World of Warships: Legends ship guide

Oliver Hazard Perry

Also called: 奥利弗·哈泽德·佩里 Beta
U.S.A. · Tier VII · Destroyer · Premium
Missile boatNo main battery: strike at range with missiles and keep torpedoes for anything that closes.
Playstyle
  • Pick an island that puts enemy traffic inside your 10 km missile range and camp it
  • Run Radar from behind cover to find targets for yourself rather than for the team
  • Avoid: Fighting in open water
Key characteristics
Radar (13.5 km)Stealthy (5.5 km)Burny secondariesSlow
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Community Data

Oliver Hazard Perry Community Stats

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Playstyle

Overview

Oliver Hazard Perry is the utility ship of the Modern Era, and she is a damage dealer rather than a spotter. Her homing launcher fires one missile at a time but reloads in 15 s, the shortest cycle in the mode, for 36,000 damage at 450 kts, the fastest missile here. She adds an HE bomb airstrike (7,500 damage, 33% fire chance, three charges) and close-range torpedoes. What ties it together is the consumable suite: Radar, Stealth and missile defence all have UNLIMITED charges, with Radar on a 30 s cooldown and Stealth on 40 s.

Positioning

Pick an island that puts enemy traffic inside your 10 km missile range and camp it. Run Radar from behind cover to find targets for yourself rather than for the team, then fire the homing missile and let the 15 s reload bring the next one. If something spots you or closes inside your 5.5 km detection, Stealth breaks the lock and resets the fight, and with unlimited charges you can keep doing it. Let the Radar duration expire before you open fire so the shot does not pull you out of Stealth. Torpedoes are the answer if your island gets rushed.

Potato Avoidance

Fighting in open water

With 26,000 HP, no main battery and a single launcher, anything that catches you away from cover wins, and the airstrike's long cooldown will not fill the gap. Note also that her 120 degree targeting sector is the widest of the four steerable ones, but it tracks only ONE missile at a time, the fewest in the mode, so a two-missile salvo will always get a hit through. Given a good island and disciplined consumable cycling she can win almost any one-on-one here; away from one she is the easiest of the six to kill.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Surveillance Radar

13.5 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Burny secondaries

15% best HE fire chance per secondary shell (before target resistance), best of T7 DDs. Stacks fires faster than peers in a brawl.

ELITE RADAR
  • Long-range radar · 13.5 km
  • Long-duration radar · 30 s
Slow acceleration

~23.8 s to 90% of top speed, bottom decile of T7 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Short torp range

5.49 km torpedo range, bottom decile of T7 DDs. Must close to deliver.

Playstyle notes informed by Popcorn's in-game write-up; stats and figures from in-game data.

Acquisition

How to get Oliver Hazard Perry

Oliver Hazard Perry is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

Consumable cooldown first, since Radar and Stealth are what make the ship, then concealment. Missile reload is already her strength and needs less help than the cycle does.

Martin Prentiss

Radar spotter

Radar build around Martin Prentiss's Longer Look: Beyond the Horizon and Surgical Strike turn spotting into damage, Redundant Systems keeps you on the field.

Recommended by Popcorn

Cohort position

Hide

Where Oliver Hazard Perry sits among Tier VII DDs (40 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 fire chance15% (1 of 2 tied) Top 10%Concealment5.5 km (2/41) Top 10%Rudder shift2.8 s (4/41) Top 10%Torpedo reload30 s (3/37) Top 10%End plates21 mm (5/41 / 5/41) Top 25%Hit points26,000 HP (6/41) Top 25%Air detection3.35 km (7/41) Top 25%Max armor30 mm (6/41) Top 25%Citadel belt30 mm (6/41) Top 25%Deck armor21 mm (5/34) Bottom 25%Max speed32 kt (37/41) Bottom 25%Turn-speed retention47.9 hp/m (37/41) Bottom 25%Displacement4,200 t (35/41) Bottom 25%Power-to-weight5.48 hp/t (37/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat64 (36/41) Bottom 25%Torpedo speed56 kt (31/37) Bottom 10%Acceleration23.8 s (38/41) Bottom 10%Torpedo range5.49 km (35/37) WorstSecondary DPM (per side)18,000 (7/7) WorstSecondary HE alpha1,200 (7/7) WorstEngine power23,000 hp (1 of 6 tied) WorstAA range2 km (1 of 7 tied)
See 5 mid-pack stats

Not standouts for Oliver Hazard Perry -- 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.

Secondary HE pen32 mm(5/7) Torpedo damage≈16,667(15/37) NormSecondary sigma1(5 of 7 tied at this value) NormTurn speed retained81%(39 of 41 tied at this value) NormSecondary range4 km(5 of 7 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points26,000
Displacement4,200 t
Armor range7–30 mm
Plate armor thicknesses7, 12, 20, 21, 30 mm
Armor material/layer entries25
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
6,500
Repairable: penetration50%
Repairable: steering gear50%
Torpedoes
ModuleTorpedoes: 324 mm Mk.32 torpedo tubes
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time30 s
Projectile speed56 kt
Range5.49 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,000·0.333=16,667.
≈ 16,667
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,567
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6=7.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
192%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.
100,002
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 7,500 dmg
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges3
Range12 km
Reload65 s
Launch arc-124° to 124°
AA Defense
AA mount points1
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
20 mm Mk.15 Phalanx CIWS1×1 20mm
Medium aura
Guns20 mm Mk.15 Phalanx CIWS
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
S
Secondary Battery
Mounts1
Firing range4.0 km
Shell Grouping (σ)1
76 mm/62 OTO-Melara Mk.751×1 76mm
Caliber76 mm
Reload time2 s
HE Damage1,200
Muzzle Velocity825 m/s
Fire Chance15%
Armor Pen32 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power23,000 hp
Maximum speed32 kt
Turning circle radius480 m
Rudder shift time2.8 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
23.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
42.2 s
Concealment
Detectability by sea5.5 km
Detectability by air3.35 km
Smoke firing penalty2.5 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.5 km
Detect Fire Sea7.5 km
Detect Fire Air6.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Surveillance Radar∞ charges · 30 s reload · 30 s active · 13.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 450×301000=13.5 km
Stealth∞ charges · 40 s reload
Missile Defense Targeting∞ charges · 15 s reload · 6 s active

See all derived stats

Show

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

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

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range37.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage100,002
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.
Per-side salvo damage100,002
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.

AA defense

AA DPS at max range32
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: Mk15 Phalanx 1x1 -> 32 DPS @ 2 km.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range32 DPS @ 2 km
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-blank32
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
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 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)18,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 1×1 76 mm (0.5/side) × 60/2 × 1200 = 18,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 76 mm family.
Max HE fire chance15%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 15% from the 76 mm family.
Max HE pen32 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 32 mm from the 76 mm family.

Armor Beta

Hull HP 26,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern21 mm

Overmatched by 132+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming12 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow21 mm primary (range 7–21 mm)≈ 1,300 (~5% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 21–30 mm)≈ 19,500 (~75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm≈ 1,300 (~5% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 20–30 mm)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.
Superstructure12 mm primary (range 12–21 mm)no cap
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).

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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Oliver Hazard Perry can equip, from in-game data.

  • Oliver Hazard Perry 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