World of Warships: Legends ship guide

Mainz

Also called: 美因茨 Beta
Germany · Tier VII · CL Cruiser · Premium · Mainz CE Variant
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Strong secondaries (5.5 km)Improved HE penHigh AP DPMSonarDefensive AALoose grouping
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Community Data

Mainz Community Stats

Across 8,100+ Standard battles from 180+ players, Mainz averages a 61% win rate, 75,600 damage and 1.2 kills per battle, and survives 46% of them.

Community Data

Mainz Community Stats

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Playstyle

Overview

Mainz is a Tier VII German light cruiser whose 150mm guns earn citadels on broadsides at 468,000 AP DPM (3rd of 58), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: AA DPS in T7 CAs (528, 9th of 58) and best big torpedo salvo in T7 CAs (8, 5th of 43). The trade is loose grouping in T7 CAs (1.8, 57th of 58).

Positioning

Work the islands rather than a firing line. Sonar (5.6 km on ships, 3.8 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 7 km, so pick the salvo rather than holding the trigger. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. With 10.6 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pushing in blind because the kit says brawler

5.6-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 9/58 T7 CAs.

AP DPM machine ↗

468000 AP DPM, top decile of T7 CAs. Punishes broadsides.

Top-tier AA ↗

528 AA DPS, top quartile of T7 CAs (median 375).

Big torpedo salvo ↗

8 tubes per side, best of the 43 T7 CAs with torpedoes. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

ELITE SONAR ↗
  • Long-range sonar · 5.6 km
  • Long-duration sonar · 118 s
MAIN BATTERY DOWNSIDES ↗
  • Loose grouping
  • Low fire chance · 7%
Acquisition

How to get Mainz

Mainz 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
Show all 16 containers (13 more)
  • Spectral Vault 4.0 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Winter Big Crate '23 0.1% VII Mainz Common · Winter Big Crate '23
  • Spectral Vault 3.0 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
  • December Update: The Most Wonderful Tide of the Year Crates Start: 2022-12-08
    • Big season—big crates! A revamped version of our seasonal crate, called Winter Big Crate '23, has chances of dropping a wider selection of ships than any of the big crates before!
    • you can get one of the following Premium ships (ships you own are excluded from possible drops):
    • German Tier VII cruiser Mainz (this is a new ship
  • September Update: The Valor Armada Sale Start: 2025-09-04
    • From September 29 to October 6, celebrate the 35th anniversary of German reunification with discounted German ships in the Store, such as Weimar, Elbing, Mainz, Pommern, Leipzig, and Z-35.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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Cohort position

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Where Mainz sits among Tier VII CAs (57 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.

Top 10%AP DPM468,000 (3/58) Top 10%AP velocity960 m/s (3/58) Top 10%HE velocity960 m/s (3/50) Top 10%Secondary range5.5 km (4/51) Top 10%Flak damage per salvo (expected)1,980 (3/58) Top 25%Hit points44,000 HP (9/58) Top 25%Main battery range15.82 km (14/58) Top 25%Main battery reload6 s (8/58) Top 25%Power / turn radius183.3 hp/m (15/57) Top 25%AA DPS528 (9/58) Top 25%AA threat1,766 (9/58) Bottom 25%Stealth profile13.69 km / 8.21 km (49/58 / 49/58) Bottom 25%Rudder shift10.6 s (47/58) Bottom 25%Main battery caliber150 mm (53/58) Bottom 25%AP pen at 10 km126 mm (47/58) Bottom 25%AA range4.5 km (51/58) Bottom 25%Torpedo range6 km (37/43) Bottom 25%Torpedo damage≈12,700 (35/43) Bottom 10%HE fire chance7% (49/50) Bottom 10%Citadel belt80 mm (51/55) WorstSigma1.8 (1 of 4 tied) WorstHE shell damage1,600 (50/50) WorstSecondary HE alpha1,200 (1 of 8 tied) WorstSecondary fire chance5% (1 of 23 tied)
See 29 mid-pack stats

