10,800.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
Base HE DPM185,143
10,800 HE full-salvo alpha x 60 / 3.5 s base reload = 185,143.
Base AP DPM216,000
12,600 AP full-salvo alpha x 60 / 3.5 s base reload = 216,000.
Installed HE DPM209,032
10,800 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 209,032.
Installed AP DPM243,871
12,600 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.
Base shells/min102.9
6 broadside guns x 60 / 3.5 s base reload = 102.9.
Installed shells/min116.1
6 broadside guns x 60 / 3.1 s installed Artillery reload = 116.1.
Base fires/min5.14
6 HE shells x 60 / 3.5 s reload x 5% fire chance = 5.14.
Installed fires/min5.81
6 HE shells x 60 / 3.1 s installed reload x 5% fire chance = 5.81.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range46.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage167,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage167,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS272
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×1) + (28×3.5×0.95) + (19×3.5×1) = 272. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index911
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

Armor

Hull HP 18,500, 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
Bow20 mm primary (range 19–20 mm)2,100 (11% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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)19 mm13,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)1,600 (9% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.60 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 (×0.60 direct pen, ×0.10 over-pen).
Superstructure19 mm1,800 (10% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
AA mount (40 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 HP5,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

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.