Rooke
Also called: 鲁克 Beta- Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 31.9 kn to rotate to the cap that needs a second battleship rather than the one your team already has
- Avoid: Using the 31.9-kn speed to push rather than to rotate
On this page
Rooke Community Stats
Across 4,600+ Standard battles from 220+ players, Rooke averages a 62% win rate, 67,600 damage and 1.1 kills per battle, and survives 36% of them.
Rooke Community Stats
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Rooke Community Stats
Record History
Playstyle
Overview
Rooke is a Tier VI British fast battleship at 31.9 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. She also packs the super-heal (1.2%/s, for 20 s, every 80 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 alpha in T6 BBs (14,767, 1st of 6) and surface detection in T6 BBs (14.1 km, 2nd of 32). The trade is short gun range in T6 BBs (15.8 km, 29th of 32).
Positioning
Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 31.9 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. A 950 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.
Potato Avoidance
Using the 31.9-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
+8% speed (about +2.6 kt), 120 s duration. Engine Boost takes her to 34.5 kt, faster than 34 of 47 T6 cruisers - enough to run down most cruisers or pull away from them, though destroyers still outpace her. Uncommon in T6 BBs.
- Heavy torpedoes · 14767 damage
- Module-wrecking torpedoes · 1100 torpedo
14.1 km surface detect, top decile of T6 BBs. Stays dark longer.
- Fast for the class · 31.9 kt
- Quick acceleration
15.8 km main battery reach, bottom quartile of T6 BBs. Outranged by peers; close distance or lean on terrain.
16 mm bow, bottom decile of T6 BBs. Bow-on doesn't save you against same-tier guns.
How to get Rooke
Rooke is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 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.
History: Early Access Oct 2023 – Nov 2023 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.K. tech-tree branch diagram
Rooke 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
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Anniversary '24 British crate
2%
VI Rooke
Event · Anniversary '24 British crate
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British Battleships Big Crate
2%
Rooke
Archived · British Battleships Big Crate
-
British Battleships crate
0.02%
Rooke
Archived · British Battleships crate
Show direct source rows
- Anniversary '24 British crate 2% · VI Rooke
- British Battleships Big Crate 2% · Rooke
- British Battleships crate 0.02% · Rooke
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.
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 Rooke sits among Tier VI BBs (31 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 29 mid-pack stats
Not standouts for Rooke -- 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.
Peers in this cohort
Compare Tier VI BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 152° (the most restricted forward-facing mount's arc) = 28° 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.ƒ
In practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (15.8 km) than a standard battleship: about 181 m wide × 109 m tall, against 218 m × 131 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 5.5 deg/s traverse speed = 32.7 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 34 s base reload = 15.9. All upgrades (top gun): 9 broadside guns x 60 / 31 s all-upgrades reload = 17.4.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,350 HE damage x 9 broadside guns = 48,150.ƒ
Zero upgrades: 48,150 HE full-salvo alpha x 60 / 34 s base reload = 84,971. All upgrades (top gun): 48,150 HE full-salvo alpha x 60 / 31 s all-upgrades reload = 93,194.ƒ
Zero upgrades: 15.9 shells/min × 0.34 (34% fire chance) = 5.4. All upgrades (top gun): 17.4 shells/min × 0.34 (34% fire chance) = 5.92.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 560.8 m/s: .ƒ
11,200 AP damage x 9 broadside guns = 100,800.ƒ
Zero upgrades: 100,800 AP full-salvo alpha x 60 / 34 s base reload = 177,882. All upgrades (top gun): 100,800 AP full-salvo alpha x 60 / 31 s all-upgrades reload = 195,097.ƒ
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.ƒ
Most 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: . 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.ƒ
44,300 warhead alpha / 3 + 1,100 blast = 15,867. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.65 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 50 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 76 × 3.5 × 0.75 = 200 → 89 × 3.5 × 0.75 = 234. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 50 + Medium 234 = 284ƒ
Initial: 37 × 3.5 × 0.7 = 91 → 95 × 3.5 × 0.7 = 233. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 50 + Medium 234 + Near 233 = 517ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 180 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 3.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.ƒ
Sum of each gun family's fires/min (per side): 5.8 + 3.6 = 9.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 114 mm (6/side) × 60/5 s × 1700 = 122,400 + 8×2 152 mm (8/side) × 60/12 s × 2150 = 86,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 9.4 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 69,995. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 208,400 + secondary fire DPM 69,995 = 278,395: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
6×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 5.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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8×2 barrels / 2 sides × 60 / 12 s × 0.09 (9% fire chance) = 3.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 31.9 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (28.7 kt of 31.9 kt).ƒ
