World of Warships: Legends ship guide

Also known as S. Thunder

Scarlet Thunder

Also called: 猩红雷霆 Beta
U.K. · Tier VIII · Battleship · Premium · Duncan Variant
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Pressing Enhanced Secondary Targeting before you have somewhere to be
Key characteristics
419 mm AP overmatchHeavy HE shellsHigh HE / fire outputImproved HE penDefensive AASlow heal cycle
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Community Data

Scarlet Thunder Community Stats

Across 1,400+ Standard battles from 87 players, Scarlet Thunder averages a 64% win rate, 82,800 damage and 0.8 kills per battle, and survives 43% of them.

Community Data

Scarlet Thunder Community Stats

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Playstyle

Overview

Scarlet Thunder is a Tier VIII British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: deep effective HP in T8 BBs (123,328, 3rd of 33) and top speed in T8 BBs (32 kt, 7th of 33). The trade is worst Repair Party reload in T8 BBs (120 s, 32nd of 33).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 32 kn you are among the quicker hulls in the cohort, so a flank that collapses is one you can still leave - commit harder than the speed-limited battleships around you. The helm answers quickly (13.1 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Pressing Enhanced Secondary Targeting before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 9/33 T8 BBs.

Deep effective HP ↗

123328 effective HP once Repair Party is counted, top decile of T8 BBs. Absorbs more total punishment than the raw HP pool suggests.

Fast for the class ↗

32 kt, top decile of T8 BBs. Lets you rotate flanks or escape disengagements.

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 7200 damage
  • Big-caliber AP overmatch · 29.3 mm
Slow heal cycle ↗

120 s Repair Party reload, worst of T8 BBs. Heals come off cooldown slower than peers.

Stiff AP fuse ↗

70 mm AP arming threshold, bottom decile of T8 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Scarlet Thunder

Scarlet Thunder is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Retrofuturism Box 1% Retrofuturism Premium Ship Event · Retrofuturism Box · 1 of 2 ships
  • Retrofuturism Box '26 0.666667% One of these ships Event · Retrofuturism Box '26 · 1 of 3 ships
Official WG availability sources
Show direct source rows

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.

Open in Build Tool →

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 Scarlet Thunder sits among Tier VIII BBs (32 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.

BestRudder shift13.1 s (1/33) BestAA range5.2 km (1 of 11 tied) Top 10%Fires per minute8.64 (4/31) Top 10%Effective HE DPM (incl. fire)200,424 (4/31) Top 10%Repair heal rate1.6 %/s (3/33) Top 25%Max speed32 kt (7/33) Top 25%Main battery caliber419 mm (6/33) Top 25%HE DPM129,600 (8/31) Top 25%AA DPS713 (5/33) Top 25%AA threat2,304 (8/33) Bottom 25%Smoke fire bloom15.47 km (28/33) Bottom 25%AP DPM207,000 (28/33) Bottom 25%Time to 90% speed36.1 s (29/33) Bottom 25%AP arming threshold70 mm (29/33) Bottom 10%AP velocity747 m/s (31/33) Bottom 10%HE velocity792 m/s (29/31) ShortestAP fuse timer0.015 s (1 of 3 tied) WorstFlak damage per salvo (expected)825 (33/33) WorstNo torpedoes (26 of 33 in cohort) WorstRepair charges2 (1 of 9 tied)
See 27 mid-pack stats

