World of Warships: Legends ship guide

Also known as P. Rupprecht

Prinz Rupprecht

Also called: 鲁普雷希特亲王 Beta
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~7.5 km) so the secondary battery starts contributing damage
  • Avoid: Spending damage control on the first fire
Key characteristics
Strong secondaries (7.5 km)Improved HE penSonarTight turning circleFast for the classFragile
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Community Data

Prinz Rupprecht Community Stats

Across 6,400+ Standard battles from 150+ players, Prinz Rupprecht averages a 60% win rate, 83,100 damage and 1.0 kills per battle, and survives 25% of them.

Community Data

Prinz Rupprecht Community Stats

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

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Playstyle

Overview

Prinz Rupprecht is a Tier VIII German secondary battleship with top-decile secondary reach out to 7.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. 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: secondary dispersion in T8 BBs (277.5 m, 5th of 33) and tight turning circle in T8 BBs (840 m, 7th of 33). The trade is AP DPM in T8 BBs (172,500, 33rd of 33).

Positioning

Push to within secondary range (~7.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. She is genuinely evasive in both phases of a turn, answering the helm in 15.5 s and carving a 840 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 277.5 m
  • Extended secondary range · 7.5 km
  • Punch-through secondaries · 38 mm
ELITE MOBILITY ↗
  • Tight turning circle · 840 m
  • Fast for the class · 32 kt
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 9/33 T8 BBs.

Long-duration sonar ↗

120 s Sonar duration, best of T8 BBs.

WEAK MAIN BATTERY ↗
  • Low AP DPM · 172500 AP
  • Low HE DPM · 72000 HE
Acquisition

How to get Prinz Rupprecht

Prinz 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.

History: Early Access Aug 2022 – Sep 2022 (temporary crate drops, now ended).

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

Show Germany tech-tree branch diagram
Official WG availability sources

Builds

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

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

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Where Prinz Rupprecht sits among Tier VIII BBs (32 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) BestDisplacement45,000 t (1 of 2 tied) BestSecondary range7.5 km (1 of 3 tied) Top 10%Air detection12.26 km (4/33) Top 10%Main dispersion190.9 m (2/33) Top 10%Secondary dispersion bracket33 (3/33) Top 25%Max speed32 kt (7/33) Top 25%Concealment15.38 km (6/33) Top 25%Rudder shift15.5 s (7/33) Top 25%Turning circle840 m (7/33) Bottom 25%Fires per minute5.7 (26/31) Bottom 25%AP pen at 10 km578 mm (27/33) Bottom 25%AA DPS400 (29/33) Bottom 25%AA range4.5 km (27/33) Bottom 25%AA threat1,425 (26/33) Bottom 25%Max armor350 mm (29/33) Bottom 10%Bow armor30 mm (30/31) Bottom 10%Stern armor27 mm (30/31) WorstHit points63,900 HP (1 of 2 tied) WorstHE DPM72,000 (31/31) WorstAP DPM172,500 (33/33) WorstSecondary HE alpha1,700 (1 of 4 tied) WorstEffective HE DPM (incl. fire)118,724 (31/31) WorstTorpedo speed56 kt (7/7)
See 28 mid-pack stats

Not standouts for Prinz 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.

