World of Warships: Legends ship guide

Preussen

Also called: 普鲁士 · Preußen Beta
Germany · Tier ★ · Battleship · Premium
Turtleback brawlerBuilt to brawl: the sloped belt bounces point-blank shells while secondaries work.
Playstyle
  • Push to within secondary range (~6 km) so the auto-fire battery starts contributing
  • Avoid: Sniping from the back line
Key characteristics
457 mm AP overmatch17.7 km gun rangeImproved HE penSonarSpotter planeEasily spotted
On this page
Community Data

Preussen Community Stats

Across 25,000+ Standard battles from 310+ players, Preussen averages a 65% win rate, 124,000 damage and 1.3 kills per battle, and survives 50% of them.

Community Data

Preussen Community Stats

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

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Playstyle

Overview

Preussen is a Legendary German turtleback brawler: her angled deck armor roofs the citadel and deflects low-angle fire up and away, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 6 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: main battery range in Legendary BBs (17.7 km, 2nd of 23) and heavy AP shells in Legendary BBs (15,250, 4th of 23). The trade is worst surface detection in Legendary BBs (16.2 km, 23rd of 23).

Positioning

Push to within secondary range (~6 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge. Both phases of a turn are slow (19.5 s on the rudder, a 1,050 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Sniping from the back line

The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does. Your own secondaries reach 6 km, which is the distance the whole kit is built around; outside it you are a worse version of a standard battleship.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 8/23 Legendary BBs.

ELITE MAIN BATTERY ↗
  • Long gun range · 17.7 km
  • Heavy AP shells · 15250 damage
ELITE SONAR ↗
  • Long-range sonar · 6 km
  • Wide torpedo · 4 km
Easily spotted ↗

16.2 km surface detect, worst of Legendary BBs. Visible before you can react; position early.

Weak AA ↗

521 AA DPS, bottom quartile of Legendary BBs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Preussen

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

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

Official WG availability sources
  • Eagle of the North Sea Campaign Breakdown Campaign Start: 2025-05-19 · End: 2025-06-29
    • Over the next 6 weeks, complete 120 milestones with the Admiralty Backing to earn German Legendary Tier battleship Preußen and a variety of other rewards.
  • May Update: The Cat and the Eagle Campaign Start: 2025-05-15
    • To receive Preußen, complete all 120 milestones over 6 weeks, starting from May 19, with an active Admiralty Backing.

Builds

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

Franz von Hipper

WG official

WG official build from Through the Spy Glass: Preußen.

Source: Through the Spy Glass: Preußen

Open in Build Tool →

Commanders frequently paired with this ship AL BismarckAL Prinz HeinrichAL Scharnhorst

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

Hide ▾

Where Preussen sits among Legendary BBs (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.

BestSecondary HE pen38 mm (1 of 3 tied) Top 10%Main battery range17.72 km (2/23) Top 25%Main battery reload27 s (6/23) Top 25%AP shell damage15,250 (4/23) Top 25%Secondary dispersion bracket43.5 (5/23) Top 25%AP pen at 10 km659 mm (6/23) Top 25%Flak damage per salvo (expected)2,625 (5/23) Bottom 25%Rudder shift19.5 s (21/23) Bottom 25%Turning circle1,050 m (19/23) Bottom 25%Time to 90% speed37.8 s (21/23) Bottom 25%Acceleration (0-12 kt)14.5 s (19/23) Bottom 25%Displacement80,058 t (21/23) Bottom 25%Power-to-weight2.09 hp/t (19/23) Bottom 25%AA DPS521 (21/23) Bottom 25%Citadel belt220 mm (21/23) WorstStealth profile16.2 km / 13.04 km (23/23 / 23/23) WorstSmoke fire bloom16 km (23/23) WorstNo torpedoes (17 of 23 in cohort) WorstRepair charges2 (1 of 8 tied)
See 29 mid-pack stats

