World of Warships: Legends ship guide

Renown

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
381 mm overmatchStrong AAStealthy (13.8 km)Engine BoostSlow EB cycle
Community Data

Renown Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Renown is a Tier V British super-cruiser: a battleship-sized hull with a 381mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (495 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best high HP pool in T5 CAs (55,200 HP) and best main battery range in T5 CAs (15.5 km).

Positioning

Hold 12-15 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

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 3 charges before the cooldown completes.

Signature Traits

Heavy powerplant

120000.0 hp engine, best of T5 BBs. More headroom for accelerating out of stops and maintaining speed in turns.

Best-in-class stealth

13.84 km surface detect, top decile of T5 BBs. Stays dark longer.

Top-tier AA

495.0 AA DPS, top decile of T5 BBs (median 184.0).

Long-reach AA

5.0 km AA reach, top decile of T5 BBs.

Slow EB cycle

120.0 s Engine Boost reload, worst of T5 BBs. Sprint windows come slower than peers'.

Thin armor

229.0 mm max plate, bottom decile of T5 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Renown

Renown is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Renown sits in the Pursuit Battlecruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
  • Reforged in Red Campaign Breakdown Campaign Start: 2026-06-01 · End: open/unknown end Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • For King and Country: British Alternate Battleships in Early Access Early Access Start: 2023-10-05 · End: 2023-11-01 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows

Builds Beta

Build for main-battery accuracy/reload, speed, survivability, and repair/engine-boost utility. Keep the ship moving.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Renown sits among Tier V BBs (24 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.

BestStealth profile13.84 km / 11.08 km (1/24 / 1/24) BestEngine power120,000 hp (1/24) Top 10%Max speed29.9 kt (2/24) Top 10%Main battery reload24.3 s (3/24) Top 10%Main dispersion166.1 m (2/24) Top 10%Power-to-weight3.19 hp/t (2/24) Top 10%AA DPS495 (2/24) Top 10%AA threat1,298 (3/24) Top 25%Main battery caliber381 mm (5/24) Top 25%Turn-speed retention142.9 hp/m (4/24) Top 25%Secondary range4.5 km (7/24) Top 25%AA range5 km (7/24) Top 25%Bow armor26 mm (7/24) Bottom 25%Main battery range15.47 km (20/24) Bottom 25%HE DPM79,259 (22/24) Bottom 25%HE alpha1,700 (21/23) Bottom 25%Secondary fire chance8% (19/23) Bottom 25%Secondary HE pen19 mm (21/23) Bottom 25%AP velocity732 m/s (21/24) Bottom 25%HE velocity732 m/s (19/24) Bottom 25%AP fuse timer0.01 s (21/24) Bottom 25%AP arming threshold64 mm (20/24) Bottom 25%Citadel belt229 mm (22/24) Bottom 10%Acceleration9 s (23/24) WorstFires per minute5.04 (24/24) WorstAP DPM168,148 (24/24) WorstMax armor229 mm (24/24) WorstDeck armor76 mm (1 of 9 tied)
See 14 mid-pack stats

Not standouts for Renown -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points55,200 HP(12/24) Rudder shift18.7 s(15/24) Traverse-to-turn ratio3.34 ×(10/24) Sigma1.8(10/24) HE shell damage5,350(9/24) HE fire chance34%(9/24) Secondary DPM (per side)204,000(9/24) Displacement37,600 t(12/24) Repair charges3(12/24) Stern armor26 mm(8/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

