World of Warships: Legends ship guide

Progressor

Also called: 进步 Beta
Pan-Asia · Tier VIII · Destroyer · Premium
Long-range gunboatOut-range peer DDs and kite cruisers; HE pressure from outside their reach.
Playstyle
  • Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
Radar (7.5 km)Wide always-pen zoneReload BoosterDeep-water torpedoesDeep effective HPEasily spotted
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Community Data

Progressor Community Stats

Across 180+ Standard battles from 29 players, Progressor averages a 59% win rate, 57,700 damage and 1.0 kills per battle, and survives 39% of them.

Community Data

Progressor Community Stats

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

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Playstyle

Overview

Progressor is a Tier VIII Pan-Asian long-range gunboat destroyer reaching 12 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is long-range AP work from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. She also packs the super-heal (1.5%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best deep effective HP in T8 DDs (35,520, 1st of 12) and high HP pool in T8 DDs (22,200 HP, 4th of 28). The trade is surface detection in T8 DDs (7.3 km, 23rd of 28).

Positioning

Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo These torpedoes ignore the Destroyer class

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/28 T8 DDs.

Surveillance Radar

7.5 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

ELITE HP ↗
  • Deep effective · 35520 effective
  • High HP pool · 22200 HP
Long gun range ↗

12 km main battery reach, top decile of T8 DDs.

Easily spotted ↗

7.3 km surface detect, bottom quartile of T8 DDs. Visible before you can react; position early.

Slow acceleration ↗

~5.2 s from a stop to 12 kt, bottom decile of T8 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Acquisition

How to get Progressor

Progressor is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

Official WG availability sources
  • September Update: Full Progress Ahead Store / event post Start: 2026-09-03
    • Check out the Store for new ships Progressor and Metro Aegis, retro-tech skins, and Commander guises
  • Nostalgic Waves: Retrofuturism Sails Again Store / event post Start: 2026-09-04
    • Progressor will be available in the Store, both individually and in a special bundle. She can also drop from the new Retrofuturism Box ’26.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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

Cohort position

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Where Progressor sits among Tier VIII DDs (27 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.

BestAP arming threshold12 mm (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) BestAP auto-bounce angle75° (1 of 2 tied) BestRepair heal rate1.5 %/s (1 of 4 tied) Top 10%Main battery range12 km (2/28) Top 10%AP velocity975 m/s (3/26) Top 10%Torpedo reaction time4.6 s (3/27) Top 25%Hit points22,200 HP (4/28) Top 25%AP shell damage3,000 (6/26) Top 25%AP pen at 10 km104 mm (6/26) Top 25%AA range5.2 km (6/28) Bottom 25%Max speed35 kt (23/28) Bottom 25%Stealth profile7.3 km / 3.65 km (23/28 / 23/28) Bottom 25%Acceleration (0-12 kt)5.2 s (24/28) Bottom 25%Power-to-weight16.76 hp/t (23/28) WorstMain dispersion105 m (28/28) ShortestAP fuse timer0.005 s (1 of 2 tied)
See 21 mid-pack stats

