World of Warships: Legends ship guide

München

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyStrong secondaries (5 km)Improved HE penHigh AP DPMThin armor
Community Data

München Community Stats

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Playstyle

Overview

München is a Tier VI German light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. 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 DPM in T6 CAs (400,000) and best Sonar duration in T6 CAs (116 s).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (6 km on ships, 4.2 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 30,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

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 5/32 T6 CAs.

AP DPM machine

400000 AP DPM, best of T6 CAs. Punishes broadsides.

Long-duration sonar

116.0 s Sonar duration, best of T6 CAs.

Fast for the class

36.0 kt, top decile of T6 CAs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

11.2 hp per ton, top decile of T6 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Thin armor

60.0 mm max plate, bottom decile of T6 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get München

München is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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

Show all 21 containers (18 more)
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Fall Big Crate 0.133333% Tier VI Premium ship Common containers · Fall Big Crate · 1 of 3 ships
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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Builds Beta

Build for range, reload, HE performance, rudder, concealment, and survivability.

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Cohort position

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Where München sits among Tier VI CAs (32 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.

BestAP DPM400,000 (1 of 2 tied) BestSecondary range5 km (1 of 9 tied) Top 10%Max speed36 kt (2/32) Top 10%Main battery reload4.5 s (3/32) Top 10%Power-to-weight11.2 hp/t (2/32) Top 25%Rudder shift10.8 s (8/32) Top 25%Engine power116,500 hp (8/32) Top 25%Turn-speed retention168.8 hp/m (5/32) Top 25%Displacement10,400 t (8/32) Bottom 25%Hit points30,200 HP (28/32) Bottom 25%Main battery caliber150 mm (27/32) Bottom 25%HE fire chance8% (25/30) Bottom 25%Main dispersion135.8 m (27/32) Bottom 25%HE alpha1,200 (24/27) Bottom 25%Secondary fire chance5% (23/27) Bottom 25%Acceleration10.8 s (25/32) Bottom 25%Torpedo range6 km (19/24) Bottom 25%Torpedo damage13,700 (21/24) Bottom 25%Deck armor60 mm (27/32) Bottom 10%Secondary DPM (per side)42,985 (26/27) Bottom 10%Citadel belt60 mm (30/32) WorstHE shell damage1,700 (30/30) WorstMax armor60 mm (32/32)
See 22 mid-pack stats

Not standouts for München -- 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.

Concealment11.7 km(15/32) Air detection7.02 km(14/32) Traverse-to-turn ratio5.85 ×(14/32) Main battery range14.9 km(13/32) Sigma2(17/32) Fires per minute8.53(10/30) HE DPM181,333(13/30) AP shell damage3,750(16/31) Secondary HE pen20 mm(10/27) AP velocity875 m/s(14/31) HE velocity875 m/s(15/30) AP fuse timer0.03 s(17/31) AP arming threshold25 mm(11/31) AA DPS270(16/32) AA range4.5 km(20/32) AA threat871(21/32) Torpedo speed64 kt(8/24) Torpedo reload90 s(15/24) Bow armor30 mm(13/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value)

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
Module options (1)

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

HullUpgrade
  • Turret traverse9 → 8 °/s

See all derived stats

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

Main battery formulas

Shell Grouping (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.

Armor

Hull HP 30,200, 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 16–30 mm)1,000 (3% of HP)
Overmatch not possible at T VIIAngle 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)13 mm primary (range 13–30 mm)22,700 (75% of HP)
Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–30 mm)700 (2% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 16–60 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).
Superstructure13 mm primary (range 13–60 mm)1,600 (5% 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 HP15,100 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 (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 (30 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 HP9,100 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.

Balance History

Balance updates affecting München. 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 can equip, from in-game data.

  • München 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.