Not standouts for Mainz -- 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 speed33.3 kt(25/58) Smoke fire bloom6.99 km(31/58) Turning circle720 m(25/58) Fires per minute8.4(19/50) HE DPM192,000(17/50) AP shell damage3,900(33/58) Main dispersion142.2 m(43/58) Secondary DPM (per side)126,000(21/51) Secondary HE pen20 mm(26/51) Time to 90% speed24.9 s(26/57) Acceleration (0-12 kt)8.9 s(25/57) AP fuse timer0.025 s(33/58) AP arming threshold25 mm(19/58) Engine power132,000 hp(18/57) Displacement17,400 t(43/58) Power-to-weight7.59 hp/t(19/57) Effective HE DPM (incl. fire)254,310(16/50) Torpedo speed64 kt(18/43) Torpedo reaction time7.6 s(21/43) Torpedo reload90 s(18/43) Repair heal rate0.6 %/s(23/57) Max armor150 mm(23/58) Bow armor25 mm(35/55) Stern armor25 mm(35/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points44,000
Displacement17,400 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
215.4 x 23.1 m (ship-model figure)
Armor range16–150 mm
Plate armor thicknesses16, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries57
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 44,000 HP = 3,960 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 44,000 HP = 4,400 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
21,300
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.
12,800
Effective HP
ƒBase 44,000 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 44,000 HP = 7,392 HP per charge, × 2 charges = 14,784 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
58,784
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,700 = 15,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 31,900 = 63,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,900 = 5,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 150 mm L/60 SK C/25
Mounts / barrels4 mounts / 12 barrels
Reload time6 s
Firing range15.8 km
Turret traverse7.6 °/s
Turret armor80 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±142°, 2x ±141°
Guns to bear
ƒ180° − 142° (the most restricted aft-facing mount's arc) = 38° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
38° off bow / 39° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.8 km) shells land in an ellipse about 142 m wide and 85 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1582030·8−1.11000+1.1)·30=142.2m
142.2 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.2·0.6=85.3m
85.3 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =142.2·0.61.8=47.4m
47.4 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.3·0.61.8=28.4m
28.4 m at 15.8 km
Turret turn time
ƒ180 degrees / 7.6 deg/s traverse speed = 23.7 s.
23.7 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 6 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 132.6.
Initial: 120 → 132.6
HE shells
HE alpha1,600
HE Velocity960 m/s
Fire Chance7%
HE fire DPM vs T7 BB62310
Effective HE DPM vs T7 BB254310
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,600 HE damage x 12 broadside guns = 19,200.
19,200
HE DPM
ƒZero upgrades: 19,200 HE full-salvo alpha x 60 / 6 s base reload = 192,000. All upgrades (Main Battery Mod. 3 = -10% reload): 19,200 HE full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 212,211.
Initial: 192,000 → 212,211
Fires/min
ƒZero upgrades: 120 shells/min × 0.07 (7% fire chance) = 8.4. All upgrades (Main Battery Mod. 3 = -10% reload): 132.6 shells/min × 0.07 (7% fire chance) = 9.28.
Initial: 8.4 → 9.28
AP shells
AP alpha3,900
AP Velocity960 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range82 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2300·45.50.69·0.15−1.07·9601.38=318.3mm.
318.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 358.8 m/s: P=10−7·2300·45.50.69·0.15−1.07·358.81.38=81.9mm.
81.9 mm at 15.8 km
AP full-salvo alpha
ƒ3,900 AP damage x 12 broadside guns = 46,800.
46,800
AP DPM
ƒZero upgrades: 46,800 AP full-salvo alpha x 60 / 6 s base reload = 468,000. All upgrades (Main Battery Mod. 3 = -10% reload): 46,800 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 517,263.
Initial: 468,000 → 517,263
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.
16
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed64.0 kt
Range6 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
13,700
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 150°, 151° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
101,600
AA Defense
AA mount points30
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4.5 km
37 mm Flak LM/4218×2 37mm
20 mm Flakvierling 3812×4 20mm
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 110 from dual-purpose secondaries firing as AA in this range band.
110
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.
290
Range3.5 km
Total DPS in Aura
ƒFar 110 + Medium 290 = 400
400
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 0.85 hit probability = 128 - the same in-game units as the Close-range AA DPS headline.
128
Range2 km
Total DPS in Aura
ƒFar 110 + Medium 290 + Near 128 = 528
528
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 11 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 5 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts6
Firing range5.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 105 mm (6/side) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
126,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 5.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 38,943. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
38,943
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 126,000 + secondary fire DPM 38,943 = 164,943: shell damage plus fire damage against one T7 battleship, every shell hitting.
164,943
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 105mm
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 5.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
5.2
