World of Warships: Legends ship guide

Rodney

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
Heavy torpedoesSonarEngine BoostSlow
Community Data

Rodney Community Stats

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Playstyle

Overview

Rodney is a Tier VII British torpedo-equipped battleship: she carries deck torpedoes reaching 7 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. She also packs the super-heal (2%/s, for 17 s, every 100 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 torpedo speed in T7 BBs (67 kt).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Heavy torpedoes

29367.0 damage per torpedo, best of T7 BBs.

Fast torpedoes

67.0 kt torpedo speed, best of T7 BBs. Less reaction time for targets to dodge.

Super-heal

Repair Party heals 2.0%/s, top decile of T7 BBs. Restores more HP per active second than peers.

Fast torp reload

40.0 s torpedo reload, top decile of T7 BBs. More frequent drops than peers.

Visible torps

1.7 km torpedo detect, worst of T7 BBs. Easy to dodge if targets are looking.

Slow heal cycle

100.0 s Repair Party reload, worst of T7 BBs. Heals come off cooldown slower than peers.

Acquisition

How to get Rodney

Rodney is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Global XP. 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.

Best listed chance for this ship

  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
Official WG availability sources
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Builds Beta

Build for AP accuracy/reload, Repair Party value, survivability, and either Sonar or Engine Boost utility.

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Cohort position

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Where Rodney sits among Tier VII BBs (39 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.

BestTorpedo damage29,367 (1/12) BestTorpedo speed67 kt (1 of 2 tied) BestTorpedo reload40 s (1/12) Top 10%Acceleration8 s (3/39) Top 10%Repair heal rate2 %/s (3/39) Top 25%Rudder shift19 s (10/39) Top 25%HE DPM132,222 (8/38) Top 25%Displacement44,054 t (9/39) Bottom 25%Sigma1.7 (33/39) Bottom 25%Main dispersion232.9 m (31/39) Bottom 25%AP fuse timer0.01 s (35/39) Bottom 25%AA range4.5 km (32/39) Bottom 25%End plates30 mm (31/37 / 31/37) Bottom 10%Secondary DPM (per side)125,700 (37/39) WorstMax speed23.8 kt (39/39) WorstHE velocity792 m/s (1 of 4 tied) WorstEngine power45,000 hp (39/39) WorstTurn-speed retention59.2 hp/m (39/39) WorstPower-to-weight1.02 hp/t (39/39) WorstRepair charges2 (1 of 5 tied)
See 27 mid-pack stats

Not standouts for Rodney -- 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 points69,100 HP(12/39) Concealment15.29 km(19/39) Air detection12.23 km(19/39) Traverse-to-turn ratio4.33 ×(24/39) Main battery caliber406 mm(15/39) Main battery range16.8 km(30/39) Main battery reload24.3 s(14/39) HE shell damage5,950(11/38) HE fire chance32%(27/38) Fires per minute7.11(22/38) AP shell damage12,000(23/39) AP DPM266,667(11/39) HE alpha2,150(16/37) Secondary fire chance9%(19/37) Secondary HE pen25 mm(18/37) AP velocity788 m/s(28/39) AP arming threshold68 mm(27/39) Secondary range5 km(27/39) AA DPS564(16/39) AA threat1,289(29/39) Torpedo range6.99 km(7/12) Max armor356 mm(21/39) Citadel belt356 mm(13/37) Deck armor102 mm(23/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value)

