World of Warships: Legends ship guide

P. Rupprecht

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
Strong secondaries (8 km)Improved HE penSonarFragile
Community Data

P. Rupprecht Community Stats

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Playstyle

Overview

P. Rupprecht is a Tier VIII German super-cruiser: a battleship-sized hull with a 406mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (6.4 km on ships and 4.4 km on torpedoes, 120 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best main battery range in T8 CAs (17 km).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 406mm shells citadel cruisers on the wrong frame, and her 63,900-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

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/25 T8 BBs.

Fast turret traverse

6.0°/s turret traverse, best of T8 BBs. Tracks fast-rotating targets peers can't keep up with.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T8 BBs. Pens hull plates peers' secondaries shatter on.

Long-duration sonar

120.0 s Sonar duration, best of T8 BBs.

Hardened superstructure

200.0 mm superstructure, top decile of T8 BBs. HE farms less.

Low HE DPM

80000 HE DPM, bottom decile of T8 BBs. Don't bank on burn pressure.

Acquisition

How to get P. Rupprecht

P. Rupprecht is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Germany tech-tree branch diagram
Germany Tech Tree

P. Rupprecht sits in the Breakthrough Battlecruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Official WG availability sources

Builds Beta

AL Bismarck, AL Prinz Heinrich, and AL Scharnhorst are useful German battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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.

Cohort position

Hide

Where P. Rupprecht sits among Tier VIII BBs (25 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 dispersion bracket33 (1 of 2 tied) BestSecondary HE pen38 mm (1 of 2 tied) BestDisplacement45,000 t (1 of 2 tied) BestSecondary range7.5 km (1/25) Top 10%Air detection12.26 km (3/25) Top 10%Main dispersion177.9 m (2/25) Top 25%Max speed32 kt (7/25) Top 25%Concealment15.38 km (5/25) Top 25%Rudder shift20.1 s (5/25) Top 25%HE fire chance38% (7/25) Top 25%Deck armor150 mm (7/25) Bottom 25%AA DPS400 (22/25) Bottom 25%AA range4.5 km (21/25) Bottom 25%AA threat1,423 (20/25) Bottom 25%Max armor350 mm (23/25) Bottom 10%AP DPM191,667 (24/25) Bottom 10%Bow armor30 mm (24/25) Bottom 10%Stern armor27 mm (24/25) WorstHit points63,900 HP (1 of 2 tied) WorstHE DPM80,000 (25/25) WorstHE alpha1,700 (1 of 3 tied) WorstTorpedo speed56 kt (7/7)
See 25 mid-pack stats

Not standouts for P. Rupprecht -- 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.

Traverse-to-turn ratio5.34 ×(9/25) Main battery caliber406 mm(14/25) Main battery range17.01 km(19/25) Main battery reload28.8 s(15/25) Sigma1.7(17/25) Fires per minute6.33(19/25) AP shell damage11,500(19/25) Secondary DPM (per side)252,000(13/25) Secondary fire chance8%(15/23) AP velocity810 m/s(16/25) HE velocity810 m/s(19/25) Acceleration9.6 s(19/25) AP arming threshold68 mm(15/25) Engine power152,000 hp(15/25) Turn-speed retention181 hp/m(9/25) Power-to-weight3.38 hp/t(9/25) Torpedo range7.5 km(6/7) Torpedo damage16,533(4/7) Torpedo reload140 s(5/7) Repair charges3(11/25) Citadel belt300 mm(19/25) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormRepair heal rate0.5 %/s(18 of 25 tied at this value)

