Oliver Hazard Perry
Also called: 奥利弗·哈泽德·佩里 Beta- 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
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Oliver Hazard Perry Community Stats
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Oliver Hazard Perry Community Stats
Record History
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
The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
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.
15% best HE fire chance per secondary shell (before target resistance), best of T7 DDs. Stacks fires faster than peers in a brawl.
- Long-range radar · 13.5 km
- Long-duration radar · 30 s
~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.
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.
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 spotterRadar 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
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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.
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.
Peers in this cohort
Compare Tier VII DestroyersShow all 39 peers
Stats & specs
Charting Toolƒ
Estimate 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: .ƒ
The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Surveillance Radar∞ charges · 30 s reload · 30 s active · 13.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Missile Defense Targeting∞ charges · 15 s reload · 6 s active
See all derived stats
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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
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 16,667 = 100,002.AA defense
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 76 mm family.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.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.
Overmatched by 132+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 21 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. |
| Stern | 21 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. |
| Citadel | 30 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. |
| Superstructure | 12 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Oliver Hazard Perry can equip, from in-game data.
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.
