World of Warships: Legends ship guide

Mecklenburg

Beta
Germany · Tier ★ · Battleship · Premium
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Pick a flank with cover and push it
  • Avoid: Do not play her like a long-range battleship
Key characteristics
2.05 sigma accuracyImproved HE penHigh AP DPMSpotter planeTighter secondary dispersionNo torpedo backup
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Community Data

Mecklenburg Community Stats

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Playstyle

Overview

Mecklenburg is a German Legendary Tier battleship built around her secondary battery rather than her main guns. Twelve twin 128 mm mounts reload every 4 seconds out to 7 km with improved HE penetration, and a Secondary Battery Reload Booster turns that into a burst nothing wants to sit inside. The 305 mm main battery is light for the tier, so the plan is to close the range, angle, and let the secondaries and eight torpedo tubes do the work while 350 mm of belt absorbs the return fire.

Positioning

Pick a flank with cover and push it. Mecklenburg wants to be inside secondary range, where the guns fire continuously without you aiming them; at long range her 305 mm salvo trades poorly against other Legendary battleships. Use islands to close the gap, then hold an angle so the belt eats incoming fire while the secondaries and torpedoes punish anything that stays.

Potato Avoidance

Play her like a long-range battleship

Sitting at maximum range wastes the secondaries and the torpedoes, and leaves you trading 305 mm guns against ships that out-gun you. The other mistake is closing without an exit: a 930 m turning circle and 17.7 s rudder shift mean you are committed to a push long before you can leave it.

Signature Traits

ELITE SECONDARIES
  • Tighter secondary dispersion · 291.0 m
  • Extended secondary range · 6.0 km
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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/21 Legendary BBs.

ELITE MAIN BATTERY
  • Fast turret traverse · 8.0°
  • Flat AP shells · 865.0 m
  • Sensitive AP fuse · 51.0 mm
  • AP DPM machine · 385641 AP
No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Mecklenburg

Mecklenburg 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

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

Prioritise secondary accuracy and range, then survivability. Anything that shortens secondary reload or extends secondary range compounds with the Reload Booster, and fire resistance plus repair value keeps you alive through the brawl you are choosing to start.

Open in Build Tool →

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Cohort position

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Where Mecklenburg sits among Legendary BBs (21 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.

BestTraverse-to-turn ratio7.77 × (1/21) BestAP velocity865 m/s (1/21) BestAP arming threshold51 mm (1/21) BestTorpedo reload90 s (1/4) Top 10%Main battery reload23.4 s (3/21) Top 10%AP DPM385,641 (2/21) Top 10%HE velocity865 m/s (2/20) Top 25%Max speed32.5 kt (6/21) Top 25%Rudder shift15.9 s (4/21) Top 25%Sigma2.05 (4/21) Top 25%Fires per minute11.08 (5/20) Top 25%Main dispersion193.1 m (6/21) Top 25%Secondary dispersion bracket43.5 (5/21) Top 25%Secondary HE pen32 mm (4/19) Top 25%Effective HE DPM (incl. fire)238,517 (6/20) Top 25%AA threat2,664 (5/21) Top 25%Flak per wave (expected)2,625 (5/21) Bottom 25%Acceleration38.9 s (18/21) Bottom 25%Max armor350 mm (19/21) WorstMain battery caliber305 mm (21/21) WorstHE shell damage3,600 (20/20) WorstHE alpha1,500 (1 of 3 tied) WorstSecondary fire chance5% (1 of 3 tied) WorstAP pen at 10 km417 mm (21/21) WorstTorpedo damage≈12,700 (4/4)
See 22 mid-pack stats