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

Sonar 4.93 kmRepair 2Engine Boost
Survivability
Hit Points69,100
Displacement44,054 t
Armor range9–356 mm
Plate armor thicknesses9, 13, 16, 25, 30, 32, 38, 40, 76, 95, 102, 108, 127, 152, 165, 254, 305, 330, 340, 356 mm
Armor material/layer entries63
Fire resistance36.6%
Fire duration60 s
Torp Reduction19%
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.
31,500
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.
20,700
Main Battery
ModuleArtillery: 406 mm/45 Mk I
Mounts / barrels3 mounts / 9 barrels
Reload time27 s
Firing range16.8 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16800/30·(13−1.1)/1000 + 1.1)·30 = 232.9 m
232.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 232.9 × 0.75 = 174.7 m
174.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 232.9 × 0.356 (σ=1.7) = 83 m
83 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 174.7 × 0.357 (σ=1.7) = 62.3 m
62.3 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 27 s base reload = 20.
20
HE shells
HE Damage5,950
HE Velocity792 m/s
Fire Chance32%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,950 HE damage x 9 broadside guns = 53,550.
53,550
Base HE DPM
ƒ53,550 HE full-salvo alpha x 60 / 27 s base reload = 119,000.
119,000
Installed HE DPM
ƒ53,550 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 132,222.
132,222
Base fires/min
ƒ9 HE shells x 60 / 27 s reload x 32% fire chance = 6.4.
6.4
AP shells
AP Damage12,000
AP Velocity788 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2750 × 929^0.69 × 0.406^-1.07 × 788^1.38 = 800.5 mm. Matches the in-game spec card.
800.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21 km), where the shell has slowed to 507.7 m/s: 1e-7 × 2750 × 929^0.69 × 0.406^-1.07 × 507.7^1.38 = 436.4 mm.
436.4 mm
AP full-salvo alpha
ƒ12,000 AP damage x 9 broadside guns = 108,000.
108,000
Base AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 27 s base reload = 240,000.
240,000
Installed AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 266,667.
266,667
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
90
Torpedoes
ModuleTorpedoes: 622 mm PR Mk II
Launchers / tubes2 launchers × 1 tubes = 2 tubes
Reload time40 s
Projectile speed67 kt
Range6.99 km
Maximum simulated damage27,867 (est.)
Alpha damage83,600
Torpedo detectability1.7 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
27,867
AA Defense
AA mount points72
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×0.75) + (154×3.5×0.7) + (13×3.5×0.75) = 564. 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.
564
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm Vickers 2-pdr. Mk VII1×4 40mm
40 mm Vickers 2-pdr. Mk VIII5×8 40mm
20 mm Oerlikon Mk V5×2 20mm
20 mm Oerlikon Mk.461×1 20mm
120 mm/40 QF Mk VIII (DP)6×1 120mm
Far aura
DPS
ƒIncludes 13 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
13
Range4.5 km
Medium aura
DPS58
Range2.5 km
Total DPS in Aura
ƒFar 13 + Medium 58 = 71
71
Near aura
DPS154
Range2 km
Total DPS in Aura
ƒFar 13 + Medium 58 + Near 154 = 225
225
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
120 mm/40 QF Mk VIII (×6)
Caliber120 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity749 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 Mk XXII (×6)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 45,000 hp
Engine power45,000 hp
Maximum speed23.8 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea15.29 km
Detectability by air12.23 km
Smoke firing penalty14.75 km
Detect after firing main guns15.29 km
Detect Fire Sea17.29 km
Detect Fire Air15.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 100 s reload · 17 s active · 2% heal per second · 34% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4 → 10 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp232.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16800/30·(13−1.1)/1000 + 1.1)·30 = 232.9 m
Max Vert Disp174.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 232.9 × 0.75 = 174.7 m
Med Horiz Disp83 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 232.9 × 0.356 (σ=1.7) = 83 m
Med Vert Disp62.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 174.7 × 0.357 (σ=1.7) = 62.3 m
AP Pen Close800.5 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 × 2750 × 929^0.69 × 0.406^-1.07 × 788^1.38 = 800.5 mm. Matches the in-game spec card.
AP Pen Far436.4 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 507.7 m/s: 1e-7 × 2750 × 929^0.69 × 0.406^-1.07 × 507.7^1.38 = 436.4 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha53,550
5,950 HE damage x 9 broadside guns = 53,550.
AP full-salvo alpha108,000
12,000 AP damage x 9 broadside guns = 108,000.
Base HE DPM119,000
53,550 HE full-salvo alpha x 60 / 27 s base reload = 119,000.
Base AP DPM240,000
108,000 AP full-salvo alpha x 60 / 27 s base reload = 240,000.
Installed HE DPM132,222
53,550 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 132,222.
Installed AP DPM266,667
108,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 266,667.
Base shells/min20
9 broadside guns x 60 / 27 s base reload = 20.
Installed shells/min22.2
9 broadside guns x 60 / 24.3 s installed Artillery reload = 22.2.
Base fires/min6.4
9 HE shells x 60 / 27 s reload x 32% fire chance = 6.4.
Installed fires/min7.11
9 HE shells x 60 / 24.3 s installed reload x 32% fire chance = 7.11.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range40.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count2
2 launchers x 1 tubes.
Per-side salvo1 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage55,734
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage27,867
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS564
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (58×3.5×0.75) + (154×3.5×0.7) + (13×3.5×0.75) = 564. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1289
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)125,700
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: 6×1 120 mm (3/side) × 60/5 × 1700 = 61,200 + 6×2 152 mm (6/side) × 60/12 × 2150 = 64,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor

Hull HP 69,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 30–76 mm)6,100 (9% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 9–356 mm)51,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 25–108 mm)4,200 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 32–356 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure76 mm primary (range 76–356 mm)3,400 (5% 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 HP31,500 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 (152 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 HP20,700 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 Rodney can equip, from in-game data.

  • Rodney 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.