World of Warships: Legends ship guide

Phra Ruang

Also called: 帕禳 Beta
Gun-and-torpedo destroyerA true hybrid: trade gunfire on the caps and torpedo the turns it forces.
Playstyle
  • Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer
  • Avoid: Playing her as only one kind of destroyer
Key characteristics
Strong AALobs over islandsSmokeEngine BoostDeep-water torpedoesSlow HE shells
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Community Data

Phra Ruang Community Stats

Across 580+ Standard battles from 180+ players, Phra Ruang averages a 58% win rate, 19,200 damage and 1.0 kills per battle, and survives 40% of them.

Community Data

Phra Ruang Community Stats

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Playstyle

Overview

Phra Ruang is a Tier II Pan-Asian gun-and-torpedo destroyer (5.5 km surface detection and 7.3 km torpedoes): her guns and torpedoes rank close together against her tier's destroyers, so neither carries her alone. Fight the enemy destroyers with the guns and save the deep-water torpedoes for the cruisers and battleships that come to support them; they pass under destroyers. Standout traits: best top speed in T2 DDs (36 kt, 2nd of 23) and best smoke duration in T2 DDs (30 s, 1st of 19). The trade is HE shell velocity in T2 DDs (664, 23rd of 23).

Positioning

Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer, while the deep-water torpedoes cover the cruisers and battleships behind it (they pass under destroyers). Go dark between trades so the next salvo or wave is on your terms, and leave before the radar or spot timer matters. 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. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.6 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Once the rudder is over she turns tightly for her cohort (450 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Playing her as only one kind of destroyer These torpedoes ignore the Destroyer class

Holding the torpedoes to keep a gun duel going, or skipping gun trades while you wait for a perfect torpedo window, leaves half the kit idle; she wins fights by using both. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/23 T2 DDs.

Engine Boost

+8% speed (about +2.9 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.

Fast for the class ↗

36 kt, best of T2 DDs. Lets you rotate flanks or escape disengagements.

Long smoke deployment ↗

30 s smoke deployment window, best of T2 DDs. Lays a longer rolling smoke trail while moving.

ELITE AA ↗
  • Top-tier AA · 56 AA
  • AA specialist
WEAK MAIN BATTERY ↗
  • Slow HE shells · 664 m/s
  • Slow AP shells · 664 m/s
Acquisition

How to get Phra Ruang

Phra Ruang is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

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

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

Phra Ruang sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Phra Ruang sits among Tier II DDs (22 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.

BestMax speed36 kt (1 of 3 tied) Top 10%Engine power29,000 hp (3/23) Top 10%Power / turn radius64.4 hp/m (2/23) Top 10%AA threat140 (2/17) Top 25%Turning circle450 m (5/23) Top 25%Main dispersion79.3 m (4/23) Top 25%AA DPS56 (3/17) Top 25%Torpedo damage≈9,100 (6/23) Bottom 25%Main battery range8.58 km (20/23) Bottom 25%AP shell damage1,500 (19/21) Bottom 25%Torpedo speed50 kt (20/23) WorstAP velocity664 m/s (1 of 2 tied) WorstHE velocity664 m/s (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied)
See 25 mid-pack stats

Not standouts for Phra Ruang -- 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.

