Maass
Beta- Hold concealment edges on the contested cap at 6.8 km detection
- Avoid: Burning the 6.8 km concealment advantage on guns
Maass Community Stats
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Maass Community Stats
Playstyle
Overview
Maass is a Tier VI German stealth-leaning destroyer with strong surface detection (6.8 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: top-decile AP DPM in T6 DDs (250,000) and top-decile Sonar ship range in T6 DDs (4.7 km).
Positioning
Hold concealment edges on the contested cap at 6.8 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 6.8 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
250000 AP DPM, top decile of T6 DDs. Punishes broadsides.
70000.0 hp engine, top decile of T6 DDs. More headroom for accelerating out of stops and maintaining speed in turns.
109.4 hp per metre of turn radius, top decile of T6 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.
How to get Maass
Maass is available in the Area-Control Destroyers branch of the Germany Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. 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.
Show Germany tech-tree branch diagram
Maass sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.
Best listed chance for this ship
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Santa Level 5
0.486111%
Tier VI Premium ship
Event containers · Santa Level 5 · 1 of 36 ships
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Santa Level 4
0.1875%
Tier VI Premium ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
Show 2 paths
- Santa Level 40.138889%
- Santa Level 4 → Santa Level 50.048611%
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Santa Level 3
0.135764%
Tier VI Premium ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
Show 4 paths
- Santa Level 30.083333%
- Santa Level 3 → Santa Level 50.024306%
- Santa Level 3 → Santa Level 40.020833%
- Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
Show all 11 containers (8 more)
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Piñata Chest
0.125%
Tier V, VI, or VII Premium ship
Event containers · Piñata Chest · 1 of 24 ships
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Mega Santa '23
0.121212%
Tier VI Premium ship
Event containers · Mega Santa '23 · 1 of 33 ships
-
Super Santa '23
0.106061%
Tier VI Premium ship
Event containers · Super Santa '23 · 1 of 33 ships
-
Santa Level 2
0.057517%
Tier VI Premium ship
Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
Show 7 paths
- Santa Level 20.027778%
- Santa Level 2 → Santa Level 30.0125%
- Santa Level 2 → Santa Level 40.006944%
- Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
- Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
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Champion's Box
0.027153%
Tier VI Premium ship
Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
Show 4 paths
- Champion's Box → Santa Level 30.016667%
- Champion's Box → Santa Level 3 → Santa Level 50.004861%
- Champion's Box → Santa Level 3 → Santa Level 40.004167%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
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Santa Level 1
0.014065%
Tier VI Premium ship
Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
Show 10 paths
- Santa Level 1 → Santa Level 30.004167%
- Santa Level 1 → Santa Level 20.004167%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
- Santa Level 10.000056%
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Ultimate Crate
0.010606%
Tier VI Premium ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
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Secret Santa '23
0.000061%
Tier VI Premium ship
Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mega Santa '23 0.121212% · Tier VI Premium ship
- Piñata Chest 0.125% · Tier V, VI, or VII Premium ship
- Santa Level 1 0.000056% · Tier VI Premium ship
- Santa Level 2 0.027778% · Tier VI Premium ship
- Santa Level 3 0.083333% · Tier VI Premium ship
Builds Beta
Build for concealment, survivability, gun reload, torpedo reload, and utility control.
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 Maass sits among Tier VI DDs (33 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 23 mid-pack stats
Not standouts for Maass -- 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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9495/30·(8−0.5)/1000 + 0.5)·30 = 86.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 86.2 × 0.6 = 51.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 86.2 × 0.319 (σ=2) = 27.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.7 × 0.319 (σ=2) = 16.5 mƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
5 broadside guns x 60 / 4 s base reload = 75.HE shells
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21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 5 broadside guns = 7,500.ƒ
7,500 HE full-salvo alpha x 60 / 4 s base reload = 112,500.ƒ
5 HE shells x 60 / 4 s reload x 6% fire chance = 4.5.AP shells
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floor(128 mm caliber / 14.3) = 8 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 × 1640 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 157.4 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 276.3 m/s: 1e-7 × 1640 × 28^0.69 × 0.128^-1.07 × 276.3^1.38 = 34.5 mm.ƒ
3,000 AP damage x 5 broadside guns = 15,000.ƒ
15,000 AP full-salvo alpha x 60 / 4 s base reload = 225,000.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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 29 + Near 20 = 49
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
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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 = (9495/30·(8−0.5)/1000 + 0.5)·30 = 86.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 86.2 × 0.6 = 51.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 86.2 × 0.319 (σ=2) = 27.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.7 × 0.319 (σ=2) = 16.5 mStandard destroyer 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 × 1640 × 28^0.69 × 0.128^-1.07 × 830^1.38 = 157.4 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 276.3 m/s: 1e-7 × 1640 × 28^0.69 × 0.128^-1.07 × 276.3^1.38 = 34.5 mm.21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).floor(128 mm caliber / 14.3) = 8 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.All 5 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.1,500 HE damage x 5 broadside guns = 7,500.3,000 AP damage x 5 broadside guns = 15,000.7,500 HE full-salvo alpha x 60 / 4 s base reload = 112,500.15,000 AP full-salvo alpha x 60 / 4 s base reload = 225,000.5 broadside guns x 60 / 4 s base reload = 75.5 HE shells x 60 / 4 s reload x 6% fire chance = 4.5.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 14,400 → 17,500 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 | 16 mm primary (range 15–16 mm) | 2,500 (14% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)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 | 13,100 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 15–16 mm) | 1,500 (9% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 8,800 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. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,300 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 Maass can equip, from in-game data.
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.