Time to reach 99% of top speed (31.6 kt of 31.9 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.ƒ
With the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5.5 − 3.9 = +1.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.1 km x 0.955 = 13.47 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.47 km.ƒ
max(main battery range, sea detectability 14.1 km) = 15.81 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.28 km + gun-firing bloom 7.62 km = 18.9 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.ƒ
Sea detectability 14.1 km + 2.0 km while burning = 16.1 km.ƒ
Air detectability 11.28 km + 3.0 km while burning = 14.28 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 14,800 HP (25% of max HP) total heal (per charge) ƒ
0.0125 of max HP per second (1.25%) × 20 s effective active time = 0.25 of max HP × 59,200 HP = 14,800 HP: up to 25% of max HP restored per charge.ƒ
0.25 of max HP per charge × 2 charges = 0.5 × 59,200 HP = 29,600 HP: up to 50% of max HP if the whole Repair Party loadout is used.ƒ
0.0125 (1.25% of max HP) × 59,200 HP = 740 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
Show
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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
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 181 / 218 m − 1 = -17%, vertical 109 / 131 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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.(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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: at 0 m, at m, and at 15813.6 m. Below the kink: , so .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: at 0 m, at m, and at 15813.6 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15813.6 m. Above the kink: , so .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 , where 731.5 m/s is the shell's speed when it arrives at 5 km (from 836 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 642.9 m/s is the shell's speed when it arrives at 10 km (from 836 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 571.2 m/s is the shell's speed when it arrives at 15 km (from 836 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE 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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 836 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 836 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (61.0 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8010 m / (61.0 kt × 2.6855) = 48.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 1 tubes.4 wing tubes / 2 = 2: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 4x4 -> 93 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 4x8 -> 93 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 2x8 -> 47 DPS @ 2.5 km; 20mm Oerlikon MK4 8x1 -> 58 DPS @ 2 km; 20mm Oerlikon MK V 16x2 -> 116 DPS @ 2 km; 20mm Oerlikon MK4 8x1 -> 58 DPS @ 2 km; 114mm 45 MKIII 6x2 -> 50 DPS @ 5 km.@ 5 km: 50 from one family; @ 2.5 km: 93 + 93 + 47 + 50 = 283; @ 2 km: 93 + 93 + 47 + 58 + 116 + 58 + 50 = 515. 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.93 + 93 + 47 + 58 + 116 + 58 + 50 = 515 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).93 × 2.5 + 93 × 2.5 + 47 × 2.5 + 58 × 2 + 116 × 2 + 58 × 2 + 50 × 5 = 1296. 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 firepower
max(1700 (114 mm), 2150 (152 mm)) = 2150. Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.max(8% (114 mm), 9% (152 mm)) = 9%. 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(19 mm (114 mm), 25 mm (152 mm)) = 25 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.Ship Charts
Background
The K2 and K3 battlecruiser projects, presented in 1920, were deemed to be unfeasible due to their huge size. The designers of these projects later came up with the J3 version: a smaller variant of the ship, armed with nine 15-inch (381 mm) guns housed in three turrets and with her displacement reduced by 10,000 metric tons. Such a ship could use any dock fit for Hood and could also pass through the important Suez or Panama Canals.
Armor Beta
Hull HP 52,600 → 59,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 2,700 (5% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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 16–305 mm) | 44,400 (75% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 | 16 mm primary (range 16–305 mm) | 1,700 (3% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 26–305 mm) | ≈ 165,500 (effectively 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. |
| Superstructure | 26 mm primary (range 26–254 mm) | 4,800 (8% 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 HP | 29,600 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (152 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 (40 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 | 17,800 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 Rooke. Cards are condensed; use each source link for full context.
MINISTRY OF BALANCE: ALL HALLOWS' OVERHAUL
- Stock hull rudder-shift time reduced from 27.13 to 25.75 seconds.
- Upgraded hull rudder-shift time reduced from 19.38 to 18.0 seconds.
- AP shell maximum damage reduced from 11,400 to 11,200.
- Improved Repair Party:
- Number of charges reduced from 3 to 2.
- Duration reduced from 28 to 20 seconds.
- Amount of HP recovered per second increased from 0.5 to 1.25%.
- Ship trait "Compromising" replaced with "Greater Heal".
Skins & permanent camouflages
Every custom exterior Rooke can equip.
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.
