World of Warships: Legends ship guide

Maass W

Beta
Germany · Tier V · Destroyer · Premium
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Contest caps with support, use guns to pressure destroyers, and send torpedoes through likely push lanes
  • Disengage before larger ships can focus you
  • Avoid: Do not play as a pure torpedo boat or take unsupported knife fights
Key characteristics
2 sigma accuracyHigh AP DPMStrong AASmoke + SonarShort gun range

Variant of Maass

Cosmetic-only variant of Maass. Identical hull, modules, and consumables; differs in appearance and acquisition only.

On this page
Community Data

Maass W Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Maass is a Tier VI German destroyer with official main-battery reload improvement and German utility identity. Play her as a cap-control all-rounder that uses Sonar-style information and steady guns.

Positioning

Contest caps with support, use guns to pressure destroyers, and send torpedoes through likely push lanes. Disengage before larger ships can focus you.

Potato Avoidance

Play as a pure torpedo boat or take unsupported knife…

Maass is strongest when utility and team support turn the fight.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

High HP pool

17500.0 HP, best of T5 DDs.

High fire resistance

30.0% fire resistance, best of T5 DDs. HE pressure does less.

AP DPM machine

272727 AP DPM, best of T5 DDs. Punishes broadsides.

Top-tier AA

168.0 AA DPS, best of T5 DDs (median 89.0).

Short gun range

9.49 km main battery reach, bottom decile of T5 DDs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Maass W

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

Best listed chance for this ship

  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, survivability, gun reload, torpedo reload, and utility control.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Maass W sits among Tier V DDs (26 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.

BestHit points17,500 HP (1/26) BestAP DPM272,727 (1/24) BestAA DPS168 (1/26) BestAA threat488 (1/26) Top 10%Engine power70,000 hp (3/26) Top 10%Turn-speed retention109.4 hp/m (3/26) Top 25%Main battery reload3.3 s (4/26) Top 25%Fires per minute5.45 (6/26) Top 25%HE DPM136,364 (7/26) Top 25%Power-to-weight21.83 hp/t (7/26) Bottom 25%Stealth profile6.8 km / 3.4 km (23/26 / 23/26) Bottom 25%Rudder shift4.2 s (23/26) Bottom 25%Torpedo reload90 s (21/26) WorstMain battery range9.49 km (26/26) WorstDisplacement3,206 t (26/26)
See 15 mid-pack stats

Not standouts for Maass W -- 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 speed37 kt(10/26) Traverse-to-turn ratio4.7 ×(17/26) Main battery caliber128 mm(10/26) Main dispersion86.2 m(8/26) AP velocity830 m/s(14/24) HE velocity830 m/s(14/26) AP arming threshold21 mm(12/24) AA range3.5 km(9/26) Torpedo range8.01 km(13/26) Torpedo damage≈12,700(17/26) Torpedo speed65 kt(9/26) Max armor16 mm(15/26) NormAP fuse timer0.01 s(20 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value)
Survivability
Hit Points17,500
Displacement3,206 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries25
Fire resistance30%
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.
8,800
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.
5,300
Main Battery
ModuleArtillery: 128 mm L/45 LC/34
Mounts / barrels5 mounts / 5 barrels
Reload time3.7 s
Firing range9.5 km
Turret traverse8 °/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 =(949530·80.51000+0.5)·30=86.2m
86.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.2·0.6=51.7m
51.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =86.2·0.319(σ=2)=27.5m
27.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.7·0.319(σ=2)=16.5m
16.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 3.7 s base reload = 81.1.
81.1
HE shells
HE Damage1,500
HE Velocity830 m/s
Fire Chance6%
HE penetration
ƒ21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,500 HE damage x 5 broadside guns = 7,500.
7,500
Base HE DPM
ƒ7,500 HE full-salvo alpha x 60 / 3.7 s base reload = 121,622.
121,622
Base fires/min
ƒ5 HE shells x 60 / 3.7 s reload x 6% fire chance = 4.86.
4.86
AP shells
AP Damage3,000
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 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 =107·1640·280.69·0.1281.07·8301.38=157.4mm. Matches the in-game spec card.
157.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.9 km), where the shell has slowed to 292.3 m/s: P=107·1640·280.69·0.1281.07·292.31.38=37.3mm.
37.3 mm
AP full-salvo alpha
ƒ3,000 AP damage x 5 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 3.7 s base reload = 243,243.
243,243
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range8.01 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 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.
101,600
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (20×3.5×0.95) = 168. 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.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flak LM/424×2 37mm
20 mm Flak 386×1 20mm
20 mm Flakvierling 381×4 20mm
Medium aura
DPS29
Range3.5 km
Near aura
DPS20
Range2 km
Total DPS in Aura
ƒMedium 29 + Near 20 = 49
49
Maneuverability
Engine moduleEngine: 70,000 hp
Engine power70,000 hp
Maximum speed37 kt
Turning circle radius640 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (33.3 kt of 37). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(70,0003,206)0.42=3.6512; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 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}=17.1s. 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.
17.1 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (36.6 kt of 37). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29s. 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 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·37.0·0.5144640=1.70°/s, so ratio=ωturretωhull=81.70=4.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.7× drags
Concealment
Detectability by sea6.8 km
Detectability by air3.4 km
Smoke firing penalty2.54 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.8 km
Detect Fire Sea8.8 km
Detect Fire Air6.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 65 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect

See all derived stats

Show

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 Disp86.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9495}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 86.2\,\text{m}$
Max Vert Disp51.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 86.2 \cdot 0.6 = 51.7\,\text{m}$
Med Horiz Disp27.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86.2 \cdot 0.319\;(\sigma = 2) = 27.5\,\text{m}$
Med Vert Disp16.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 51.7 \cdot 0.319\;(\sigma = 2) = 16.5\,\text{m}$
AP Pen Close157.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1640 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 830^{1.38} = 157.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far37.3 mm
Same formula at the ship's max firing range (11.9 km), where the shell has slowed to 292.3 m/s: $P = 10^{-7}\cdot 1640 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 292.3^{1.38} = 37.3\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha7,500
1,500 HE damage x 5 broadside guns = 7,500.
AP full-salvo alpha15,000
3,000 AP damage x 5 broadside guns = 15,000.
Base HE DPM121,622
7,500 HE full-salvo alpha x 60 / 3.7 s base reload = 121,622.
Base AP DPM243,243
15,000 AP full-salvo alpha x 60 / 3.7 s base reload = 243,243.
Base shells/min81.1
5 broadside guns x 60 / 3.7 s base reload = 81.1.
Base fires/min4.86
5 HE shells x 60 / 3.7 s reload x 6% fire chance = 4.86.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline 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.
Per-side salvo damage101,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×1) + (20×3.5×0.95) = 168. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index488
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

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Maass W default exterior
    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.

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

Link to this page

Run a clan site, wiki, or channel? Cite this page with a direct link.