Not standouts for Mecklenburg -- 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 points85,800 HP(13/21) Concealment15.85 km(9/21) Air detection12.68 km(9/21) Main battery range17.27 km(13/21) HE DPM147,692(8/20) Secondary DPM (per side)270,000(13/21) Engine power180,000 hp(7/21) Turn-speed retention193.5 hp/m(7/21) Displacement63,220 t(9/21) Power-to-weight2.85 hp/t(9/21) Secondary range6 km(7/21) AA DPS639(13/21) AA range5.2 km(7/21) Repair charges3(8/21) Citadel belt350 mm(14/21) Deck armor50 mm(14/20) NormAP fuse timer0.03 s(19 of 21 tied at this value) NormAP ricochet start45°(18 of 21 tied at this value) NormAP auto-bounce angle60°(18 of 21 tied at this value) NormRepair heal rate0.5 %/s(14 of 21 tied at this value) NormBow armor32 mm(17 of 21 tied at this value) NormStern armor32 mm(17 of 21 tied at this value)
Survivability
Hit Points85,800
Displacement63,220 t
Armor range19–350 mm
Plate armor thicknesses19, 32, 50, 70, 75, 80, 105, 110, 150, 200, 220, 275, 350 mm
Armor material/layer entries62
Fire resistance40%
Fire duration60 s
Torp Reduction20%
Main Battery
ModuleArtillery: 305 mm/56 SK C/39
Mounts / barrels4 mounts / 16 barrels
Reload time26 s
Firing range17.3 km
Turret traverse8 °/s
AP pen max range316 mm
HE fire DPM vs T8 BB81720
Effective HE DPM vs T8 BB214643
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1727030·101.61000+1.6)·30=193.1m
193.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.1·0.6=115.8m
115.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193.1·0.314(σ=2.05)=60.6m
60.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =115.8·0.313(σ=2.05)=36.3m
36.3 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 16 broadside guns x 60 / 26 s base reload = 36.9. All upgrades (Main Battery Mod. 3 = -10% reload): 16 broadside guns x 60 / 23.4 s all-upgrades reload = 41.
Initial: 36.9 → 41
HE shells
HE Damage3,600
HE Velocity865 m/s
Fire Chance27%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,600 HE damage x 16 broadside guns = 57,600.
57,600
HE DPM
ƒZero upgrades: 57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 57,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 147,692.
Initial: 132,923 → 147,692
Fires/min
ƒZero upgrades: 36.9 shells/min x 27% fire chance = 9.97. All upgrades (Main Battery Mod. 3 = -10% reload): 41 shells/min x 27% fire chance = 11.08.
Initial: 9.97 → 11.08
AP shells
AP Damage9,400
AP Velocity865 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·4150.69·0.3051.07·8651.38=631.7mm. Matches the in-game spec card.
631.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 489 m/s: P=107·2450·4150.69·0.3051.07·4891.38=287.5mm.
287.5 mm
AP full-salvo alpha
ƒ9,400 AP damage x 16 broadside guns = 150,400.
150,400
AP DPM
ƒZero upgrades: 150,400 AP full-salvo alpha x 60 / 26 s base reload = 347,077. All upgrades (Main Battery Mod. 3 = -10% reload): 150,400 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 385,641.
Initial: 347,077 → 385,641
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.
175
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speedNone kt
RangeNone 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
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,700
Torpedo detectability1.1 km
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.3 per hit, shown as 0.3×100=30%. Torpedo flood 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. Not shown on the in-game port screen.
30%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.75) + (44×3.5×0.75) + (97×3.5×0.7) + (47×3.5×0.75) = 639. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
639
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
55 mm L/77 Gerät 588×1 55mm
55 mm L/77 Gerät 58 Zwilling4×2 55mm
30 mm Flak 384×4 30mm
30 mm Flak 103/3812×2 30mm
128 mm/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 128mm
Far aura
Guns128 mm/61 KM40 (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 123 from dual-purpose secondaries firing as AA in this range band.
123
Range5.2 km
Outer Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 44 raw aura damage × 3.5 × 0.75 hit probability = 116 - the same in-game units as the Close-range AA DPS headline.
116
Range5 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 = 239
239
Inner Medium aura
Guns55 mm L/77 Gerät 58
Continuous DPS
ƒEffective DPS: 62 raw aura damage × 3.5 × 0.75 hit probability = 163 - the same in-game units as the Close-range AA DPS headline.
163
Range4.5 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 + Inner Medium 163 = 402
402
Near aura
Guns30 mm Flak 103/38 + 30 mm Flak 38
Continuous DPS
ƒEffective DPS: 97 raw aura damage × 3.5 × 0.7 hit probability = 238 - the same in-game units as the Close-range AA DPS headline.
238
Range3 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 + Inner Medium 163 + Near 238 = 640
640
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 3.5 km or past 5.2 km - once planes get inside the band, new waves stop.
3.5-5.2 km
S
Secondary Battery
Mounts12
Firing range6.0 km
Shell Grouping (σ)1
128 mm/61 KM40 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×2 128mm
Caliber128 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6 km
ƒ6 km × 43.5 + 30 = 291 m.
291 m
Maneuverability
Engine power180,000 hp
Maximum speed32.5 kt
Turning circle radius930 m
Rudder shift time15.9 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
38.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
63.5 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·32.5·0.5144930=1.03°/s, so ratio=ωturretωhull=81.03=7.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.8× ok
Concealment
Detectability by sea15.85 km
Detectability by air12.68 km
Smoke firing penalty12.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.85 km
Detect Fire Sea17.85 km
Detect Fire Air15.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,012 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 36,036 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 429 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (85,800 HP) per second = 429 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

