World of Warships: Legends ship guide

Östergötland

Also called: 东约特兰 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, fast torpedoes (13.5 km)High HE DPMStrong AAEngine BoostDefensive AAWeak torpedoes
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Community Data

Östergötland Community Stats

Across 17,000+ Standard battles from 260+ players, Östergötland averages a 64% win rate, 45,300 damage and 1.1 kills per battle, and survives 54% of them.

Community Data

Östergötland Community Stats

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

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Playstyle

Overview

Östergötland is a Tier VII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 120mm guns reload in 2.3 s. She also packs the super-heal (1%/s, for 14 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (396 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 3 of 42 in T7 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: HE DPM in T7 DDs (168,000, 5th of 35) and torpedo speed in T7 DDs (86 kt, 3rd of 38). The trade is weak torpedoes in T7 DDs (9,800, 35th of 38).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.9 km of reach against 6.9 km of detection leaves about 4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 15,800 HP is the whole budget.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

Top-tier AA ↗

396 AA DPS, top decile of T7 DDs (median 166).

ELITE MAIN BATTERY ↗
  • HE DPM machine · 168000 HE
  • Fast reload · 2.3 s
ELITE TORPEDOES ↗
  • Fast torpedoes · 86 kt
  • Long-range torps · 13.5 km
Weak torpedoes ↗

9800 damage per torpedo, bottom quartile of T7 DDs.

Slow heal cycle ↗

120 s Repair Party reload, worst of T7 DDs. Heals come off cooldown slower than peers.

Acquisition

How to get Östergötland

Östergötland is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

History: Early Access May 2022 – Oct 2024 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Östergötland sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Official WG availability sources
  • Sailing United: Pan-European Destroyers Arrive in Early Access Tech tree line Start: 2022-05-18 · End: 2022-06-15
    • Tier VII Östergötland, topping the branch, as usual for Tier VII ships of Early Access lines, will arrive with the new update, marking the ships as being available to unlock through the Tech Tree.
  • Summer Update: The High Roll Tech tree line Start: 2022-06-16
    • The arrival of powerful Tier VII Östergötland marks the new Pan-European destroyer line going fully researchable.
  • May update: Galloping Seahorse Tech tree line 2022-05-12
    • Both Tier I Gryf and Tier II Romulus are unlockable for credits, while Tier VII Östergötland is going to reinforce the destroyer ranks with the start of the next update, marking the line becoming fully researchable.

Builds

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

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Cohort position

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Where Östergötland sits among Tier VII DDs (41 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.

BestRepair heal rate1 %/s (1 of 5 tied) Top 10%Main battery reload2.3 s (3/37) Top 10%AA DPS396 (3/42) Top 10%AA threat1,480 (3/42) Top 10%Torpedo range13.5 km (3/38) Top 10%Torpedo speed86 kt (3/38) Top 25%Smoke fire bloom2.45 km (7/42) Top 25%Fires per minute6.92 (7/35) Top 25%HE DPM168,000 (5/35) Top 25%AP arming threshold20 mm (7/33) Top 25%Displacement2,600 t (8/42) Top 25%Effective HE DPM (incl. fire)219,331 (5/35) Top 25%AA range5 km (11/42) Top 25%Flak damage per salvo (expected)1,200 (5/17) Bottom 25%Hit points15,800 HP (37/42) Bottom 25%Main battery caliber120 mm (30/37) Bottom 25%AP shell damage2,150 (26/33) Bottom 25%Torpedo damage≈9,800 (35/38) WorstNo secondaries (35 of 42 in cohort)
See 28 mid-pack stats

Not standouts for Östergötland -- 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.