Hit points8,700 HP(11/23) Concealment5.5 km(9/23) Smoke fire bloom2 km(13/23) Air detection2.76 km(9/23) Rudder shift2.3 s(9/23) Main battery caliber102 mm(11/23) Main battery reload4.7 s(7/23) HE shell damage1,500(9/23) HE fire chance6%(11/23) Fires per minute2.29(8/23) HE DPM57,273(7/23) AP DPM57,273(10/21) Time to 90% speed15.3 s(14/23) Acceleration (0-12 kt)4.9 s(8/23) AP arming threshold17 mm(10/21) Displacement1,208 t(14/23) Power-to-weight24.01 hp/t(7/23) AA range2.5 km(9/17) Torpedo range7.32 km(10/23) Torpedo reaction time8.2 s(18/23) Torpedo reload40 s(15/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit PointsInitial: 7,900 → 8,700
Displacement1,208 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.
82.6 x 8.31 m
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries22
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. 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: 0% → 3.3%
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 × 8,700 HP = 783 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 × 8,700 HP = 870 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.
4,400
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.
2,600
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 × 1,300 = 2,600), 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.
1,300
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 × 6,500 = 13,000), 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 ×. 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.
6,500
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 × 200 = 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 ×. 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.
200
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 × 1,100 = 2,200), 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.
1,100
Main Battery
ModuleArtillery: 102 mm/40 PIX
Mounts / barrels3 mounts / 3 barrels
Reload timeInitial: 5.5 s → 4.7 s
Firing range (base)7.8 km
Firing range (top fire control)8.6 km
Turret traverseInitial: 8 °/s → 10 °/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°
Guns to bear
ƒ180° − 151° (the most restricted aft-facing mount's arc) = 29° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
29° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.6 km) shells land in an ellipse about 79 m wide and 48 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 =(8576.730·8−0.51000+0.5)·30=79.3m
79.3 m at 8.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.3·0.6=47.6m
47.6 m at 8.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =79.3·0.62=23.8m
23.8 m at 8.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =47.6·0.62=14.3m
14.3 m at 8.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 32.3. All upgrades (top gun): 3 broadside guns x 60 / 4.714 s (4.7 s = 33 ticks) all-upgrades reload = 38.2.
Initial: 32.3 → 38.2
HE shells
HE alpha1,500
HE Velocity664 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
HE DPM
ƒZero upgrades: 4,500 HE full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 48,462. All upgrades (top gun): 4,500 HE full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) all-upgrades reload = 57,273.
Initial: 48,462 → 57,273
Fires/min
ƒZero upgrades: 32.3 shells/min × 0.06 (6% fire chance) = 1.94. All upgrades (top gun): 38.2 shells/min × 0.06 (6% fire chance) = 2.29.
Initial: 1.94 → 2.29
AP shells
AP alpha1,500
AP Velocity664 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1900·14.10.69·0.102−1.07·6641.38=106.4mm.
106.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.6 km), where the shell has slowed to 254.2 m/s: P=10−7·1900·14.10.69·0.102−1.07·254.21.38=28.3mm.
28.3 mm at 8.6 km
AP full-salvo alpha
ƒ1,500 AP damage x 3 broadside guns = 4,500.
4,500
AP DPM
ƒZero upgrades: 4,500 AP full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) base reload = 48,462. All upgrades (top gun): 4,500 AP full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) all-upgrades reload = 57,273.
Initial: 48,462 → 57,273
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.
3
Torpedoes
ModuleTorpedoes: 533 mm DR Mk II
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time40 s
Projectile speed50.0 kt
Range7.32 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=27,300·0.333=9,100. 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.
≈ 9,100
Maximum damage (ammunition)
ƒ27,300 warhead alpha / 3 + 900 blast = 10,000. 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.
10,000
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 detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km50 kt×2.6855=8.2 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.2 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.9 per hit, shown as 1.9×100=190%. 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.
190%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
36,400
AA Defense
AA mount pointsInitial: 1 → 3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 QF Mark IIInitial: 1×1 → 3×1 40mm
Medium aura
Guns40 mm/39 QF Mark II
Continuous DPS
ƒInitial: 3 × 3.5 × 1 = 10 → 16 × 3.5 × 1 = 56. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 10 → 56
Range2.5 km
Maneuverability
Engine power29,000 hp
Maximum speed36.0 kt
Turning circle radius450 m
Rudder shift timeInitial: 3.3 s → 2.3 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 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 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.
14 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
15.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
25.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 10.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 10.3 = -2.3°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 2.3°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.5 km x 0.955 = 5.25 km. Camouflage does not change detectability by air.
5.5 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.5 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.25 km.
5.25 km
Detectability by air2.76 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.5 km) = 8.58 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.58 km
Detect when firing (air)
ƒAir detectability 2.76 km + gun-firing bloom 2.04 km = 4.8 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.
4.8 km
Detect when on fire (sea)
ƒSea detectability 5.5 km + 2.0 km while burning = 7.5 km.
7.5 km
Detect when on fire (air)
ƒAir detectability 2.76 km + 3.0 km while burning = 5.76 km.
5.76 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points7,900 → 8,700
  • Rudder shift3.3 → 2.3 s
  • AA mounts1 → 3
  • Close-range AA DPS3 → 16
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range7,797 → 8576.7 m
ArtilleryUpgrade
  • Base reload5.5 → 4.7 s

Under the hood

Show ▾

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.
AP pen 5 km46 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 =10−7·1900·14.10.69·0.102−1.07·363.61.38=46mm, where 363.6 m/s is the shell's speed when it arrives at 5 km (from 664 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)1,900
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 mass14.1 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 coefficient0.3438
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity664 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity664 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 time8.2 s
1100 m / (50.0 kt × 2.6855) = 8.2 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed50.0 kt
Travel time to max range54.5 s
7320 m / (50.0 kt × 2.6855) = 54.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo4 torpedoes
2 launchers × 2 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage36,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range56
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 3x1 -> 56 DPS @ 2.5 km.
AA DPS layered by range56 DPS @ 2.5 km
@ 2.5 km: 56 from one family. 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-blank56
56 = 56 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index140
56 × 2.5 = 140. 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

British destroyer of the R class, transferred to the Thai Navy in 1920. She could travel at a very high speed and carried very good armament. For most of her service life, she was the most powerful torpedo ship in the Thai Navy.

Armor Beta

Hull HP 7,900 → 8,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,300 (15% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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.
Stern6 mm1,100 (13% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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.
Superstructure6 mm200 (2% 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 HP4,400 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 HP2,600 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 Phra Ruang can equip.

  • Phra Ruang default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses balance history and community data where available.

Source status No high-context source card yet Filtered for precision