World of Warships: Legends ship guide

Niord

Also called: 尼奥尔德 Beta
Torpedo battleshipDeck torpedoes back the main guns; the torps are a brawl-range trap.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Long, fast torpedoes (14 km)2.1 sigma accuracyImproved HE penStealthy (15.1 km)SonarFragile
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Community Data

Niord Community Stats

Across 1,100+ Standard battles from 110+ players, Niord averages a 55% win rate, 71,200 damage and 0.9 kills per battle, and survives 27% of them.

Community Data

Niord Community Stats

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

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Playstyle

Overview

Niord is a Tier VIII European fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. 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: best sigma in T8 BBs (2.1) and best torpedo speed in T8 BBs (86 kt).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 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 32-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, shared by 9/33 T8 BBs.

Tight grouping ↗

Sigma 2.1, best of T8 BBs. More shells land near aim.

Best-in-class stealth ↗

15.1 km surface detect, top decile of T8 BBs. Stays dark longer.

Fast for the class ↗

32 kt, top decile of T8 BBs. Lets you rotate flanks or escape disengagements.

ELITE TORPEDOES ↗
  • Fast torpedoes · 86 kt
  • Big torpedo salvo · 10 tubes
WEAK HP ↗
  • Fragile HP pool · 63900 HP
  • Shallow effective · 90738 effective
Acquisition

How to get Niord

Niord is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign, Doubloons, and 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

  • Mystic Lantern 0.043478% Tier VIII Premium ship Event · Mystic Lantern · 1 of 23 ships
Official WG availability sources
  • Through the Spy Glass: Niord Campaign Start: 2025-08-06
    • In this update, you can obtain Niord for free by heading to the Campaign menu, claiming the free Admiralty Backing, and completing all 100 campaign milestones.
    • If that's a painful choice, don't worry—the ship you don't choose will still be available to purchase with doubloons!
  • Party Around the World Campaign Breakdown Campaign 2025-08-04
    • Acquire the free Admiralty Backing and complete 100 milestones over the next 5 weeks to receive a host of rewards, including a new ship: Japanese Tier VIII Premium destroyer Minegumo or Pan-European Tier VIII Premium battleship Niord.
    • You can choose which ship to receive for free, while the other will be available for doubloons.
  • Anniversary Update: Operation Piñata Campaign 2025-07-31
    • Meet the first-ever campaign to have a completely free Admiralty Backing and a choice between two ships at the end: Japanese Tier VIII Premium destroyer Minegumo or Pan-European Tier VIII Premium battleship Niord.
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Janko Vukovich

WG official

WG official build from Through the Spy Glass: Niord.

Source: Through the Spy Glass: Niord

Open in Build Tool →

Commanders frequently paired with this ship Janko Vukovich

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Niord sits among Tier VIII BBs (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.

BestStealth profile15.1 km / 12.08 km (1/33 / 1/33) BestSigma2.1 (1 of 2 tied) BestDisplacement45,000 t (1 of 2 tied) BestAA range5.2 km (1 of 11 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%Main battery reload24 s (3/33) Top 10%AP arming threshold63 mm (4/33) Top 10%Flak damage per salvo (expected)1,875 (3/33) Top 25%Max speed32 kt (7/33) Top 25%Smoke fire bloom13.8 km (6/33) Top 25%Rudder shift15.5 s (7/33) Top 25%Turning circle840 m (7/33) Top 25%Torpedo range14 km (2/7) Bottom 25%Main battery caliber380 mm (30/33) Bottom 25%Main battery range17 km (26/33) Bottom 25%HE DPM88,000 (26/31) Bottom 25%Secondary fire chance7% (25/31) Bottom 25%Effective HE DPM (incl. fire)143,741 (26/31) Bottom 25%Max armor350 mm (29/33) Bottom 10%AP pen at 10 km527 mm (31/33) WorstHit points63,900 HP (1 of 2 tied) WorstSecondary HE alpha1,700 (1 of 4 tied) WorstSecondary HE pen20 mm (31/31) WorstSecondary range5 km (1 of 16 tied) WorstTorpedo damage≈9,800 (1 of 2 tied)
See 27 mid-pack stats

Not standouts for Niord -- 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.