Not standouts for Preussen -- 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 points95,200 HP(10/23) Max speed30 kt(13/23) Main battery caliber457 mm(9/23) Sigma2(7/23) HE shell damage5,450(14/22) HE fire chance45%(7/22) Fires per minute8(12/22) HE DPM96,889(17/22) AP DPM271,111(13/23) Main dispersion196.8 m(12/23) Secondary DPM (per side)278,887(11/23) Secondary HE alpha1,700(16/21) Secondary fire chance8%(13/21) AP velocity810 m/s(7/23) HE velocity810 m/s(10/22) AP arming threshold76 mm(15/23) Engine power167,600 hp(13/23) Power / turn radius159.6 hp/m(17/23) Effective HE DPM (incl. fire)162,467(16/22) Secondary range6 km(8/23) AA range5.2 km(7/23) AA threat2,219(16/23) Max armor400 mm(16/23) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points95,200
Displacement80,058 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.
313.4 x 41 m
Armor range19–400 mm
Plate armor thicknesses19, 25, 32, 38, 45, 50, 60, 75, 80, 100, 120, 150, 175, 200, 220, 280, 380, 400 mm
Armor material/layer entries72
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 95,200 HP = 17,136 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 95,200 HP = 19,040 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
52,900
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.
28,600
Effective HP
ƒBase 95,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 95,200 HP = 13,328 HP per charge, × 2 charges = 26,656 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.
105,778–121,856
Repairable: penetration50%
Repairable: citadel10%
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 × 4,300 = 8,600), 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.
4,300
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 15,600 = 31,200), 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.
15,600
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 × 71,400 = 142,800), 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.
71,400
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 × 6,000 = 12,000), 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.
6,000
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 × 2,600 = 5,200), 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.
2,600
Citadel 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
Main Battery
ModuleArtillery: 457 mm/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range17.7 km
Turret traverse6 °/s
Turret armor480 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.
2x ±142°, 2x ±150°
Guns to bear
ƒ180° − 142° (the most restricted aft-facing mount's arc) = 38° 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.
38° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.7 km) than a standard battleship: about 197 m wide × 118 m tall, against 237 m × 142 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1772030·10−1.61000+1.6)·30=196.8m
196.8 m at 17.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.8·0.6=118.1m
118.1 m at 17.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =196.8·0.62=59.1m
59.1 m at 17.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =118.1·0.62=35.4m
35.4 m at 17.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 27 s base reload = 17.8. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 19.6.
Initial: 17.8 → 19.6
HE shells
HE alpha5,450
HE Velocity810 m/s
Fire Chance45%
HE fire DPM vs T8 BB65578
Effective HE DPM vs T8 BB162466
HE penetration
ƒ114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
114 mm
HE full-salvo alpha
ƒ5,450 HE damage x 8 broadside guns = 43,600.
43,600
HE DPM
ƒZero upgrades: 43,600 HE full-salvo alpha x 60 / 27 s base reload = 96,889. All upgrades (Main Battery Mod. 3 = -10% reload): 43,600 HE full-salvo alpha x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 107,088.
Initial: 96,889 → 107,088
Fires/min
ƒZero upgrades: 17.8 shells/min × 0.45 (45% fire chance) = 8. All upgrades (Main Battery Mod. 3 = -10% reload): 19.6 shells/min × 0.45 (45% fire chance) = 8.84.
Initial: 8 → 8.84
AP shells
AP alpha15,250
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP pen max range552 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2350·14640.69·0.457−1.07·8101.38=856.8mm.
856.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 588.6 m/s: P=10−7·2350·14640.69·0.457−1.07·588.61.38=551.5mm.
551.5 mm at 17.7 km
AP full-salvo alpha
ƒ15,250 AP damage x 8 broadside guns = 122,000.
122,000
AP DPM
ƒZero upgrades: 122,000 AP full-salvo alpha x 60 / 27 s base reload = 271,111. All upgrades (Main Battery Mod. 3 = -10% reload): 122,000 AP full-salvo alpha x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 299,649.
Initial: 271,111 → 299,649
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.
400
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5.2 km
55 mm L/77 Gerät 586×1 55mm
55 mm L/77 Gerät 58 Zwilling4×2 55mm
30 mm Flak 386×4 30mm
30 mm Flak 103/384×2 30mm
128 mm/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 128mm
Far aura
Guns128 mm/61 KM40 (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 105 from dual-purpose secondaries firing as AA in this range band.
105
Range5.2 km
Outer Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 45 raw aura damage × 3.5 × 0.75 hit probability = 118 - the same in-game units as the Close-range AA DPS headline.
118
Range5 km
Total DPS in Aura
ƒFar 105 + Outer Medium 118 = 223
223
Inner Medium aura
Guns55 mm L/77 Gerät 58
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.75 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.
126
Range4.5 km
Total DPS in Aura
ƒFar 105 + Outer Medium 118 + Inner Medium 126 = 349
349
Near aura
Guns30 mm Flak 103/38 + 30 mm Flak 38
Continuous DPS
ƒEffective DPS: 70 raw aura damage × 3.5 × 0.7 hit probability = 172 - the same in-game units as the Close-range AA DPS headline.
172
Range3 km
Total DPS in Aura
ƒFar 105 + Outer Medium 118 + Inner Medium 126 + Near 172 = 521
521
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts14
Firing range6.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7.5 + 2.5 = 10. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
10
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 128 mm (10/side) × 60/4 s × 1500 = 225,000 + 4×2 150 mm (4/side) × 60/7.571 s (7.5 s = 53 ticks) × 1700 = 53,887. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
278,887
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 10 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 82,266. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
82,266
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 278,887 + secondary fire DPM 82,266 = 361,153: shell damage plus fire damage against one T8 battleship, every shell hitting.
361,153
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6 km
ƒ6 km × 43.5 + 30 = 291 m.
291 m
128 mm/61 KM40 (10×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber128 mm
Reload time4 s
HE alpha1,500
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 7.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7.5
HE Pen32 mm
Show 1 more gun family
150 mm L/55 SK C/28 (4×2)
Caliber150 mm
Reload time7.5 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.08 (8% fire chance) = 2.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.5
HE Pen38 mm
Maneuverability
Engine power167,600 hp
Maximum speed30.0 kt
Turning circle radius1050 m
Rudder shift time19.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
52.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
37.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
60.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.2 = +2.8°/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 (+2.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.2 km x 0.955 = 15.47 km. Camouflage does not change detectability by air.
16.2 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.2 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.47 km.
15.47 km
Detectability by air13.04 km
Smoke firing penalty16 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.2 km) = 17.72 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.72 km
Detect when firing (air)
ƒAir detectability 13.04 km + gun-firing bloom 9.14 km = 22.18 km. The bloom tracks main-battery caliber 457 mm × 0.020 = 9.14 km.
22.18 km
Detect when on fire (sea)
ƒSea detectability 16.2 km + 2.0 km while burning = 18.2 km.
18.2 km
Detect when on fire (air)
ƒAir detectability 13.04 km + 3.0 km while burning = 16.04 km.
16.04 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 28 s active · 13,328 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 95,200 HP = 13,328 HP: up to 14% of max HP restored per charge.
· 26,656 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 95,200 HP = 26,656 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 476 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 95,200 HP = 476 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter7 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane7 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 60 s active · 6 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 200×301000=6 km
· 4.05 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 135×301000=4.05 km