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

Sonar 6.37 kmRepair 3
Survivability
Hit PointsInitial: 59,200 → 63,900
Displacement45,000 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 27, 30, 32, 40, 50, 60, 90, 100, 150, 200, 220, 235, 250, 300, 350 mm
Armor material/layer entries78
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
32,000
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.
19,200
Main Battery
ModuleArtillery: 406 mm/52 SK L/52
Mounts / barrels4 mounts / 8 barrels
Reload time32 s
Firing range (base)15.5 km
Firing range (top fire control)17 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15465/30·(10−1.6)/1000 + 1.6)·30 = 177.9 m
177.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.9 × 0.6 = 106.7 m
106.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.9 × 0.356 (σ=1.7) = 63.4 m
63.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.7 × 0.356 (σ=1.7) = 38 m
38 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 32 s base reload = 15.
15
HE shells
HE Damage4,800
HE Velocity810 m/s
Fire Chance38%
HE penetration
ƒ101 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
101 mm
HE full-salvo alpha
ƒ4,800 HE damage x 8 broadside guns = 38,400.
38,400
Base HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 32 s base reload = 72,000.
72,000
Installed HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
80,000
Base fires/min
ƒ8 HE shells x 60 / 32 s reload x 38% fire chance = 5.7.
5.7
AP shells
AP Damage11,500
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2800 × 840^0.69 × 0.406^-1.07 × 810^1.38 = 789.8 mm. Matches the in-game spec card.
789.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 524.7 m/s: 1e-7 × 2800 × 840^0.69 × 0.406^-1.07 × 524.7^1.38 = 433.8 mm.
433.8 mm
AP full-salvo alpha
ƒ11,500 AP damage x 8 broadside guns = 92,000.
92,000
Base AP DPM
ƒ92,000 AP full-salvo alpha x 60 / 32 s base reload = 172,500.
172,500
Installed AP DPM
ƒ92,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
191,667
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.
250
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time140 s
Projectile speed56 kt
Range7.5 km
Maximum simulated damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
124,264
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (102×3.5×0.7) + (57×3.5×0.75) = 400. 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.
400
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 38Initial: 30 mm Flak 103/38 (12×2) → 30 mm Flak 38 (12×4)
105 mm L/65 Dop. L. C/31 (DP)10×2 105mm
Far aura
DPS
ƒIncludes 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
57
Range4.5 km
Near aura
DPSInitial: 74 → 102
Range3 km
Total DPS in Aura
ƒFar 57 + Near 102 = 159
159
S
Secondary Battery
Mounts16
Firing range7.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 7.5 km
ƒ7.5 km × 33 + 30 = 277.5 m.
277.5 m
105 mm L/65 Dop. L. C/31 (×10)
Caliber105 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm/55 SK C/28 (×6)
Caliber150 mm
Reload time8.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed32 kt
Turning circle radius840 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.3× slow
Concealment
Detectability by sea15.38 km
Detectability by air12.26 km
Smoke firing penalty14.82 km
Detect after firing main guns15.38 km
Detect Fire Sea17.38 km
Detect Fire Air15.26 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Sonar2 charges · 180 s reload · 120 s active · 6.37 km ship detect · 4.37 km torpedo detect
Module options (2)

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

HullUpgrade
  • Hit points59,200 → 63,900
  • Rudder shift28.1 → 20.1 s
  • Close-range AA DPS74 → 102
  • Turret traverse6 → 12 °/s
Fire controlUpgrade
  • Main battery range15,465 → 17011.5 m

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)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp177.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15465/30·(10−1.6)/1000 + 1.6)·30 = 177.9 m
Max Vert Disp106.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 177.9 × 0.6 = 106.7 m
Med Horiz Disp63.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 177.9 × 0.356 (σ=1.7) = 63.4 m
Med Vert Disp38 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 106.7 × 0.356 (σ=1.7) = 38 m
AP Pen Close789.8 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 × 2800 × 840^0.69 × 0.406^-1.07 × 810^1.38 = 789.8 mm. Matches the in-game spec card.
AP Pen Far433.8 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 524.7 m/s: 1e-7 × 2800 × 840^0.69 × 0.406^-1.07 × 524.7^1.38 = 433.8 mm.
HE penetration101 mm
101 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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 ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha38,400
4,800 HE damage x 8 broadside guns = 38,400.
AP full-salvo alpha92,000
11,500 AP damage x 8 broadside guns = 92,000.
Base HE DPM72,000
38,400 HE full-salvo alpha x 60 / 32 s base reload = 72,000.
Base AP DPM172,500
92,000 AP full-salvo alpha x 60 / 32 s base reload = 172,500.
Installed HE DPM80,000
38,400 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
Installed AP DPM191,667
92,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
Base shells/min15
8 broadside guns x 60 / 32 s base reload = 15.
Installed shells/min16.7
8 broadside guns x 60 / 28.8 s installed Artillery reload = 16.7.
Base fires/min5.7
8 HE shells x 60 / 32 s reload x 38% fire chance = 5.7.
Installed fires/min6.33
8 HE shells x 60 / 28.8 s installed reload x 38% fire chance = 6.33.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range51.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage248,528
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage124,264
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS400
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (102×3.5×0.7) + (57×3.5×0.75) = 400. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1423
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 typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7.5 km277.5 m
7.5 km × 33 + 30 = 277.5 m.

Secondary battery firepower

Secondary DPM (per side)252,000
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: 10×2 105 mm (10/side) × 60/4 × 1200 = 180,000 + 6×2 150 mm (6/side) × 60/8.5 × 1700 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
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
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.

Armor

Hull HP 59,20063,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 30–350 mm)2,600 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 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)150 mm primary (range 20–350 mm)47,900 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–100 mm)2,400 (4% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 19–300 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).
Superstructure200 mm primary (range 200–350 mm)3,200 (5% 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 HP32,000 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 (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 (30 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.
Engine (module, research)engine coefficient (unconfirmed)-0.090 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP19,200 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.

Balance History

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

Nerf ×4Main Battery ×4
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Secondary battery 105 mm gun reload time increased from 3.5 to 4.0 s.
  • Like Schlieffen, Prinz Rupprecht has exceptional burst damage potential and battle impact, so we're toning down her secondary damage output.
  • Secondary battery 150 mm gun reload time increased from 8.2 to 8.5 s.
Read the full official post
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • Main battery reload time increased from 30 to 32 s.
  • Secondary battery reload time increased: 4.1-inch (105 mm) guns from 3.4 to 3.5 s 5.9-inch (150 mm) guns from 7.5 to 8 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • P. Rupprecht 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.