HE fire chance34%(21/31) Fires per minute6.8(16/31) AP shell damage11,600(25/33) AP DPM232,000(16/33) Main dispersion230 m(17/33) Secondary DPM (per side)204,000(22/33) AP velocity820 m/s(17/33) HE velocity820 m/s(17/31) Time to 90% speed34.8 s(17/33) Acceleration (0-12 kt)13.1 s(11/33) Engine power152,000 hp(20/33) Power / turn radius181 hp/m(15/33) Power-to-weight3.38 hp/t(11/33) AA DPS569(15/33) AA threat2,201(12/33) Torpedo reaction time7.8 s(3/7) Torpedo reload140 s(5/7) Repair charges3(14/33) Citadel belt300 mm(23/31) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points63,900
Displacement45,000 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.
246 x 33.42 m
Armor range18–350 mm
Plate armor thicknesses18, 19, 20, 32, 40, 50, 60, 90, 100, 150, 200, 220, 235, 250, 300, 350 mm
Armor material/layer entries73
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 63,900 HP = 11,502 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 63,900 HP = 12,780 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.267 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
20%
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.
32,000
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.
19,200
Effective HP
ƒBase 63,900 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 63,900 HP = 8,946 HP per charge, × 3 charges = 26,838 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.
71,000–90,738
Repairable: penetration50%
Repairable: citadel10%
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 × 2,600 = 5,200), 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.
2,600
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 × 11,000 = 22,000), 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.
11,000
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 × 47,900 = 95,800), 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.
47,900
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 × 3,200 = 6,400), 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 ×. 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.
3,200
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 × 2,400 = 4,800), 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.
2,400
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: 380 mm/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time24 s
Firing range17 km
Turret traverse6 °/s
Turret armor360 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 ±153°, ±152°
Guns to bear
ƒ180° − 153° (the most restricted aft-facing mount's arc) = 27° off bow; 180° − 152° (the most restricted forward-facing mount's arc) = 28° 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.
27° off bow / 28° off stern
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.0 km) shells land in an ellipse about 230 m wide and 138 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1700030·12−21000+2)·30=230m
230 m at 17 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230·0.6=138m
138 m at 17 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =230·0.62.1=65.7m
65.7 m at 17 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =138·0.62.1=39.4m
39.4 m at 17 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 24 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 22.1.
Initial: 20 → 22.1
HE shells
HE alpha4,400
HE Velocity820 m/s
Fire Chance34%
HE fire DPM vs T8 BB55741
Effective HE DPM vs T8 BB143741
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 8 broadside guns = 35,200.
35,200
HE DPM
ƒZero upgrades: 35,200 HE full-salvo alpha x 60 / 24 s base reload = 88,000. All upgrades (Main Battery Mod. 3 = -10% reload): 35,200 HE full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 97,263.
Initial: 88,000 → 97,263
Fires/min
ƒZero upgrades: 20 shells/min × 0.34 (34% fire chance) = 6.8. All upgrades (Main Battery Mod. 3 = -10% reload): 22.1 shells/min × 0.34 (34% fire chance) = 7.52.
Initial: 6.8 → 7.52
AP shells
AP alpha11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP pen max range432 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2450·8000.69·0.38−1.07·8201.38=729.4mm.
729.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 560.4 m/s: P=10−7·2450·8000.69·0.38−1.07·560.41.38=431.4mm.
431.4 mm at 17 km
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
AP DPM
ƒZero upgrades: 92,800 AP full-salvo alpha x 60 / 24 s base reload = 232,000. All upgrades (Main Battery Mod. 3 = -10% reload): 92,800 AP full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 256,421.
Initial: 232,000 → 256,421
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.
5
Torpedoes
ModuleTorpedoes: 533 mm Quintuple
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time140 s
Projectile speed86.0 kt
Range14 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=29,400·0.333=9,800. 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.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 warhead alpha / 3 + 900 blast = 10,700. 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.
10,700
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.
900
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km86 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
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 Arming261 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 9,800 = 98,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
98,000
AA Defense
AA mount points14
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.
5.2 km
40 mm/70 Bofors M194814×1 40mm
120 mm/50 Model 1942 (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 120mm
Far aura
Guns120 mm/50 Model 1942 (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
Medium aura
Guns40 mm/70 Bofors M1948
Continuous DPS
ƒEffective DPS: 170 raw aura damage × 3.5 × 0.75 hit probability = 446 - the same in-game units as the Close-range AA DPS headline.
446
Range3.5 km
Total DPS in Aura
ƒFar 123 + Medium 446 = 569
569
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 250 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, 4 clouds each + 2 outer clouds
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 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.
75%
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts6
Firing range5.0 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: 6×2 120 mm (6/side) × 60/3 s × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
204,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 8.4 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 68,856. 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.
68,856
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 204,000 + secondary fire DPM 68,856 = 272,856: shell damage plus fire damage against one T8 battleship, every shell hitting.
272,856
120 mm/50 Model 1942 (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 120mm