Smoke fire bloom14.82 km(13/33) Main battery caliber406 mm(19/33) Main battery range17.01 km(25/33) Main battery reload32 s(21/33) Sigma1.7(23/33) HE fire chance38%(11/31) Secondary DPM (per side)251,400(17/33) Secondary fire chance8%(19/31) AP velocity810 m/s(19/33) HE velocity810 m/s(21/31) Time to 90% speed34.8 s(17/33) Acceleration (0-12 kt)13.1 s(11/33) AP arming threshold68 mm(17/33) Engine power152,000 hp(20/33) Power / turn radius181 hp/m(15/33) Power-to-weight3.38 hp/t(11/33) Flak damage per salvo (expected)1,650(14/33) Torpedo range7.5 km(6/7) Torpedo damage≈15,533(4/7) Torpedo reaction time8 s(4/7) Torpedo reload140 s(5/7) Repair charges3(14/33) Citadel belt300 mm(23/31) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value)
Survivability
Hit PointsInitial: 59,200 → 63,900
Displacement45,000 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.
246 x 33.42 m
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 entries75
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 × 63,900 HP = 11,502 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 × 63,900 HP = 12,780 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.
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
Effective HP
ƒBase 63,900 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 63,900 HP = 8,946 HP per charge, × 3 charges = 26,838 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.
71,000–90,738
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 × 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
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 × 11,000 = 22,000), 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.
11,000
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 × 47,900 = 95,800), 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.
47,900
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 × 3,200 = 6,400), 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.
3,200
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 × 2,400 = 4,800), 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.
2,400
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: 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
Turret armor380 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°, 2x ±149°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
30° off bow / 31° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.0 km) than a standard battleship: about 191 m wide × 115 m tall, against 230 m × 138 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 =(17011.530·10−1.61000+1.6)·30=190.9m
190.9 m at 17 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =190.9·0.6=114.5m
114.5 m at 17 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =190.9·0.61.7=67.4m
67.4 m at 17 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =114.5·0.61.7=40.4m
40.4 m at 17 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 32 s base reload = 15. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 16.6.
Initial: 15 → 16.6
HE shells
HE alpha4,800
HE Velocity810 m/s
Fire Chance38%
HE fire DPM vs T8 BB46724
Effective HE DPM vs T8 BB118724
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
HE DPM
ƒZero upgrades: 38,400 HE full-salvo alpha x 60 / 32 s base reload = 72,000. All upgrades (Main Battery Mod. 3 = -10% reload): 38,400 HE full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 79,842.
Initial: 72,000 → 79,842
Fires/min
ƒZero upgrades: 15 shells/min × 0.38 (38% fire chance) = 5.7. All upgrades (Main Battery Mod. 3 = -10% reload): 16.6 shells/min × 0.38 (38% fire chance) = 6.32.
Initial: 5.7 → 6.32
AP shells
AP alpha11,500
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range477 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2800·8400.69·0.406−1.07·8101.38=789.8mm.
789.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 561.3 m/s: P=10−7·2800·8400.69·0.406−1.07·561.31.38=476.1mm.
476.1 mm at 17 km
AP full-salvo alpha
ƒ11,500 AP damage x 8 broadside guns = 92,000.
92,000
AP DPM
ƒZero upgrades: 92,000 AP full-salvo alpha x 60 / 32 s base reload = 172,500. All upgrades (Main Battery Mod. 3 = -10% reload): 92,000 AP full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 191,287.
Initial: 172,500 → 191,287
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 speed56.0 kt
Range7.5 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=46,600·0.333=15,533. 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.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,000 blast = 16,533. 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.
16,533
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.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km56 kt×2.6855=8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. 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.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 150°, 151° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
124,264
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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)
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 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 150 from dual-purpose secondaries firing as AA in this range band.
150
Range4.5 km
Near aura
Guns30 mm Flak 38
Continuous DPS
ƒInitial: 74 × 3.5 × 0.7 = 181 → 102 × 3.5 × 0.7 = 250. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 181 → 250
Range3 km
Total DPS in Aura
ƒFar 150 + Near 250 = 400
400
Flak
AA explosions
ƒEach ~2 s salvo fires 2 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 10 clouds per salvo × 220 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.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts16
Firing range7.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7.5 + 3.4 = 10.9. 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.
10.9
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: 10×2 105 mm (10/side) × 60/4 s × 1200 = 180,000 + 6×2 150 mm (6/side) × 60/8.571 s (8.5 s = 60 ticks) × 1700 = 71,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
251,400
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 10.9 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 89,022. 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.
89,022
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 251,400 + secondary fire DPM 89,022 = 340,422: shell damage plus fire damage against one T8 battleship, every shell hitting.
340,422
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 (10×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time4 s
HE alpha1,200
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 Pen20 mm
Show 1 more gun family
150 mm/55 SK C/28 (6×2)
Caliber150 mm
Reload time8.5 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 8.571 s (8.5 s = 60 ticks) × 0.08 (8% fire chance) = 3.4. 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.
3.4
HE Pen38 mm
Maneuverability
Engine power152,000 hp
Maximum speed32.0 kt
Turning circle radius840 m
Rudder shift timeInitial: 21.6 s → 15.5 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 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
46.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
55 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.3 = +1.7°/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 (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.38 km x 0.955 = 14.69 km. Camouflage does not change detectability by air.
15.38 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.38 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.69 km.
14.69 km
Detectability by air12.26 km
Smoke firing penalty14.82 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.38 km) = 17.01 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.01 km
Detect when firing (air)
ƒAir detectability 12.26 km + gun-firing bloom 8.12 km = 20.38 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.38 km
Detect when on fire (sea)
ƒSea detectability 15.38 km + 2.0 km while burning = 17.38 km.
17.38 km
Detect when on fire (air)
ƒAir detectability 12.26 km + 3.0 km while burning = 15.26 km.
15.26 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,946 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 × 63,900 HP = 8,946 HP: up to 14% of max HP restored per charge.
· 26,838 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 63,900 HP = 26,838 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 320 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 63,900 HP = 320 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 120 s active · 5.73 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 191×301000=5.73 km
· 3.93 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 131×301000=3.93 km
Module options (3)

