World of Warships: Legends ship guide

München Black

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Take angled mid-range positions near islands or cap approaches, farming safely while looking for broads…
  • Avoid: Do not assume German toughness means you can ignore crossfires; broadside cruiser armor still disappear…
Black variant

Black/B ships are tracked separately from their base hulls. Primary source cards prefer Black Friday or Black-specific official posts instead of generic base-ship mentions.

Community Data

München Black Community Stats

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Playstyle

Overview

München Black is a Tier VI German premium cruiser best treated as a German cruiser that mixes durable mid-range pressure, strong AP opportunities, and utility around contested lanes. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.

Positioning

Take angled mid-range positions near islands or cap approaches, farming safely while looking for broadsides and destroyer-control moments. Choose cover, kiting lanes, or flank angles that let the main battery work while torpedoes remain a close-range deterrent rather than the whole plan.

Potato Avoidance

Assume German toughness means you can ignore crossfires; broadside cruiser…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get München Black

München Black 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

Builds Beta

AL Graf Spee, AL Hipper, and AL Roon are useful German cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

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

The stats below come from the base ship, München. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Sonar 6.03 kmDef-AAFighter
Survivability
Hit Points30,200
Displacement10,400 t
Armor range13–60 mm
Plate armor thicknesses13, 16, 20, 25, 30, 35, 40, 50, 60 mm
Armor material/layer entries48
Fire resistance30%
Fire duration30 s
Torp Reduction10%
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.
15,100
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.
9,100
Main Battery
ModuleArtillery: 150 mm L/55 SK C/28
Mounts / barrels4 mounts / 8 barrels
Reload time5 s
Firing range14.9 km
Turret traverse9 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14900/30·(8−1.1)/1000 + 1.1)·30 = 135.8 m
135.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.8 × 0.6 = 81.5 m
81.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.8 × 0.32 (σ=2) = 43.4 m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.5 × 0.319 (σ=2) = 26 m
26 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Base shells/min
ƒ8 broadside guns x 60 / 5 s base reload = 96.
96
HE shells
HE Damage1,700
HE Velocity875 m/s
Fire Chance8%
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
ƒ1,700 HE damage x 8 broadside guns = 13,600.
13,600
Base HE DPM
ƒ13,600 HE full-salvo alpha x 60 / 5 s base reload = 163,200.
163,200
Base fires/min
ƒ8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.
7.68
AP shells
AP Damage3,750
AP Velocity875 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2200 × 45.5^0.69 × 0.15^-1.07 × 875^1.38 = 267.9 mm. Matches the in-game spec card.
267.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 294.4 m/s: 1e-7 × 2200 × 45.5^0.69 × 0.15^-1.07 × 294.4^1.38 = 59.6 mm.
59.6 mm
AP full-salvo alpha
ƒ3,750 AP damage x 8 broadside guns = 30,000.
30,000
Base AP DPM
ƒ30,000 AP full-salvo alpha x 60 / 5 s base reload = 360,000.
360,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,800
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: (77×3.5×0.85) + (13×3.5×0.9) = 270. 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.
270
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 388×4 30mm
105 mm L/65 Dop. L. C/31 (DP)2×2 105mm
Far aura
DPS
ƒIncludes 13 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
13
Range4.5 km
Near aura
DPS77
Range3 km
Total DPS in Aura
ƒFar 13 + Near 77 = 90
90
S
Secondary Battery
Mounts2
Firing range5.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 116,500 hp
Engine power116,500 hp
Maximum speed36 kt
Turning circle radius690 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea11.7 km
Detectability by air7.02 km
Smoke firing penalty5.48 km
Detect after firing main guns11.7 km
Detect Fire Sea13.7 km
Detect Fire Air10.02 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 116 s active · 6.03 km ship detect · 4.17 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp135.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14900/30·(8−1.1)/1000 + 1.1)·30 = 135.8 m
Max Vert Disp81.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 135.8 × 0.6 = 81.5 m
Med Horiz Disp43.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 135.8 × 0.32 (σ=2) = 43.4 m
Med Vert Disp26 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 81.5 × 0.319 (σ=2) = 26 m
AP Pen Close267.9 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 × 2200 × 45.5^0.69 × 0.15^-1.07 × 875^1.38 = 267.9 mm. Matches the in-game spec card.
AP Pen Far59.6 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 294.4 m/s: 1e-7 × 2200 × 45.5^0.69 × 0.15^-1.07 × 294.4^1.38 = 59.6 mm.
HE penetration38 mm
38 mm ≈ 150 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) - 0.253 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.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha13,600
1,700 HE damage x 8 broadside guns = 13,600.
AP full-salvo alpha30,000
3,750 AP damage x 8 broadside guns = 30,000.
Base HE DPM163,200
13,600 HE full-salvo alpha x 60 / 5 s base reload = 163,200.
Base AP DPM360,000
30,000 AP full-salvo alpha x 60 / 5 s base reload = 360,000.
Base shells/min96
8 broadside guns x 60 / 5 s base reload = 96.
Base fires/min7.68
8 HE shells x 60 / 5 s reload x 8% fire chance = 7.68.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,800
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS270
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (77×3.5×0.85) + (13×3.5×0.9) = 270. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index871
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 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)42,985
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: 2×2 105 mm (2/side) × 60/3.35 × 1200 = 42,985. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 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 105 mm family.
Max HE pen20 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.

Balance History

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

Buff ×4Main Battery ×1Concealment ×3
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery range increased from 14.78 to 14.9 km.
  • Detectability range by sea reduced from 12.54 to 11.7 km.
  • Detectability range by air reduced from 7.52 to 7.02 km.
  • Detectability range while firing in smoke reduced from 6.08 to 5.48 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • München Black default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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