World of Warships: Legends ship guide

Östergötland

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 13.5-km torpedoes for a perfect shot
Key characteristics
Long torps (14 km)2 sigma accuracyStrong AAEngine BoostSlow heal cycle
Community Data

Östergötland Community Stats

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Playstyle

Overview

Östergötland is a Tier VII European torpedo destroyer reaching 13.5 km. The torpedoes travel at 86 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. AA (396 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through.

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 13.5 km reach at 86 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 13.5-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Fast torpedoes

86.0 kt torpedo speed, best of T7 DDs. Less reaction time for targets to dodge.

Top-tier AA

396.0 AA DPS, top decile of T7 DDs (median 170.0).

Long-range torps

13.5 km torpedo range, top decile of T7 DDs.

Fast reload

2.1 s reload, top decile of T7 DDs. Top-tier salvo cycle.

Slow heal cycle

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

Visible torps

1.8 km torpedo detect, bottom decile of T7 DDs. Easy to dodge if targets are looking.

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. 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.

Show Pan-European 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.

Best listed chance for this ship

  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, torpedo reload/damage, gun utility, speed, and survivability.

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Cohort position

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Where Östergötland sits among Tier VII DDs (30 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.

BestTorpedo speed86 kt (1 of 2 tied) Top 10%Main battery reload2.1 s (2/30) Top 10%AA DPS396 (2/30) Top 10%AA threat1,479 (2/30) Top 10%Torpedo range13.5 km (2/29) Top 25%Rudder shift4.8 s (7/30) Top 25%Fires per minute8 (5/30) Top 25%HE DPM194,286 (5/30) Top 25%AP DPM245,714 (6/28) Top 25%Main dispersion89.6 m (7/30) Top 25%AP arming threshold20 mm (4/28) Top 25%Displacement2,600 t (5/30) Top 25%AA range5 km (8/30) Bottom 25%Hit points15,800 HP (26/30) Bottom 25%Max speed35 kt (25/30) Bottom 25%Traverse-to-turn ratio5.91 × (24/30) Bottom 25%Main battery caliber120 mm (27/30) Bottom 25%Engine power44,000 hp (27/30) Bottom 25%Turn-speed retention72.1 hp/m (26/30) Bottom 25%Power-to-weight16.92 hp/t (26/30) Bottom 25%Torpedo damage10,700 (27/29)
See 16 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.

Concealment6.9 km(12/30) Air detection3.45 km(13/30) Main battery range10.94 km(14/30) HE fire chance7%(19/30) AP velocity850 m/s(12/28) HE velocity850 m/s(12/30) Acceleration10.5 s(15/30) Torpedo reload100 s(17/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value) NormRepair heal rate1 %/s(4 of 6 tied at this value)

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

Repair 2Def-AAEngine Boost
Survivability
Hit PointsInitial: 14,100 → 15,800
Displacement2,600 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries20
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9948/30·(8−0.5)/1000 + 0.5)·30 = 89.6 m
89.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.6 × 0.6 = 53.8 m
53.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.6 × 0.319 (σ=2) = 28.6 m
28.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
17.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 2.3 s base reload = 104.3.
104.3
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance7%
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
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 2.3 s base reload = 177,391.
177,391
Installed HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 2.1 s installed reload (Main Battery Mod. 3 = -10%) = 194,286.
194,286
Base fires/min
ƒ4 HE shells x 60 / 2.3 s reload x 7% fire chance = 7.3.
7.3
AP shells
AP Damage2,150
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 850^1.38 = 235.4 mm. Matches the in-game spec card.
235.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 270.4 m/s: 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 270.4^1.38 = 48.5 mm.
48.5 mm
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
Base AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 2.3 s base reload = 224,348.
224,348
Installed AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 2.1 s installed reload (Main Battery Mod. 3 = -10%) = 245,714.
245,714
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 speed86 kt
Range13.5 km
Maximum simulated damage9,800 (est.)
Alpha damage29,400
Torpedo detectability1.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming265 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,400
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (95×3.5×1) + (18×3.5×1) = 396. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
396
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/70 Bofors M1948Initial: 40 mm/60 Bofors M1936 (7×1) → 40 mm/70 Bofors M1948 (7×1)
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose main battery firing as AA in this range band.
18
Range5 km
Medium aura
DPSInitial: 32 → 95
Range3.5 km
Total DPS in Aura
ƒFar 18 + Medium 95 = 113
113
Maneuverability
Engine moduleEngine: 44,000 hp
Engine power44,000 hp
Maximum speed35 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 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 · 1% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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 shift6.7 → 4.8 s
  • Close-range AA DPS32 → 95
Fire controlUpgrade
  • Main battery range9,948 → 10942.8 m
TorpedoesUpgrade
  • Range12 → 13.5 km
  • Speed76 → 86 kt

See all derived stats

Show

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

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp89.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9948/30·(8−0.5)/1000 + 0.5)·30 = 89.6 m
Max Vert Disp53.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.6 × 0.6 = 53.8 m
Med Horiz Disp28.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.6 × 0.319 (σ=2) = 28.6 m
Med Vert Disp17.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.8 × 0.32 (σ=2) = 17.2 m
AP Pen Close235.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 850^1.38 = 235.4 mm. Matches the in-game spec card.
AP Pen Far48.5 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 270.4 m/s: 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 270.4^1.38 = 48.5 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,600
2,150 AP damage x 4 broadside guns = 8,600.
Base HE DPM177,391
6,800 HE full-salvo alpha x 60 / 2.3 s base reload = 177,391.
Base AP DPM224,348
8,600 AP full-salvo alpha x 60 / 2.3 s base reload = 224,348.
Installed HE DPM194,286
6,800 HE full-salvo alpha x 60 / 2.1 s installed reload (Main Battery Mod. 3 = -10%) = 194,286.
Installed AP DPM245,714
8,600 AP full-salvo alpha x 60 / 2.1 s installed reload (Main Battery Mod. 3 = -10%) = 245,714.
Base shells/min104.3
4 broadside guns x 60 / 2.3 s base reload = 104.3.
Installed shells/min114.3
4 broadside guns x 60 / 2.1 s installed Artillery reload = 114.3.
Base fires/min7.3
4 HE shells x 60 / 2.3 s reload x 7% fire chance = 7.3.
Installed fires/min8
4 HE shells x 60 / 2.1 s installed reload x 7% fire chance = 8.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range60.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage78,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS396
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (95×3.5×1) + (18×3.5×1) = 396. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1479
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.

Armor

Hull HP 14,10015,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)1,700 (11% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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+ (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.
Stern20 mm primary (range 19–20 mm)1,600 (10% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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 ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Östergötland can equip, from in-game data.

  • Östergötland 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.