Max speed35 kt(29/42) Concealment6.9 km(19/42) Air detection3.45 km(19/42) Rudder shift3.7 s(13/42) Turning circle610 m(15/42) Main battery range10.94 km(15/37) HE fire chance7%(23/35) AP DPM212,471(11/33) Main dispersion97.1 m(24/37) AP velocity850 m/s(17/33) HE velocity850 m/s(15/35) Time to 90% speed16.7 s(23/42) Acceleration (0-12 kt)5.2 s(32/42) Engine power44,000 hp(31/42) Power / turn radius72.1 hp/m(29/42) Power-to-weight16.92 hp/t(31/42) AP pen at 10 km65 mm(19/34) Torpedo reaction time7.8 s(17/38) Torpedo reload100 s(26/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value) NormRepair charges2(8 of 10 tied at this value)
Survivability
Hit PointsInitial: 14,100 → 15,800
Displacement2,600 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.
111.7 x 11.3 m (ship-model figure)
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries20
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 15,800 HP = 1,422 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 15,800 HP = 1,580 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
7,900
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.
4,700
Effective HP
ƒBase 15,800 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 14 s × 15,800 HP = 2,212 HP per charge, × 2 charges = 4,424 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.
20,224
Repairable: penetration50%
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 × 1,700 = 3,400), 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 ×. 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.
1,700
Casemate 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
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 × 11,900 = 23,800), 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.
11,900
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 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 1,600 = 3,200), 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.
1,600
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time2.3 s
Firing range (base)9.9 km
Firing range (top fire control)10.9 km
Turret traverse10 °/s
Turret armor6 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.
±150°, ±149°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
30° off bow / 31° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10942.830·8−0.51000+0.5)·30=97.1m
97.1 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.1·0.6=58.2m
58.2 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.1·0.62=29.1m
29.1 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.2·0.62=17.5m
17.5 m at 10.9 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 2.429 s (2.3 s = 17 ticks) base reload = 98.8. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.143 s (2.1 s = 15 ticks) all-upgrades reload (2.3 s × 0.9 Main Battery Mod. 3 = 2.1 s) = 112.
Initial: 98.8 → 112
HE shells
HE alpha1,700
HE Velocity850 m/s
Fire Chance7%
HE fire DPM vs T7 BB51314
Effective HE DPM vs T7 BB219314
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒZero upgrades: 6,800 HE full-salvo alpha x 60 / 2.429 s (2.3 s = 17 ticks) base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 6,800 HE full-salvo alpha x 60 / 2.143 s (2.1 s = 15 ticks) all-upgrades reload (2.3 s × 0.9 Main Battery Mod. 3 = 2.1 s) = 190,400.
Initial: 168,000 → 190,400
Fires/min
ƒZero upgrades: 98.8 shells/min × 0.07 (7% fire chance) = 6.92. All upgrades (Main Battery Mod. 3 = -10% reload): 112 shells/min × 0.07 (7% fire chance) = 7.84.
Initial: 6.92 → 7.84
AP shells
AP alpha2,150
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·23.50.69·0.12−1.07·8501.38=235.4mm.
235.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 311 m/s: P=10−7·2500·23.50.69·0.12−1.07·3111.38=58.8mm.
58.8 mm at 10.9 km
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
AP DPM
ƒZero upgrades: 8,600 AP full-salvo alpha x 60 / 2.429 s (2.3 s = 17 ticks) base reload = 212,471. All upgrades (Main Battery Mod. 3 = -10% reload): 8,600 AP full-salvo alpha x 60 / 2.143 s (2.1 s = 15 ticks) all-upgrades reload (2.3 s × 0.9 Main Battery Mod. 3 = 2.1 s) = 240,800.
Initial: 212,471 → 240,800
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time100 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 86.0 kt); the stock torpedo module runs 76.0 kt.
Initial: 76 kt → 86 kt
RangeInitial: 12 km → 13.5 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 arcscentreline 252°
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 = 8 x 9,800 = 78,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
78,400
AA Defense
AA mount points7
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 km
40 mm/70 Bofors M1948Initial: 40 mm/60 Bofors M1936 (7×1) → 40 mm/70 Bofors M1948 (7×1)
Far aura
Gunsmain battery (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 63 from dual-purpose main battery firing as AA in this range band.
63
Range5 km
Medium aura
Guns40 mm/70 Bofors M1948
Continuous DPS
ƒInitial: 32 × 3.5 × 1 = 112 → 95 × 3.5 × 1 = 332. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 112 → 332
Range3.5 km
Total DPS in Aura
ƒFar 63 + Medium 332 = 395
395
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 240 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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 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 km
Maneuverability
Engine power44,000 hp
Maximum speed35.0 kt
Turning circle radius610 m
Rudder shift timeInitial: 5.1 s → 3.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
15.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
16.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
27.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.4 = +2.6°/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 (+2.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.9 km x 0.955 = 6.59 km. Camouflage does not change detectability by air.
6.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.59 km.
6.59 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.9 km) = 10.94 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.94 km
Detect when firing (air)
ƒAir detectability 3.45 km + gun-firing bloom 2.4 km = 5.85 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.85 km
Detect when on fire (sea)
ƒSea detectability 6.9 km + 2.0 km while burning = 8.9 km.
8.9 km
Detect when on fire (air)
ƒAir detectability 3.45 km + 3.0 km while burning = 6.45 km.
6.45 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 2,212 HP (14% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 14 s effective active time = 0.14 of max HP × 15,800 HP = 2,212 HP: up to 14% of max HP restored per charge.
· 4,424 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 15,800 HP = 4,424 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 158 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 15,800 HP = 158 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points14,100 → 15,800
  • Rudder shift5.1 → 3.7 s
  • Close-range AA DPS32 → 95
Fire controlUpgrade
  • Main battery range9,948 → 10942.8 m
TorpedoesUpgrade
  • Range12 → 13.5 km
  • Speed76 → 86 kt

