World of Warships: Legends ship guide

Perth

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyStrong secondaries (5 km)Smoke + SonarDefensive AAWeak AA
Community Data

Perth Community Stats

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Playstyle

Overview

Perth is a Tier V Commonwealth light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best AA reach in T5 CAs (5 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 27,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Thick stern plate

32.0 mm stern, top decile of T5 CAs.

Heavy secondary DPM

120000.0 secondary DPM per side, top decile of T5 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

Weak AA

104.0 AA DPS, bottom decile of T5 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Weak torp belt

0.0% torpedo damage reduction, bottom quartile of T5 CAs. Torps hit for closer to their printed damage.

Acquisition

How to get Perth

Perth 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

  • Halloween '25 crate 1.5% Tier V Premium ship Event containers · Halloween '25 crate · 1 of 2 ships
Official WG availability sources
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Builds Beta

Build for smoke utility, concealment, reload, fire chance, and survivability.

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Cohort position

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Where Perth sits among Tier V CAs (28 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 range5 km (1 of 5 tied) BestAA range5 km (1 of 10 tied) Top 25%Main battery reload6.8 s (6/28) Top 25%Secondary DPM (per side)120,000 (5/25) Top 25%Acceleration9.2 s (6/28) Top 25%Displacement8,965 t (6/28) Top 25%Stern armor32 mm (4/28) Bottom 25%Hit points27,100 HP (24/28) Bottom 25%Main battery range14.18 km (25/28) Bottom 25%HE shell damage2,100 (21/26) Bottom 25%HE fire chance9% (21/26) Bottom 25%AP shell damage3,100 (23/28) Bottom 25%Torpedo reload96 s (19/24) Bottom 25%Bow armor20 mm (25/28) Bottom 10%AA threat367 (27/28) WorstAA DPS104 (28/28)
See 29 mid-pack stats

Not standouts for Perth -- 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 speed32.5 kt(17/28) Concealment11.34 km(12/28) Air detection6.8 km(11/28) Rudder shift9.9 s(10/28) Traverse-to-turn ratio4.68 ×(21/28) Main battery caliber152 mm(19/28) Sigma2(15/28) Fires per minute6.35(15/26) HE DPM148,235(11/26) AP DPM218,824(11/28) Main dispersion130.8 m(17/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) AP velocity841 m/s(19/28) HE velocity841 m/s(17/26) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Engine power72,500 hp(21/28) Turn-speed retention113.3 hp/m(20/28) Power-to-weight8.09 hp/t(17/28) Torpedo range8.01 km(13/24) Torpedo damage15,433(11/24) Torpedo speed61 kt(11/24) Max armor100 mm(19/28) Citadel belt100 mm(14/28) Deck armor100 mm(9/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)

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

Sonar 4.4 kmDef-AASmokeFighter
Survivability
Hit Points27,100
Displacement8,965 t
Armor range10–100 mm
Plate armor thicknesses10, 13, 16, 20, 25, 32, 37, 51, 76, 89, 100 mm
Armor material/layer entries45
Fire resistance23.3%
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.
13,600
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.
8,100
Main Battery
ModuleArtillery: 152 mm/50 Mk XXI
Mounts / barrels4 mounts / 8 barrels
Reload time7.5 s
Firing range14.2 km
Turret traverse7 °/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 = (14181/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
130.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
78.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.32 (σ=2) = 41.8 m
41.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.32 (σ=2) = 25.1 m
25.1 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ8 broadside guns x 60 / 7.5 s base reload = 64.
64
HE shells
HE Damage2,100
HE Velocity841 m/s
Fire Chance9%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
Base HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.
134,400
Base fires/min
ƒ8 HE shells x 60 / 7.5 s reload x 9% fire chance = 5.76.
5.76
AP shells
AP Damage3,100
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 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 (17.7 km), where the shell has slowed to 306.1 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 306.1^1.38 = 79.3 mm.
79.3 mm
AP full-salvo alpha
ƒ3,100 AP damage x 8 broadside guns = 24,800.
24,800
Base AP DPM
ƒ24,800 AP full-salvo alpha x 60 / 7.5 s base reload = 198,400.
198,400
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.
15
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage14,333 (est.)
Alpha damage43,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,332
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: (9×3.5×0.85) + (6×3.5×0.85) + (19×3.5×0.9) = 104. 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.
104
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk IV2×1 20mm
12.7 mm Mk III5×4 13mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 19 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
19
Range5 km
Outer Near aura
DPS6
Range2 km
Total DPS in Aura
ƒFar 19 + Outer Near 6 = 25
25
Inner Near aura
DPS9
Range1.2 km
Total DPS in Aura
ƒFar 19 + Outer Near 6 + Inner Near 9 = 34
34
S
Secondary Battery
Mounts4
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: 72,500 hp
Engine power72,500 hp
Maximum speed32.5 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea11.34 km
Detectability by air6.8 km
Smoke firing penalty5.28 km
Detect after firing main guns11.34 km
Detect Fire Sea13.34 km
Detect Fire Air9.8 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Choose one
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Smoke Generator3 charges · 160 s reload · 15 s emit / 10 s cloud active
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 10 °/s

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 Disp130.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14181/30·(8−1.1)/1000 + 1.1)·30 = 130.8 m
Max Vert Disp78.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130.8 × 0.6 = 78.5 m
Med Horiz Disp41.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130.8 × 0.32 (σ=2) = 41.8 m
Med Vert Disp25.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.5 × 0.32 (σ=2) = 25.1 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 Far79.3 mm
Same formula at the ship's max firing range (17.7 km), where the shell has slowed to 306.1 m/s: 1e-7 × 2609 × 50.8^0.69 × 0.152^-1.07 × 306.1^1.38 = 79.3 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alpha24,800
3,100 AP damage x 8 broadside guns = 24,800.
Base HE DPM134,400
16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.
Base AP DPM198,400
24,800 AP full-salvo alpha x 60 / 7.5 s base reload = 198,400.
Base shells/min64
8 broadside guns x 60 / 7.5 s base reload = 64.
Base fires/min5.76
8 HE shells x 60 / 7.5 s reload x 9% fire chance = 5.76.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 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 damage114,664
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,332
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS104
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.85) + (6×3.5×0.85) + (19×3.5×0.9) = 104. 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 index367
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)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. 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.

Armor

Hull HP 27,100, 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 16–20 mm)3,200 (12% of HP)
Overmatched by 305mm+ (Indefatigable, Toulon)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)76 mm primary (range 25–76 mm)20,300 (75% of HP)
No common caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 16–37 mm)2,100 (8% of HP)
Overmatch not possible at T VIAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 10–100 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–100 mm)1,600 (6% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP13,600 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.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (20 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 HP8,100 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 Perth can equip, from in-game data.

  • Perth 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.