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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.7 km) with the same model as Max Horiz/Vert Disp: horizontal 197 / 237 m − 1 = -17%, vertical 118 / 142 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km33.2 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=0.5·17720=8860 m, and radiusOnMax=0.6 at 17720 m. Below the kink: k=0.2+(0.5−0.2)·50008860=0.3693, so σV=σH·k=90·0.3693=33.2m.
Shell scatter height @ 10 km67.7 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=0.5·17720=8860 m, and radiusOnMax=0.6 at 17720 m. Above the kink: k=0.5+(0.6−0.5)·10000−886017720−8860=0.5129, so σV=σH·k=132·0.5129=67.7m.
Shell scatter height @ 15 km99.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·17720=8860 m, and radiusOnMax=0.6 at 17720 m. Above the kink: k=0.5+(0.6−0.5)·15000−886017720−8860=0.5693, so σV=σH·k=174·0.5693=99.1m.
AP pen 5 km750 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 =10−7·2350·14640.69·0.457−1.07·735.61.38=750mm, where 735.6 m/s is the shell's speed when it arrives at 5 km (from 810 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 km659 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 =10−7·2350·14640.69·0.457−1.07·669.81.38=659mm, where 669.8 m/s is the shell's speed when it arrives at 10 km (from 810 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 15 km585 mm
AP penetration at a fixed 15 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 =10−7·2350·14640.69·0.457−1.07·614.41.38=585mm, where 614.4 m/s is the shell's speed when it arrives at 15 km (from 810 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 km4.93 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·0.282·0.45728·1464=1.58×10−5. That runs from a 810 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 km4.93 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·0.282·0.45728·1464=1.58×10−5. That runs from a 810 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~114mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,350
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 mass1,464 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 coefficient0.282
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity810 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity810 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.

AA defense

AA DPS at max range105
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm 77 Gerat 6x1 -> 126 DPS @ 4.5 km; 55mm Gerat twin 4x2 -> 118 DPS @ 5 km; 30mm Flak 38 6x4 -> 103 DPS @ 3 km; 30mm Flak 38 twin 4x2 -> 69 DPS @ 3 km; 127mm 61 twin 10x2 -> 105 DPS @ 5.2 km.
AA DPS layered by range105 DPS @ 5.2 km, 223 DPS @ 5 km, 349 DPS @ 4.5 km, 521 DPS @ 3 km
@ 5.2 km: 105 from one family; @ 5 km: 118 + 105 = 223; @ 4.5 km: 126 + 118 + 105 = 349; @ 3 km: 126 + 118 + 103 + 69 + 105 = 521. 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-blank521
126 + 118 + 103 + 69 + 105 = 521 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index2219
126 × 4.5 + 118 × 5 + 103 × 3 + 69 × 3 + 105 × 5.2 = 2219. 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 range3 km

Secondary battery dispersion

Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Max HE alpha1700
max(1500 (128 mm), 1700 (150 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
max(5% (128 mm), 8% (150 mm)) = 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
max(32 mm (128 mm), 38 mm (150 mm)) = 38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Background

Early World War II lessons led to revising ships under construction to enhance the horizontal armor while keeping the draft at 11.5 m for operations in the shallow waters of the North Sea. A triple bottom and more watertight compartments were added to withstand underwater explosions. The main guns were upgraded to 18 inches (457 mm), significantly boosting the firepower. Later, naval focus shifted to submarines, resulting in the halt of the construction of new battleships.

Armor Beta

Hull HP 95,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel380 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–120 mm)4,300 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–380 mm)71,400 (75% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–200 mm)2,600 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel380 mm primary (range 38–220 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.
Superstructure19 mm primary (range 19–220 mm)6,000 (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 HP52,900 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.
Secondary mount (150 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 (55 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 HP28,600 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.

Balance History

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

Nerf ×2Main Battery ×2
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Main battery shell grouping reduced by 4.76% (from 2.1 to 2.0 sigma).
  • Main battery reload time increased from 24 to 27 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Preussen 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.