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km24.9 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=0.5·10942.8=5471 m, and radiusOnMax=0.6 at 10942.8 m. Below the kink: k=0.2+(0.5−0.2)·50005471=0.4742, so σV=σH·k=52.5·0.4742=24.9m.
Shell scatter height @ 10 km52.4 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=0.5·10942.8=5471 m, and radiusOnMax=0.6 at 10942.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−547110942.8−5471=0.5828, so σV=σH·k=90·0.5828=52.4m.
AP pen 5 km120 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 =10−7·2500·23.50.69·0.12−1.07·520.51.38=120mm, where 520.5 m/s is the shell's speed when it arrives at 5 km (from 850 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 km65 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 =10−7·2500·23.50.69·0.12−1.07·333.21.38=65mm, where 333.2 m/s is the shell's speed when it arrives at 10 km (from 850 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 km7.21 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·0.3344·0.1228·23.5=8.05×10−5. That runs from a 850 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 km7.21 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·0.3344·0.1228·23.5=8.05×10−5. That runs from a 850 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.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,500
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 mass23.5 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 coefficient0.3344
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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 range58.5 s
13500 m / (86.0 kt × 2.6855) = 58.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage78,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 7x1 -> 333 DPS @ 3.5 km; Far AA (?) -> 63 DPS @ 5 km.
AA DPS layered by range63 DPS @ 5 km, 396 DPS @ 3.5 km
@ 5 km: 63 from one family; @ 3.5 km: 333 + 63 = 396. 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-blank396
333 + 63 = 396 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1480
333 × 3.5 + 63 × 5 = 1480. 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.
Open in Charting Tool

Ship Charts

Background

Last of a series of destroyers of the Swedish Navy. Due to their dimensions, which were quite small for the era, they are sometimes classified as "light" destroyers. Their main artillery armament comprised very successful 120 mm automatic dual-purpose mounts.

Armor Beta

Hull HP 14,100 → 15,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)1,700 (11% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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)19 mm11,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,600 (10% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP7,900 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.
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 HP4,700 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Östergötland can equip.

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.