World of Warships: Legends ship guide

Moltke

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 28.4 kn…
  • Avoid: Using the 28.4-kn speed to push rather than to rotate
Key characteristics
1.8 sigma accuracyStrong secondaries (5 km)Improved HE penLobs over islandsQuick-fuse AP
Community Data

Moltke Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Moltke is a Tier IV German fast battleship at 28.4 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AP shell velocity in T4 BBs (855).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 28.4 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 28.4-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/24 T4 BBs.

Flat AP shells

855.0 m/s AP muzzle velocity, best of T4 BBs. Flatter trajectory, less lead, harder to dodge.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T4 BBs. Pens hull plates peers' secondaries shatter on.

High-arc AP shells

35.7° impact angle at max range, best of T4 BBs. Lobs over island cover.

High-arc HE shells

35.7° HE impact angle at max range, best of T4 BBs. Lobs over cover.

Quick-fuse AP

0.01 s AP fuse timer, bottom quartile of T4 BBs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Moltke

Moltke 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

  • Battle of Jutland Crate 1% Tier IV Premium ship Event containers · Battle of Jutland Crate · 1 of 2 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery reload/accuracy, survivability, speed, and secondary utility if leaning into closer fights.

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 Moltke sits among Tier IV BBs (24 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.

BestSecondary HE pen38 mm (1 of 4 tied) BestAP velocity855 m/s (1 of 3 tied) BestAP arming threshold47 mm (1/24) BestSecondary range5 km (1 of 3 tied) Top 10%Stealth profile12.77 km / 10.22 km (3/24 / 3/24) Top 10%Main battery reload21.6 s (2/24) Top 10%HE velocity855 m/s (3/24) Top 25%Max speed28.4 kt (6/24) Top 25%Rudder shift16 s (7/24) Top 25%Traverse-to-turn ratio3.88 × (6/24) Top 25%Main dispersion173.6 m (5/24) Top 25%Engine power85,782 hp (5/24) Top 25%Turn-speed retention132 hp/m (5/24) Top 25%Displacement25,400 t (4/24) Top 25%Power-to-weight3.38 hp/t (4/24) Top 25%Max armor350 mm (5/24) Bottom 25%Hit points42,800 HP (20/24) Bottom 25%HE DPM93,056 (19/24) Bottom 25%AA DPS75 (21/24) Bottom 25%AA range3 km (19/24) Bottom 25%AA threat133 (21/23) WorstMain battery caliber283 mm (24/24) WorstAP shell damage7,200 (24/24) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort)
See 16 mid-pack stats

Not standouts for Moltke -- 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.

Main battery range14.95 km(9/24) Sigma1.8(11/24) HE fire chance25%(18/24) Fires per minute6.94(8/24) AP DPM200,000(11/24) Secondary DPM (per side)135,613(13/24) HE alpha1,800(15/23) Secondary fire chance10%(7/23) Acceleration8.52 s(18/24) Repair charges3(11/24) Citadel belt200 mm(16/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) Deck armor120 mm(12/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)