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

HullUpgrade
  • Hit points59,200 → 63,900
  • Rudder shift21.6 → 15.5 s
  • Close-range AA DPS74 → 102
Fire controlUpgrade
  • Main battery range15,465 → 17011.5 m
EngineUpgrade
  • Time to 12 kt14.6 → 13.1 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 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 (17.0 km) with the same model as Max Horiz/Vert Disp: horizontal 191 / 230 m − 1 = -17%, vertical 115 / 138 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 km33.9 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=0.5·17011.5=8506 m, and radiusOnMax=0.6 at 17011.5 m. Below the kink: k=0.2+(0.5−0.2)·50008506=0.3764, so σV=σH·k=90·0.3764=33.9m.
Shell scatter height @ 10 km68.3 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=0.5·17011.5=8506 m, and radiusOnMax=0.6 at 17011.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−850617011.5−8506=0.5176, so σV=σH·k=132·0.5176=68.3m.
Shell scatter height @ 15 km100.3 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=0.5·17011.5=8506 m, and radiusOnMax=0.6 at 17011.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−850617011.5−8506=0.5764, so σV=σH·k=174·0.5764=100.3m.
AP pen 5 km673 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 =10−7·2800·8400.69·0.406−1.07·721.71.38=673mm, where 721.7 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 km578 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 =10−7·2800·8400.69·0.406−1.07·645.61.38=578mm, where 645.6 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 km501 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 =10−7·2800·8400.69·0.406−1.07·582.91.38=501mm, where 582.9 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 km5.02 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·0.2994·0.40628·1030=1.88×10−5. 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 km5.02 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·0.245·0.40628·840=1.89×10−5. 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 ~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.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,800
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 mass840 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 coefficient0.245
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.

Torpedoes

Estimated torpedo reaction time8 s
1200 m / (56.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range49.9 s
7500 m / (56.0 kt × 2.6855) = 49.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage248,528
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,533 = 248,528. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range150
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 30mm Flak 38 12x4 -> 250 DPS @ 3 km; 105 mm SKC 33 10x2 -> 150 DPS @ 4.5 km.
AA DPS layered by range150 DPS @ 4.5 km, 400 DPS @ 3 km
@ 4.5 km: 150 from one family; @ 3 km: 250 + 150 = 400. 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-blank400
250 + 150 = 400 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index1425
250 × 3 + 150 × 4.5 = 1425. 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 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha1700
max(1200 (105 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% (105 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(20 mm (105 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

A high-speed battleship project with eight 406 mm guns. She embodied the development of battlecruiser projects of the World War I period.

Armor Beta

Hull HP 59,200 → 63,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern30 mm

Overmatched by 18+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 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
Bow30 mm primary (range 30–350 mm)2,600 (4% of HP)
Overmatched by 460mm+ AP (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 AP 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+ AP (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 27–300 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 mm3,200 (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 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 (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 value. 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 deceleration stats; its exact meaning is not yet confirmed.
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.

Balance History

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

Nerf ×4Buff ×2Main Battery ×4
2026-09-03

September Update: Full Progress Ahead

  • Armor model has been slightly updated. This change doesn't affect gameplay.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • 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.
  • Secondary battery 105 mm gun reload time increased from 3.5 to 4.0 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
2023-01-26

February Update: The Dragon Strikes Back

  • Multiple ships that suffered from hindered shooting abilities due to turret elevation at particular turn angles had those shooting angles improved: Mackensen, Zieten, Prinz Heinrich, Prinz Rupprecht, Ibuki, Ibuki B.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Prinz Rupprecht 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.