Rooke
Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Open-water broadside trading
Rooke Community Stats
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Rooke Community Stats
Playstyle
Overview
Rooke is a Tier VI 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. AA (516 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 T6 CAs (59,200 HP) and best HE alpha in T6 CAs (5,350).
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
Open-water broadside trading
Her 381mm shells citadel cruisers on the wrong frame, and her 59,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
15867.0 damage per torpedo, best of T6 BBs.
168.8 m max horizontal dispersion, top decile of T6 BBs. Accurate at range.
5.5°/s turret traverse, top decile of T6 BBs. Tracks fast-rotating targets peers can't keep up with.
31.9 kt, top decile of T6 BBs. Lets you rotate flanks or escape disengagements.
30.6 s reload, worst of T6 BBs. Salvos punish more, but cycle is slower than peers.
16.0 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.
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%
Rooke
Event containers · Anniversary '24 British Crate
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British Battleships Big Crate
2%
Rooke
Early access containers · British Battleships Big Crate
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British Battleships crate
0.02%
Rooke
Early access containers · British Battleships crate
Official WG availability sources
- 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
- Anniversary '24 British Crate 2% · Rooke
- British Battleships Big Crate 2% · Rooke
- British Battleships crate 0.02% · Rooke
Builds Beta
AL Hood, AL Nelson, and AL Queen Elizabeth are useful British battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
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 Rooke sits among Tier VI BBs (27 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 26 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.
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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14376/30·(10−1.6)/1000 + 1.6)·30 = 168.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 168.8 × 0.6 = 101.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 168.8 × 0.369 (σ=1.6) = 62.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 101.3 × 0.369 (σ=1.6) = 37.4 mƒ
180 degrees / 5.5 deg/s traverse speed = 32.7 s.ƒ
9 broadside guns x 60 / 34 s base reload = 15.9.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
48,150 HE full-salvo alpha x 60 / 34 s base reload = 84,971.ƒ
9 HE shells x 60 / 34 s reload x 34% fire chance = 5.4.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2350 × 809^0.69 × 0.381^-1.07 × 836^1.38 = 722.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 519 m/s: 1e-7 × 2350 × 809^0.69 × 0.381^-1.07 × 519^1.38 = 374 mm.ƒ
11,400 AP damage x 9 broadside guns = 102,600.ƒ
102,600 AP full-salvo alpha x 60 / 34 s base reload = 181,059.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (95×3.5×0.7) + (19×3.5×0.75) = 516. 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 19 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 19 + Medium 89 = 108ƒ
Far 19 + Medium 89 + Near 95 = 203ƒ
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.Show 1 more gun family
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
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
See all derived stats
Show
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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.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14376/30·(10−1.6)/1000 + 1.6)·30 = 168.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 168.8 × 0.6 = 101.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 168.8 × 0.369 (σ=1.6) = 62.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 101.3 × 0.369 (σ=1.6) = 37.4 mBattlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.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 × 2350 × 809^0.69 × 0.381^-1.07 × 836^1.38 = 722.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 519 m/s: 1e-7 × 2350 × 809^0.69 × 0.381^-1.07 × 519^1.38 = 374 mm.64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 5.5 deg/s traverse speed = 32.7 s.5,350 HE damage x 9 broadside guns = 48,150.11,400 AP damage x 9 broadside guns = 102,600.48,150 HE full-salvo alpha x 60 / 34 s base reload = 84,971.102,600 AP full-salvo alpha x 60 / 34 s base reload = 181,059.9 broadside guns x 60 / 34 s base reload = 15.9.9 HE shells x 60 / 34 s reload x 34% fire chance = 5.4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 1 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (95×3.5×0.7) + (19×3.5×0.75) = 516. 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) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 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: 6×2 114 mm (6/side) × 60/5 × 1700 = 122,400 + 8×2 152 mm (8/side) × 60/12 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.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.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 52,600 → 59,200 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 |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 2,700 (5% of HP) | Overmatched by 283mm+ (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+ (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+ (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 ×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 | 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 | Magazine detonation1–30% chance · below ~75% HP | Per-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 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.
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 Rooke. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Note that these changes don't apply to battlecruisers such as Rooke and Prinz Heinrich as their design intentionally features thinner-than-standard plating.
Skins & permanent camouflages
Every custom exterior Rooke 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.