Not standouts for Progressor -- 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 bloom2.78 km(19/28) Rudder shift4.5 s(14/28) Turning circle700 m(16/28) Traverse-to-turn ratio12.21 ×(10/28) Main battery caliber130 mm(9/28) Main battery reload3.5 s(9/28) AP DPM205,714(16/26) Time to 90% speed16.7 s(15/28) Engine power64,200 hp(16/28) Power / turn radius91.7 hp/m(20/28) Displacement3,830 t(16/28) AA DPS239(13/28) AA threat932(9/28) Flak damage per salvo (expected)1,000(15/23) Torpedo range10 km(13/27) Torpedo damage≈14,500(15/27) Torpedo speed65 kt(17/27) Torpedo reload135 s(19/27) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit Points22,200
Displacement3,830 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.
133.8 x 13.6 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries20
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 duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 22,200 HP = 1,998 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: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 22,200 HP = 2,220 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
11,100
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.
6,700
Effective HP
ƒBase 22,200 HP plus everything Repair Party can restore: 1.5%/s x 20 s = 6,660 HP per charge, x2 charges = 13,320 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
35,520
Repairable: penetration60%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. 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.
2,100
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. 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.
16,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. 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.
500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. 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
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 130 mm/58 Type 76
Mounts / barrels2 mounts / 4 barrels
Reload time3.5 s
Firing range12 km
Turret traverse18 °/s
Turret armor20 mm
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (12.0 km) shells land in an ellipse about 105 m wide and 63 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1200030·8−0.51000+0.5)·30=105m
105 m at 12 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =105·0.6=63m
63 m at 12 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =105·0.62=31.5m
31.5 m at 12 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =63·0.62=18.9m
18.9 m at 12 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 3.5 s base reload = 68.6. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 3.1 s all-upgrades reload = 77.4.
Initial: 68.6 → 77.4
AP shells
AP alpha3,000
AP Velocity975 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·3000·230.69·0.13−1.07·9751.38=308.8mm.
308.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12 km), where the shell has slowed to 385.1 m/s: P=10−7·3000·230.69·0.13−1.07·385.11.38=85.7mm.
85.7 mm at 12 km
AP full-salvo alpha
ƒ3,000 AP damage x 4 broadside guns = 12,000.
12,000
AP DPM
ƒZero upgrades: 12,000 AP full-salvo alpha x 60 / 3.5 s base reload = 205,714. All upgrades (Main Battery Mod. 3 = -10% reload): 12,000 AP full-salvo alpha x 60 / 3.1 s all-upgrades reload = 232,258.
Initial: 205,714 → 232,258
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.
12
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time135 s
Projectile speed65.0 kt
Range10 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=43,500·0.333=14,500. 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.
≈ 14,500
Maximum damage (ammunition)
ƒ43,500 warhead alpha / 3 + 1,200 blast = 15,700. 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.
15,700
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.
1,200
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km65 kt×2.6855=4.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
4.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. 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.
302%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
145,000
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
5.2 km
57 mm Type 664×2 57mm
25 mm Type 614×2 25mm
Far aura
Gunsmain battery (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 46 from dual-purpose main battery firing as AA in this range band.
46
Range5.2 km
Medium aura
Guns57 mm Type 66
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 1 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range4 km
Total DPS in Aura
ƒFar 46 + Medium 140 = 186
186
Near aura
Guns25 mm Type 61
Continuous DPS
ƒEffective DPS: 16 raw aura damage × 3.5 × 0.95 hit probability = 53 - the same in-game units as the Close-range AA DPS headline.
53
Range2.5 km
Total DPS in Aura
ƒFar 46 + Medium 140 + Near 53 = 239
239
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 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.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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
Maneuverability
Engine power64,200 hp
Maximum speed35.0 kt
Turning circle radius700 m
Rudder shift time4.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
15.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
16.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
28 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144700=1.47°/s, so ratio=ωturretωhull=181.47=12.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
12.2× snappy
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.3 km x 0.955 = 6.97 km. Camouflage does not change detectability by air.
7.3 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.3 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.97 km.
6.97 km
Detectability by air3.65 km
Smoke firing penalty2.78 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.3 km) = 12 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
12 km
Detect when firing (air)
ƒAir detectability 3.65 km + gun-firing bloom 2.68 km = 6.33 km. The bloom tracks main-battery caliber x 0.020.
6.33 km
Detect when on fire (sea)
ƒSea detectability 7.3 km + 2.0 km while burning = 9.3 km.
9.3 km
Detect when on fire (air)
ƒAir detectability 3.65 km + 3.0 km while burning = 6.65 km.
6.65 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Surveillance Radar2 charges · 180 s reload · 15 s active · 7.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 250×301000=7.5 km
Repair Party2 charges · 120 s reload · 20 s active · 6,660 HP (30% of max HP) total heal (per charge)
ƒ1.5% of max HP per second × 20 s effective active time = up to 30% of max HP restored per charge.
· 13,320 HP (60% of max HP) total heal (all charges)
ƒ30% per charge x 2 charges = up to 60% of max HP if the whole Repair Party loadout is used.
· 333 HP/s (1.5% of max HP) heal per second
ƒ1.5% of max HP (22,200 HP) per second = 333 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km23.6 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=0.5·12000=6000 m, and radiusOnMax=0.6 at 12000 m. Below the kink: k=0.2+(0.5−0.2)·50006000=0.45, so σV=σH·k=52.5·0.45=23.6m.
Shell scatter height @ 10 km51 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=0.5·12000=6000 m, and radiusOnMax=0.6 at 12000 m. Above the kink: k=0.5+(0.6−0.5)·10000−600012000−6000=0.5667, so σV=σH·k=90·0.5667=51m.
AP pen 5 km176 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. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km104 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. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.7 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·0.23·0.1328·23=6.64×10−5. That runs from a 975 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.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)3,000
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 mass23 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 coefficient0.23
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity975 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time4.6 s
800 m / (65.0 kt × 2.6855) = 4.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range57.3 s
10000 m / (65.0 kt × 2.6855) = 57.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage145,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,500 = 145,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range46
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 57mm Type 66 4x2 -> 140 DPS @ 4 km; 25mm Type 61 4x2 -> 53 DPS @ 2.5 km; Far AA (?) -> 46 DPS @ 5.2 km.
AA DPS layered by range46 DPS @ 5.2 km, 186 DPS @ 4 km, 239 DPS @ 2.5 km
@ 5.2 km: 46 from one family; @ 4 km: 140 + 46 = 186; @ 2.5 km: 140 + 53 + 46 = 239. 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-blank239
140 + 53 + 46 = 239 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index932
140 × 4 + 53 × 2.5 + 46 × 5.2 = 932. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2.5 km
Open in Charting Tool

Ship Charts

Background

From 1949 through 1956, a scientific and technical support program was in effect between the U.S.S.R. and P.R.C. Under this program, the Soviets shared the blueprints of promising warships with China - including the technical documentation for the Project 41 destroyer. While China didn't build any ships of this project in its original form, they built fifteen 051-class (Luda-class) missile destroyers from 1968 through 1987 that were based on Project 41.

Armor Beta

Hull HP 22,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,110 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm≈ 16,650 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 6–20 mm)≈ 1,110 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)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 mmno cap
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).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Progressor can equip.

  • Progressor default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    ProgressorDecorative

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.