Not standouts for Scarlet Thunder -- 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 points75,200 HP(17/33) Concealment15.63 km(14/33) Air detection12.5 km(12/33) Turning circle910 m(22/33) Main battery range17.15 km(20/33) Main battery reload30 s(13/33) Sigma1.9(11/33) Main dispersion231.5 m(19/33) Secondary DPM (per side)265,072(15/33) Secondary HE alpha1,900(19/31) Secondary fire chance8%(19/31) Secondary HE pen22 mm(24/31) Acceleration (0-12 kt)13.4 s(14/33) Engine power160,000 hp(16/33) Power / turn radius175.8 hp/m(18/33) Displacement54,390 t(15/33) Power-to-weight2.94 hp/t(15/33) AP pen at 10 km615 mm(17/33) Secondary range5.2 km(17/33) Max armor356 mm(25/33) Citadel belt356 mm(13/31) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP ricochet start45°(29 of 33 tied at this value) NormAP auto-bounce angle60°(29 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points75,200
Displacement54,390 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
262.7 x 32.29 m
Armor range10–356 mm
Plate armor thicknesses10, 19, 20, 25, 32, 44, 50, 51, 76, 83, 102, 108, 114, 127, 152, 178, 203, 229, 254, 305, 356 mm
Armor material/layer entries74
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 75,200 HP = 13,536 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 75,200 HP = 15,040 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
37,600
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.
22,600
Effective HP
ƒBase 75,200 HP plus everything Repair Party can restore: 0.016 of max HP per second (1.6%) × 20 s × 75,200 HP = 24,064 HP per charge, × 2 charges = 48,128 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
83,556–123,328
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,700 = 11,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,000 = 14,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 56,400 = 112,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
56,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,600 = 13,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 419 mm/45 Mk II
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.1 km
Turret traverse5 °/s
Turret armor381 mm
Turret traverse arcs
ƒHow 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.
2x ±150°, ±149°
Guns to bear
ƒ180° − 159° (the most restricted aft-facing mount's arc) = 21° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
21° off bow / 31° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.1 km) shells land in an ellipse about 231 m wide and 139 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1715030·12−21000+2)·30=231.5m
231.5 m at 17.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =231.5·0.6=138.9m
138.9 m at 17.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =231.5·0.61.9=73.1m
73.1 m at 17.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =138.9·0.61.9=43.9m
43.9 m at 17.1 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 20.
Initial: 18 → 20
HE shells
HE alpha7,200
HE Velocity792 m/s
Fire Chance48%
HE fire DPM vs T8 BB70824
Effective HE DPM vs T8 BB200424
HE penetration
ƒ105 mm ≈ 419 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
105 mm
HE full-salvo alpha
ƒ7,200 HE damage x 9 broadside guns = 64,800.
64,800
HE DPM
ƒZero upgrades: 64,800 HE full-salvo alpha x 60 / 30 s base reload = 129,600. All upgrades (Main Battery Mod. 3 = -10% reload): 64,800 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 144,000.
Initial: 129,600 → 144,000
Fires/min
ƒZero upgrades: 18 shells/min × 0.48 (48% fire chance) = 8.64. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min × 0.48 (48% fire chance) = 9.6.
Initial: 8.64 → 9.6
AP shells
AP alpha11,500
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold70 mm
AP pen max range532 mm
AP overmatch
ƒfloor(419 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
29 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2548·11570.69·0.419−1.07·7471.38=775mm.
775 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 568.8 m/s: P=10−7·2548·11570.69·0.419−1.07·568.81.38=532.1mm.
532.1 mm at 17.1 km
AP full-salvo alpha
ƒ11,500 AP damage x 9 broadside guns = 103,500.
103,500
AP DPM
ƒZero upgrades: 103,500 AP full-salvo alpha x 60 / 30 s base reload = 207,000. All upgrades (Main Battery Mod. 3 = -10% reload): 103,500 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 230,000.
Initial: 207,000 → 230,000
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.
300
AA Defense
AA mount points40
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm Bofors Mk IV12×2 40mm
40 mm/39 QF Mark VIII6×8 40mm
20 mm Oerlikon Mk IV12×1 20mm
20 mm Oerlikon Mk V10×2 20mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
134 mm/50 Mk I (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 134mm
Outer Far aura
Guns134 mm/50 Mk I (DP)
Continuous DPS
ƒEffective 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 42 from dual-purpose secondaries firing as AA in this range band.
42
Range5.2 km
Inner Far aura
Guns114 mm/45 Mark II BD (DP)
Continuous DPS
ƒEffective 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 60 from dual-purpose secondaries firing as AA in this range band.
60
Range5 km
Total DPS in Aura
ƒOuter Far 42 + Inner Far 60 = 102
102
Outer Medium aura
Guns40 mm Bofors Mk IV
Continuous DPS
ƒEffective DPS: 125 raw aura damage × 3.5 × 0.75 hit probability = 328 - the same in-game units as the Close-range AA DPS headline.