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

Repair 3Def-AAEngine Boost
Survivability
Hit PointsInitial: 47,200 → 55,200
Displacement37,600 t
Armor range16–229 mm
Plate armor thicknesses16, 19, 26, 29, 38, 40, 45, 51, 63, 70, 76, 89, 95, 102, 127, 152, 178, 229 mm
Armor material/layer entries82
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction13%
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.
27,600
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.
16,600
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels3 mounts / 6 barrels
Reload time27 s
Firing range (base)14.1 km
Firing range (top fire control)15.5 km
Turret traverse3.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14060/30·(10−1.6)/1000 + 1.6)·30 = 166.1 m
166.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 166.1 × 0.6 = 99.7 m
99.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 166.1 × 0.344 (σ=1.8) = 57.1 m
57.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.7 × 0.344 (σ=1.8) = 34.3 m
34.3 m
Turret turn time
ƒ180 degrees / 3.5 deg/s traverse speed = 51.4 s.
51.4 s
Base shells/min
ƒ6 broadside guns x 60 / 27 s base reload = 13.3.
13.3
HE shells
HE Damage5,350
HE Velocity732 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,350 HE damage x 6 broadside guns = 32,100.
32,100
Base HE DPM
ƒ32,100 HE full-salvo alpha x 60 / 27 s base reload = 71,333.
71,333
Base fires/min
ƒ6 HE shells x 60 / 27 s reload x 34% fire chance = 4.53.
4.53
AP shells
AP Damage11,350
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2330 × 879^0.69 × 0.381^-1.07 × 732^1.38 = 631.2 mm. Matches the in-game spec card.
631.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 466.3 m/s: 1e-7 × 2330 × 879^0.69 × 0.381^-1.07 × 466.3^1.38 = 338.7 mm.
338.7 mm
AP full-salvo alpha
ƒ11,350 AP damage x 6 broadside guns = 68,100.
68,100
Base AP DPM
ƒ68,100 AP full-salvo alpha x 60 / 27 s base reload = 151,333.
151,333
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.
90
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes8 launchers × 1 tubes = 8 tubes
Reload time95 s
Projectile speed53 kt
Range6 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
36,400
AA Defense
AA mount pointsInitial: 33 → 49
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.75) + (127×3.5×0.7) + (33×3.5×0.75) = 495. 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.
495
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/39 QF Mark VIII3×8 40mm
40 mm/39 Vickers QF Mk.VII (upgraded hull only)1×4 40mm
20 mm Oerlikon Mk IVInitial: 12×1 → 19×1 20mm
20 mm Oerlikon Mk VInitial: 10×2 → 18×2 20mm
20 mm Oerlikon Mk.IIIA8×1 20mm
114 mm/45 Mark II BD (DP)10×2 114mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
33
Range5 km
Medium aura
DPSInitial: 32 → 37
Range2.5 km
Total DPS in Aura
ƒFar 33 + Medium 37 = 70
70
Near aura
DPSInitial: 85 → 127
Range2 km
Total DPS in Aura
ƒFar 33 + Medium 37 + Near 127 = 197
197
S
Secondary Battery
Mounts10
Firing range4.5 km
Shell Grouping (σ)1
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed29.9 kt
Turning circle radius840 m
Engine power multiplier speed threshold21.9 kt
Traverse-to-turn ratio3.3× drags
Concealment
Detectability by sea13.84 km
Detectability by air11.08 km
Smoke firing penalty12.71 km
Detect after firing main guns13.84 km
Detect Fire Sea15.84 km
Detect Fire Air14.08 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points47,200 → 55,200
  • Rudder shift26.2 → 18.7 s
  • AA mounts33 → 49
  • Close-range AA DPS117 → 164
  • Turret traverse3.5 → 5 °/s
Fire controlUpgrade
  • Main battery range14,060 → 15,466 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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp166.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14060/30·(10−1.6)/1000 + 1.6)·30 = 166.1 m
Max Vert Disp99.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 166.1 × 0.6 = 99.7 m
Med Horiz Disp57.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 166.1 × 0.344 (σ=1.8) = 57.1 m
Med Vert Disp34.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.7 × 0.344 (σ=1.8) = 34.3 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close631.2 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 × 2330 × 879^0.69 × 0.381^-1.07 × 732^1.38 = 631.2 mm. Matches the in-game spec card.
AP Pen Far338.7 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 466.3 m/s: 1e-7 × 2330 × 879^0.69 × 0.381^-1.07 × 466.3^1.38 = 338.7 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time51.4 s
180 degrees / 3.5 deg/s traverse speed = 51.4 s.
HE full-salvo alpha32,100
5,350 HE damage x 6 broadside guns = 32,100.
AP full-salvo alpha68,100
11,350 AP damage x 6 broadside guns = 68,100.
Base HE DPM71,333
32,100 HE full-salvo alpha x 60 / 27 s base reload = 71,333.
Base AP DPM151,333
68,100 AP full-salvo alpha x 60 / 27 s base reload = 151,333.
Base shells/min13.3
6 broadside guns x 60 / 27 s base reload = 13.3.
Base fires/min4.53
6 HE shells x 60 / 27 s reload x 34% fire chance = 4.53.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
8 launchers x 1 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage72,800
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage36,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS495
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.75) + (127×3.5×0.7) + (33×3.5×0.75) = 495. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1298
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 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)204,000
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: 10×2 114 mm (10/side) × 60/5 × 1700 = 204,000. 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 114 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 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor

Hull HP 47,20055,200 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
Bow26 mm primary (range 19–178 mm)2,800 (5% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 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)16 mm primary (range 16–229 mm)41,400 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–102 mm)1,100 (2% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–229 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).
Superstructure16 mm primary (range 16–76 mm)4,000 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP27,600 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 (114 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP16,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Renown 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.