Rhein
Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
Rhein Community Stats
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Rhein Community Stats
Playstyle
Overview
Rhein is the Tier III German legacy strike carrier. Her squadron at 12 planes is the largest in the cohort (cohort median is 12), so her impact comes from volume waves rather than surgical alpha against a single target. AA (140 AA DPS at 4 km) 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 air torpedo speed in T3 CVs (50 kn) and best top speed in T3 CVs (26 kt).
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.
Signature Traits
50.0 kn air-torpedo speed, best of T3 CVs. Harder for targets to angle out.
140.0 AA DPS, best of T3 CVs (median 10.0).
4.0 km AA reach, best of T3 CVs.
26.0 kt, best of T3 CVs. Lets you rotate flanks or escape disengagements.
3.15 hp per ton, best of T3 CVs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.
~7.8 s to max forward speed, worst of T3 CVs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Rhein
Rhein is available in the Atlantic Carriers branch of the Germany Tech Tree for 270,000 credits after researching it in the branch. Known module upgrades cost up to 54,000 credits.
Show Germany tech-tree branch diagram
Rhein sits in the Atlantic Carriers branch. The highlighted path shows the local branch context inside the full Germany tree.
Builds Beta
Build for aircraft restoration, survivability, speed, and AP-bomb consistency. The goal is reliable strike setup, not reckless volume.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Rhein sits among Tier III CVs (3 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.
See 16 mid-pack stats
Not standouts for Rhein -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×1) + (9×3.5×1) = 140. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 9 + Medium 31 = 40ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 33 + 30 = 145.5 m.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
See all derived stats
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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.
AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×1) + (9×3.5×1) = 140. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 33 + 30 = 145.5 m.Secondary battery firepower
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: 2×2 88 mm (2/side) × 60/4 × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.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: 15 mm from the 88 mm family.Armor
Hull HP 31,500 → 32,300 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 |
|---|---|---|---|---|
| Bow | 20 mm primary (range 16–20 mm) | 700 (2% of HP) | Overmatched by 305mm+ (Mikasa, Courbet)Angle bounces 283mm20 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) | 16 mm primary (range 16–25 mm) | 24,200 (75% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 16–25 mm) | 700 (2% of HP) | Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 25 mm primary (range 16–25 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). |
| Superstructure | 10 mm primary (range 10–60 mm) | 300 (1% 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). |
| Secondary mount (88 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 9,700 module HP | Incapacitated at 0 HP | When 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 Rhein. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 76.5 to 107 s.
- Dive bomber restoration time increased from 76 to 107 s.
- Dive bomber base speed increased from 105 to 115 kts.
Ministry of Balance: Carriers 2.0 – First Wave
- Bombs per aircraft increased from 1 to 2.
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 80 to 65%.
- Bomb damage reduced from 3,050 to 2,100.
- Maximum & starting hangar aircraft increased from 10 to 12.
- Aircraft restoration time increased from 59 to 76 seconds.
- Aircraft restored increased from 1 to 2.
- Maximum HP per aircraft reduced from 1,940 to 1,400 (squadron HP reduced from 11,640 to 8,400).
- Base speed increased from 96 to 105 knots.
- Aircraft maximum flight range set to 26 kilometers.
- Torpedo Bombers:
- +3 more official change lines in the source post.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 10.6 to 10.7 km; air detectability range changed from 7.4 to 7.5 km.
- Dive bomber HP changed from 1,850 to 1,940; torpedo bomber HP changed from 1,520 to 1,600.
Halloween Update: Double the Fun, Double the Trouble
- Detectability range by sea increased from 9.5 to 10.6 km.
- Detectability range by air decreased from 7.5 to 7.4 km.
Skins & permanent camouflages
Every custom exterior Rhein can equip, from in-game data.
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.