HE Pen20 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine power132,000 hp
Maximum speed33.3 kt
Turning circle radius720 m
Rudder shift time10.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.3 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.0 kt of 33.3 kt).
24.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.0 kt of 33.3 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
39.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7.6 − 5.5 = +2.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.69 km x 0.955 = 13.07 km. Camouflage does not change detectability by air.
13.69 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.69 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.07 km.
13.07 km
Detectability by air8.21 km
Smoke firing penalty6.99 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.69 km) = 15.82 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.82 km
Detect when firing (air)
ƒAir detectability 8.21 km + gun-firing bloom 3 km = 11.21 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
11.21 km
Detect when on fire (sea)
ƒSea detectability 13.69 km + 2.0 km while burning = 15.69 km.
15.69 km
Detect when on fire (air)
ƒAir detectability 8.21 km + 3.0 km while burning = 11.21 km.
11.21 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 7,392 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 44,000 HP = 7,392 HP: up to 16.8% of max HP restored per charge.
· 14,784 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 44,000 HP = 14,784 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 264 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 44,000 HP = 264 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Below the kink: k=0.2+(0.5−0.2)·50007910=0.3896, so σV=σH·k=67.5·0.3896=26.3m.
Shell scatter height @ 10 km53.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Above the kink: k=0.5+(0.6−0.5)·10000−791015820−7910=0.5264, so σV=σH·k=102·0.5264=53.7m.
Shell scatter height @ 15 km80.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Above the kink: k=0.5+(0.6−0.5)·15000−791015820−7910=0.5896, so σV=σH·k=136.5·0.5896=80.5m.
AP pen 5 km198 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·45.50.69·0.15−1.07·680.51.38=198mm, where 680.5 m/s is the shell's speed when it arrives at 5 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km126 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·45.50.69·0.15−1.07·489.41.38=126mm, where 489.4 m/s is the shell's speed when it arrives at 10 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km86 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2300·45.50.69·0.15−1.07·372.11.38=86mm, where 372.1 m/s is the shell's speed when it arrives at 15 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.4 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.29·0.1528·45.5=5.63×10−5. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.4 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.29·0.1528·45.5=5.63×10−5. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,300
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass45.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.29
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity960 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity960 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.6 s
1300 m / (64.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed64.0 kt
Travel time to max range34.9 s
6000 m / (64.0 kt × 2.6855) = 34.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage203,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 12,700 = 203,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range110
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 18x2 -> 290 DPS @ 3.5 km; 20mm Flack 38 quad 12x4 -> 128 DPS @ 2 km; 105 mm SKC 33 6x2 -> 110 DPS @ 4.5 km.
AA DPS layered by range110 DPS @ 4.5 km, 400 DPS @ 3.5 km, 528 DPS @ 2 km
@ 4.5 km: 110 from one family; @ 3.5 km: 290 + 110 = 400; @ 2 km: 290 + 128 + 110 = 528. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank528
290 + 128 + 110 = 528 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1766
290 × 3.5 + 128 × 2 + 110 × 4.5 = 1766. 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

Secondary battery dispersion

Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha1200
The only family (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
The only family (105 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 mm
The only family (105 mm): 20 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 105 mm family.
Open in Charting Tool

Ship Charts

Background

The project of a cruiser with 150 mm guns (cruiser K) developed in the mid-1930s on the basis of the Admiral Hipper-class ships shortly after the construction of the latter began. She combined the rapid-fire battery of light cruisers with the survivability of heavy ones.

Armor Beta

Hull HP 44,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 20–40 mm)1,000 (2% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–150 mm)31,900 (72% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–70 mm)1,200 (3% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure27 mm2,900 (7% 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 HP21,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (105 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP12,800 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.

Balance History

Balance updates affecting Mainz. Cards are condensed; use each source link for full context.

2024-04-25

Ministry of Balance: Old Gold

  • Mainz, Mainz CE, and Königsberg are getting minor armor updates for their barbettes; this update won't impact gameplay.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Mainz can equip.

  • Mainz default exterior
    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.