World of Warships: Legends ship guide

Perfect 10

Beta
U.K. · Tier VII · Cruiser · Plymouth Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Use islands, kiting lanes, and crossfires rather than open-water broadside trades
  • Avoid: Do not show broadside to chase one extra salvo
Community Data

Perfect 10 Community Stats

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Playstyle

Overview

Perfect 10 is a Tier VII U.K. premium Cruiser that blends cruiser damage with close-range torpedo threat. Use islands, angles, and timing to farm safely before committing to ambush or flank pressure.

Positioning

Use islands, kiting lanes, and crossfires rather than open-water broadside trades. Stay close enough to influence destroyer fights, but far enough back to turn out before battleships punish you.

Potato Avoidance

Show broadside to chase one extra salvo

Perfect 10 needs disciplined angles and disengagement timing more than it needs constant damage uptime.

Acquisition

How to get Perfect 10

Perfect 10 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

Best listed chance for this ship

  • Racing Legends Crate 1% Perfect 10 Event containers · Racing Legends Crate
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
Show direct source rows

Builds Beta

Use a U.K. cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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The stats below come from the base ship, Plymouth. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Radar 11 kmSonar 5.47 kmRepair 3Def-AASmoke
Survivability
Hit Points41,000
Displacement15,548 t
Armor range13–114 mm
Plate armor thicknesses13, 16, 19, 25, 32, 37, 40, 51, 63, 64, 76, 114 mm
Armor material/layer entries47
Fire resistance36.6%
Fire duration30 s
Torp Reduction21%
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.
20,500
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.
12,300
Main Battery
ModuleArtillery: 152 mm/50 BL Mk XXIII
Mounts / barrels4 mounts / 16 barrels
Reload time6.5 s
Firing range15.2 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15193/30·(8−1.1)/1000 + 1.1)·30 = 137.8 m
137.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 137.8 × 0.6 = 82.7 m
82.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 137.8 × 0.313 (σ=2.05) = 43.2 m
43.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 82.7 × 0.313 (σ=2.05) = 25.9 m
25.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ16 broadside guns x 60 / 6.5 s base reload = 147.7.
147.7
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,100
AP Velocity841 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2609 × 50.8^0.69 × 0.152^-1.07 × 841^1.38 = 320 mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19 km), where the shell has slowed to 304.1 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 304.1^1.38 = 78.6 mm.
78.6 mm
AP full-salvo alpha
ƒ3,100 AP damage x 16 broadside guns = 49,600.
49,600
Base AP DPM
ƒ49,600 AP full-salvo alpha x 60 / 6.5 s base reload = 457,846.
457,846
Installed AP DPM
ƒ49,600 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 504,407.
504,407
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.
20
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage15,667 (est.)
Alpha damage47,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
62,668
AA Defense
AA mount points26
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (36×3.5×0.9) + (45×3.5×0.85) + (20×3.5×0.9) = 436. 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.
436
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk VII8×1 40mm
40 mm/39 QF Mark VII6×4 40mm
20 mm Oerlikon Mk V12×2 20mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
20
Range5 km
Outer Medium aura
DPS36
Range3.5 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 = 56
56
Inner Medium aura
DPS40
Range2.5 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 + Inner Medium 40 = 96
96
Near aura
DPS45
Range2 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 + Inner Medium 40 + Near 45 = 141
141
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed31.5 kt
Turning circle radius680 m
Engine power multiplier speed threshold31.2 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea11.98 km
Detectability by air7.19 km
Smoke firing penalty5.71 km
Detect after firing main guns11.98 km
Detect Fire Sea13.98 km
Detect Fire Air10.19 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5.47 km ship detect · 3.8 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 113 s cloud active
Surveillance Radar2 charges · 180 s reload · 40 s active · 11 km radar range

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp137.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15193/30·(8−1.1)/1000 + 1.1)·30 = 137.8 m
Max Vert Disp82.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 137.8 × 0.6 = 82.7 m
Med Horiz Disp43.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 137.8 × 0.313 (σ=2.05) = 43.2 m
Med Vert Disp25.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 82.7 × 0.313 (σ=2.05) = 25.9 m
AP Pen Close320 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 × 2609 × 50.8^0.69 × 0.152^-1.07 × 841^1.38 = 320 mm. Matches the in-game spec card.
AP Pen Far78.6 mm
Same formula at the ship's max firing range (19 km), where the shell has slowed to 304.1 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 304.1^1.38 = 78.6 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha16
All 16 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
AP full-salvo alpha49,600
3,100 AP damage x 16 broadside guns = 49,600.
Base AP DPM457,846
49,600 AP full-salvo alpha x 60 / 6.5 s base reload = 457,846.
Installed AP DPM504,407
49,600 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 504,407.
Base shells/min147.7
16 broadside guns x 60 / 6.5 s base reload = 147.7.
Installed shells/min162.7
16 broadside guns x 60 / 5.9 s installed Artillery reload = 162.7.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage125,336
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage62,668
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS436
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (36×3.5×0.9) + (45×3.5×0.85) + (20×3.5×0.9) = 436. 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 index1295
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.
Near aura range2 km

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Balance History

Balance updates affecting Perfect 10. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×8Rework ×1Main Battery ×3Torpedo ×2
2024-10-10

Ministry of Balance: Trick and Treat

  • Main battery reload time reduced from 7.5 to 7.0 s.
  • AP shell speed increased from 841 to 882 m/s.
  • Detectability range by sea reduced from 13.25 to 12.5 km.
  • Detectability range by air reduced from 7.95 to 7.65 km.
  • Detectability range while firing in smoke reduced from 6.67 to 6.34 km.
  • Torpedo reload time reduced from 96.0 to 85.0 s.
  • Torpedo speed increased from 67.0 to 70.0 kts.
  • Torpedo range reduced from 10 to 9 km.
  • Engine Boost effect on maximum speed increased from +15% to +20%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Perfect 10 can equip, from in-game data.

  • Perfect 10 default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Plymouth RaceDecorative

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.