Caliber120 mm
Reload time3 s
HE alpha1,700
Muzzle Velocity850 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 3 s × 0.07 (7% fire chance) = 8.4. 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.
8.4
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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power152,000 hp
Maximum speed32.0 kt
Turning circle radius840 m
Rudder shift time15.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
46.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
55 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.4 = +1.6°/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 (+1.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.1 km x 0.955 = 14.42 km. Camouflage does not change detectability by air.
15.1 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.42 km.
14.42 km
Detectability by air12.08 km
Smoke firing penalty13.8 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.1 km) = 17 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17 km
Detect when firing (air)
ƒAir detectability 12.08 km + gun-firing bloom 7.6 km = 19.68 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.
19.68 km
Detect when on fire (sea)
ƒSea detectability 15.1 km + 2.0 km while burning = 17.1 km.
17.1 km
Detect when on fire (air)
ƒAir detectability 12.08 km + 3.0 km while burning = 15.08 km.
15.08 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,946 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 63,900 HP = 8,946 HP: up to 14% of max HP restored per charge.
· 26,838 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 63,900 HP = 26,838 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 320 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 63,900 HP = 320 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 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 km41.4 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=0.5·17000=8500 m, and radiusOnMax=0.6 at 17000 m. Below the kink: k=0.2+(0.5−0.2)·50008500=0.3765, so σV=σH·k=110·0.3765=41.4m.
Shell scatter height @ 10 km82.8 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=0.5·17000=8500 m, and radiusOnMax=0.6 at 17000 m. Above the kink: k=0.5+(0.6−0.5)·10000−850017000−8500=0.5176, so σV=σH·k=160·0.5176=82.8m.
Shell scatter height @ 15 km121.1 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=0.5·17000=8500 m, and radiusOnMax=0.6 at 17000 m. Above the kink: k=0.5+(0.6−0.5)·15000−850017000−8500=0.5765, so σV=σH·k=210·0.5765=121.1m.
AP pen 5 km618 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 =10−7·2450·8000.69·0.38−1.07·727.51.38=618mm, where 727.5 m/s is the shell's speed when it arrives at 5 km (from 820 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 km527 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 =10−7·2450·8000.69·0.38−1.07·647.91.38=527mm, where 647.9 m/s is the shell's speed when it arrives at 10 km (from 820 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 km455 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 =10−7·2450·8000.69·0.38−1.07·582.71.38=455mm, where 582.7 m/s is the shell's speed when it arrives at 15 km (from 820 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 km4.99 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·0.2763·0.38128·800=1.97×10−5. That runs from a 820 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 km4.99 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·0.2763·0.3828·800=1.96×10−5. That runs from a 820 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) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,450
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 mass800 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 coefficient0.2763
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity820 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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 time7.8 s
1800 m / (86.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed86.0 kt
Travel time to max range60.6 s
14000 m / (86.0 kt × 2.6855) = 60.6 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count20
4 launchers × 5 tubes.
Per-side salvo10 torpedoes
20 wing tubes / 2 = 10: 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 damage196,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 20 x 9,800 = 196,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range123
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 14x1 -> 446 DPS @ 3.5 km; 120 50 Bofors M42 SW 6x2 -> 123 DPS @ 5.2 km.
AA DPS layered by range123 DPS @ 5.2 km, 569 DPS @ 3.5 km
@ 5.2 km: 123 from one family; @ 3.5 km: 446 + 123 = 569. 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-blank569
446 + 123 = 569 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2201
446 × 3.5 + 123 × 5.2 = 2201. 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.

Secondary battery firepower

Max HE alpha1700
The only family (120 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
The only family (120 mm): 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.
Max HE pen20 mm
The only family (120 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 120 mm family.
Open in Charting Tool

Ship Charts

Background

A fast battleship with a similar layout to World War I-era German battlecruiser designs. Had history taken a different course, she might have been laid down in Germany by 1918, bought by Sweden in the 1920s, and gradually completed by the end of the 1930s. The battleship's artillery armament is supplemented by four quintuple-tube torpedo launchers.

Armor Beta

Hull HP 63,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

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

Belt / citadel300 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 32–350 mm)2,600 (4% of HP)
Overmatched by 460mm+ AP (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)150 mm primary (range 18–350 mm)47,900 (75% of HP)
No common AP caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–100 mm)2,400 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 32–300 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 mm3,200 (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 HP32,000 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 (120 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 (40 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 HP19,200 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 Niord. Cards are condensed; use each source link for full context.

Buff ×1
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Niord: credit earnings increased by 5.56%; XP earnings increased by 11.11%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Niord can equip.

  • Niord 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.