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

Sonar 5.7 kmRepair 3
Survivability
Hit Points42,800
Displacement25,400 t
Armor range13–350 mm
Plate armor thicknesses13, 19, 25, 30, 35, 40, 50, 80, 100, 120, 150, 155, 170, 200, 250, 270, 350 mm
Armor material/layer entries92
Fire resistance16.6%
Fire duration60 s
Torp Reduction17%
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.
21,400
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
Main Battery
ModuleArtillery: 283 mm/50 SK L/50 Drh LC/1908
Mounts / barrels5 mounts / 10 barrels
Reload time24 s
Firing range14.9 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14950/30·(10−1.6)/1000 + 1.6)·30 = 173.6 m
173.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 173.6 × 0.6 = 104.1 m
104.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 173.6 × 0.344 (σ=1.8) = 59.7 m
59.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 104.1 × 0.344 (σ=1.8) = 35.8 m
35.8 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ10 broadside guns x 60 / 24 s base reload = 25.
25
HE shells
HE Damage3,350
HE Velocity855 m/s
Fire Chance25%
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,350 HE damage x 10 broadside guns = 33,500.
33,500
Base HE DPM
ƒ33,500 HE full-salvo alpha x 60 / 24 s base reload = 83,750.
83,750
Base fires/min
ƒ10 HE shells x 60 / 24 s reload x 25% fire chance = 6.25.
6.25
AP shells
AP Damage7,200
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2789 × 302^0.69 × 0.283^-1.07 × 855^1.38 = 615.7 mm. Matches the in-game spec card.
615.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.7 km), where the shell has slowed to 315.4 m/s: 1e-7 × 2789 × 302^0.69 × 0.283^-1.07 × 315.4^1.38 = 155.5 mm.
155.5 mm
AP full-salvo alpha
ƒ7,200 AP damage x 10 broadside guns = 72,000.
72,000
Base AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 24 s base reload = 180,000.
180,000
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.
35
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.7) + (11×3.5×0.75) = 75. 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.
75
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
7.92 mm MG 088×1 8mm
88 mm L/45 MPL C/13 (DP)8×1 88mm
Far aura
DPS
ƒIncludes 11 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
11
Range3 km
Near aura
DPS19
Range1 km
Total DPS in Aura
ƒFar 11 + Near 19 = 30
30
S
Secondary Battery
Mounts20
Firing range5.0 km
Shell Grouping (σ)1
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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
150 mm L/45 MPL C/06 (×12)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/45 MPL C/13 (×8)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 85,782 hp
Engine power85,782 hp
Maximum speed28.4 kt
Turning circle radius650 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.9× drags
Concealment
Detectability by sea12.77 km
Detectability by air10.22 km
Smoke firing penalty9.18 km
Detect after firing main guns12.77 km
Detect Fire Sea14.77 km
Detect Fire Air13.22 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Sonar2 charges · 180 s reload · 112 s active · 5.7 km ship detect · 3.97 km torpedo detect
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 3.5 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp173.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14950/30·(10−1.6)/1000 + 1.6)·30 = 173.6 m
Max Vert Disp104.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 173.6 × 0.6 = 104.1 m
Med Horiz Disp59.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 173.6 × 0.344 (σ=1.8) = 59.7 m
Med Vert Disp35.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 104.1 × 0.344 (σ=1.8) = 35.8 m
AP Pen Close615.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2789 × 302^0.69 × 0.283^-1.07 × 855^1.38 = 615.7 mm. Matches the in-game spec card.
AP Pen Far155.5 mm
Same formula at the ship's max firing range (18.7 km), where the shell has slowed to 315.4 m/s: 1e-7 × 2789 × 302^0.69 × 0.283^-1.07 × 315.4^1.38 = 155.5 mm.
HE penetration71 mm
71 mm ≈ 283 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) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch19 mm
floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha33,500
3,350 HE damage x 10 broadside guns = 33,500.
AP full-salvo alpha72,000
7,200 AP damage x 10 broadside guns = 72,000.
Base HE DPM83,750
33,500 HE full-salvo alpha x 60 / 24 s base reload = 83,750.
Base AP DPM180,000
72,000 AP full-salvo alpha x 60 / 24 s base reload = 180,000.
Base shells/min25
10 broadside guns x 60 / 24 s base reload = 25.
Base fires/min6.25
10 HE shells x 60 / 24 s reload x 25% fire chance = 6.25.

AA defense

Close-range AA DPS75
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.7) + (11×3.5×0.75) = 75. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index133
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 range1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)135,613
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: 12×1 150 mm (6/side) × 60/8.57 × 1800 = 75,613 + 8×1 88 mm (4/side) × 60/4 × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor

Hull HP 42,800, 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 19–120 mm)1,900 (4% of HP)
Overmatch not possible at T VAngle bounces 410mm30 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)200 mm primary (range 19–270 mm)32,100 (75% of HP)
No common caliber overmatches200 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–100 mm)1,400 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 13–200 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure50 mm primary (range 50–350 mm)1,100 (3% 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 HP21,400 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 (150 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 (8 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.

Shell ballistics chart

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

Skins & permanent camouflages

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

  • Moltke 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.