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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)2.05
Max Horiz Disp193.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1727030·101.61000+1.6)·30=193.1m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 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 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp115.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.1·0.6=115.8m
Shell scatter height @ 10 km68.1 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.
Med Horiz Disp60.6 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193.1·0.314(σ=2.05)=60.6m
Med Vert Disp36.3 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =115.8·0.313(σ=2.05)=36.3m
AP Pen Close631.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·4150.69·0.3051.07·8651.38=631.7mm. Matches the in-game spec card.
AP Pen Far287.5 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 489 m/s: P=107·2450·4150.69·0.3051.07·4891.38=287.5mm.
AP pen 5 km518 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km417 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km342 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration76 mm
76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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 alpha16
All 16 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha57,600
3,600 HE damage x 16 broadside guns = 57,600.
AP full-salvo alpha150,400
9,400 AP damage x 16 broadside guns = 150,400.
HE DPMInitial: 132,923 → 147,692
Zero upgrades: 57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 57,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 147,692.
AP DPMInitial: 347,077 → 385,641
Zero upgrades: 150,400 AP full-salvo alpha x 60 / 26 s base reload = 347,077. All upgrades (Main Battery Mod. 3 = -10% reload): 150,400 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 385,641.
Shells/minInitial: 36.9 → 41
Zero upgrades: 16 broadside guns x 60 / 26 s base reload = 36.9. All upgrades (Main Battery Mod. 3 = -10% reload): 16 broadside guns x 60 / 23.4 s all-upgrades reload = 41.
Fires/minInitial: 9.97 → 11.08
Zero upgrades: 36.9 shells/min x 27% fire chance = 9.97. All upgrades (Main Battery Mod. 3 = -10% reload): 41 shells/min x 27% fire chance = 11.08.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction timeNone s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speedNone kt
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS639
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.75) + (44×3.5×0.75) + (97×3.5×0.7) + (47×3.5×0.75) = 639. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2664
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 range3 km

Secondary battery dispersion

Secondary dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km291 m
6 km × 43.5 + 30 = 291 m.
Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Secondary DPM (per side)270,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 128 mm (12/side) × 60/4 × 1500 = 270,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 128 mm family.
Max HE pen32 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: 32 mm from the 128 mm family.

Armor Beta

Hull HP 85,800, 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.

Bow & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–70 mm)3,600 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)50 mm primary (range 32–350 mm)64,400 (75% of HP)
No common caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–80 mm)2,900 (3% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 19–350 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.
Superstructure19 mm primary (range 19–350 mm)5,900 (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 HP42,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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.
Secondary mount (128 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 (55 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 HP25,700 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Mecklenburg 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.