World of Warships: Legends ship guide

Romulus

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)Heavy AP pen2 sigma accuracyEngine BoostFragile
Community Data

Romulus Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Romulus is a Tier II European torpedo destroyer reaching 8 km. The torpedoes travel at 55 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best AA reach in T2 DDs (3.5 km).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 55 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long-range AP brick

32.5 mm AP pen at max range, top decile of T2 DDs. Threatens citadels even from range.

Long-reach AA

3.5 km AA reach, best of T2 DDs.

Long-range torps

8.01 km torpedo range, top decile of T2 DDs.

Heavy HE shells

1550.0 damage per HE shell, top decile of T2 DDs. Punishes superstructure and modules harder than peers.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.

Easily spotted

6.14 km surface detect, worst of T2 DDs. Visible before you can react; position early.

Acquisition

How to get Romulus

Romulus is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Pan-European tech-tree branch diagram
Pan-Europe Tech Tree

Romulus sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Official WG availability sources

Builds Beta

Build for concealment, torpedo reload, gun reload, and survivability. The goal is constant low-risk pressure.

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 Romulus sits among Tier II DDs (20 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.

BestAA range3.5 km (1/20) Top 10%Torpedo range8.01 km (3/20) Top 25%Rudder shift2.7 s (5/20) Top 25%HE DPM62,000 (6/20) Top 25%Main dispersion75 m (6/20) Top 25%AP velocity840 m/s (5/18) Top 25%AA DPS38 (4/20) Top 25%AA threat135 (3/16) Bottom 25%Main battery caliber100 mm (17/20) Bottom 25%Engine power19,000 hp (17/20) Bottom 25%Turn-speed retention43.2 hp/m (17/20) WorstHit points6,800 HP (20/20) WorstConcealment6.14 km (20/20) WorstTorpedo damage5,533 (1 of 2 tied) WorstMax armor6 mm (1 of 7 tied) WorstCitadel belt6 mm (1 of 7 tied) WorstEnd plates6 mm (1 of 10 tied / 1 of 8 tied) WorstDeck armor6 mm (1 of 8 tied)
See 18 mid-pack stats

Not standouts for Romulus -- 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.

Max speed34 kt(12/20) Air detection2.78 km(9/20) Traverse-to-turn ratio4.39 ×(14/20) Main battery range8.8 km(7/20) Main battery reload4.5 s(9/20) HE fire chance6%(9/20) Fires per minute2.4(11/20) AP shell damage1,650(11/18) AP DPM66,000(8/18) HE velocity840 m/s(7/20) Acceleration10.2 s(15/20) AP arming threshold17 mm(9/18) Displacement995 t(7/20) Power-to-weight19.1 hp/t(15/20) Torpedo speed55 kt(7/20) Torpedo reload35 s(9/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

Engine Boost
Survivability
Hit Points6,800
Displacement995 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries20
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
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.
3,900
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.
2,300
Main Battery
ModuleArtillery: 120 mm/45 Bofors M1924
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range (base)8 km
Firing range (top fire control)8.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8003/30·(8−0.5)/1000 + 0.5)·30 = 75 m
75 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75 × 0.6 = 45 m
45 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75 × 0.32 (σ=2) = 24 m
24 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45 × 0.32 (σ=2) = 14.4 m
14.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,550 → 1,600
HE Velocity840 m/s → 800 m/s
Fire Chance6% → 7%
HE penetration
ƒIn-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,600 HE damage x 3 broadside guns = 4,800.
4,800
Base HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 5 s base reload = 57,600.
57,600
Base fires/min
ƒ3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.
2.52
AP shells
AP Damage1,650 → 2,000
AP Velocity840 m/s → 800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 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 × 1721 × 21^0.69 × 0.12^-1.07 × 800^1.38 = 137.9 mm. Matches the in-game spec card.
137.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11 km), where the shell has slowed to 266.8 m/s: 1e-7 × 1721 × 21^0.69 × 0.12^-1.07 × 266.8^1.38 = 30.3 mm.
30.3 mm
AP full-salvo alpha
ƒ2,000 AP damage x 3 broadside guns = 6,000.
6,000
Base AP DPM
ƒ6,000 AP full-salvo alpha x 60 / 5 s base reload = 72,000.
72,000
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.
7
Torpedoes
ModuleTorpedoes: 450 mm Quadruple
Launchers / tubes2 launchers × 4 tubes = 6 tubes
Reload time35 s
Projectile speed55 kt
Range8.01 km
Maximum simulated damage5,033 (est.)
Alpha damage15,100
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming170 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
30,198
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×1) = 38. 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.
38
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/60 Bofors M1936 (upgraded hull only)2×1 40mm
20 mm/65 Breda M1935 (stock hull only)2×2 20mm
Medium aura
DPS11
Range3.5 km
Maneuverability
Engine moduleEngine: 19,000 hp
Engine power19,000 hp
Maximum speed34 kt
Turning circle radius440 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.4× drags
Concealment
Detectability by sea6.14 km
Detectability by air2.78 km
Smoke firing penalty2.02 km
Detect after firing main guns6.14 km
Detect Fire Sea8.14 km
Detect Fire Air5.78 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (2)

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

HullUpgrade
  • Rudder shift3.8 → 2.7 s
  • Close-range AA DPS4 → 11
  • Maximum AA range2 → 3.5 km
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range8,003 → 8803.3 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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp75 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8003/30·(8−0.5)/1000 + 0.5)·30 = 75 m
Max Vert Disp45 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75 × 0.6 = 45 m
Med Horiz Disp24 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75 × 0.32 (σ=2) = 24 m
Med Vert Disp14.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45 × 0.32 (σ=2) = 14.4 m
AP Pen Close137.9 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 × 1721 × 21^0.69 × 0.12^-1.07 × 800^1.38 = 137.9 mm. Matches the in-game spec card.
AP Pen Far30.3 mm
Same formula at the ship's max firing range (11 km), where the shell has slowed to 266.8 m/s: 1e-7 × 1721 × 21^0.69 × 0.12^-1.07 × 266.8^1.38 = 30.3 mm.
HE penetration20 mm
In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha4,800
1,600 HE damage x 3 broadside guns = 4,800.
AP full-salvo alpha6,000
2,000 AP damage x 3 broadside guns = 6,000.
Base HE DPM57,600
4,800 HE full-salvo alpha x 60 / 5 s base reload = 57,600.
Base AP DPM72,000
6,000 AP full-salvo alpha x 60 / 5 s base reload = 72,000.
Base shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Base fires/min2.52
3 HE shells x 60 / 5 s reload x 7% fire chance = 2.52.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 4 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage30,198
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage30,198
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS38
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×1) = 38. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index135
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.

Armor

Hull HP 6,800, 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
Bow6 mm1,300 (19% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm700 (10% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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).
Superstructure6 mm300 (4% 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 HP3,900 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.
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 HP2,300 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.

Balance History

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

Buff ×3Main Battery ×3
2022-08-25

Autumn Update: In the Shadow of Leaves

  • Reload time for torpedo launchers decreased from 40 s to 35 s.
  • Reload time for upgraded main battery decreased from 6.5 s to 5.5 s.
  • HE shell maximum damage for stock main battery increased from 1,450 to 1,550.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Romulus 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.