328
Range3.5 km
Total DPS in Aura
ƒOuter Far 42 + Inner Far 60 + Outer Medium 328 = 430
430
Inner Medium aura
Guns40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 55 raw aura damage × 3.5 × 0.75 hit probability = 144 - the same in-game units as the Close-range AA DPS headline.
144
Range2.5 km
Total DPS in Aura
ƒOuter Far 42 + Inner Far 60 + Outer Medium 328 + Inner Medium 144 = 574
574
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 57 raw aura damage × 3.5 × 0.7 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range2 km
Total DPS in Aura
ƒOuter Far 42 + Inner Far 60 + Outer Medium 328 + Inner Medium 144 + Near 140 = 714
714
Flak
AA explosions
ƒEach ~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 × 220 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.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
AA explosions
ƒEach ~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 × 220 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.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts14
Firing range5.2 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7.7 + 4.3 = 12. 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.
12
Secondary DPM (per side)
ƒSum 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: 8×2 114 mm (8/side) × 60/5 s × 1700 = 163,200 + 6×2 134 mm (6/side) × 60/6.714 s (6.67 s = 47 ticks) × 1900 = 101,872. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
265,072
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 12 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 98,115. 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.
98,115
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 265,072 + secondary fire DPM 98,115 = 363,188: shell damage plus fire damage against one T8 battleship, every shell hitting.
363,188
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 @ 5.2 km
ƒ5.2 km × 57 + 30 = 326.4 m.
326.4 m
114 mm/45 Mark II BD (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 7.7. 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.
7.7
HE Pen19 mm
Show 1 more gun family
134 mm/50 Mk I (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber134 mm
Reload time6.67 s
HE alpha1,900
Muzzle Velocity792 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6.714 s (6.67 s = 47 ticks) × 0.08 (8% fire chance) = 4.3. 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.
4.3
HE Pen22 mm
Maneuverability
Engine power160,000 hp
Maximum speed32.0 kt
Turning circle radius910 m
Rudder shift time13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 kt
Crash stop
ƒSeconds 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.
40.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
36.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
57.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.0 = +1.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.63 km x 0.955 = 14.93 km. Camouflage does not change detectability by air.
15.63 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.63 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.93 km.
14.93 km
Detectability by air12.5 km
Smoke firing penalty15.47 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.63 km) = 17.15 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.15 km
Detect when firing (air)
ƒAir detectability 12.5 km + gun-firing bloom 8.38 km = 20.88 km. The bloom tracks main-battery caliber 419 mm × 0.020 = 8.38 km.
20.88 km
Detect when on fire (sea)
ƒSea detectability 15.63 km + 2.0 km while burning = 17.63 km.
17.63 km
Detect when on fire (air)
ƒAir detectability 12.5 km + 3.0 km while burning = 15.5 km.
15.5 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 24,064 HP (32% of max HP) total heal (per charge)
ƒ0.016 of max HP per second (1.6%) × 20 s effective active time = 0.32 of max HP × 75,200 HP = 24,064 HP: up to 32% of max HP restored per charge.
· 48,128 HP (64% of max HP) total heal (all charges)
ƒ0.32 of max HP per charge × 2 charges = 0.64 × 75,200 HP = 48,128 HP: up to 64% of max HP if the whole Repair Party loadout is used.
· 1,203 HP/s (1.6% of max HP) heal per second
ƒ0.016 (1.6% of max HP) × 75,200 HP = 1,203 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

Under the hood

Show ▾

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

vs standard BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.
Shell scatter width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 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.
Shell scatter height @ 5 km41.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17150=8575 m, and radiusOnMax=0.6 at 17150 m. Below the kink: k=0.2+(0.5−0.2)·50008575=0.3749, so σV=σH·k=110·0.3749=41.2m.
Shell scatter height @ 10 km82.7 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17150=8575 m, and radiusOnMax=0.6 at 17150 m. Above the kink: k=0.5+(0.6−0.5)·10000−857517150−8575=0.5166, so σV=σH·k=160·0.5166=82.7m.
Shell scatter height @ 15 km120.7 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17150=8575 m, and radiusOnMax=0.6 at 17150 m. Above the kink: k=0.5+(0.6−0.5)·15000−857517150−8575=0.5749, so σV=σH·k=210·0.5749=120.7m.
AP pen 5 km689 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2548·11570.69·0.419−1.07·685.71.38=689mm, where 685.7 m/s is the shell's speed when it arrives at 5 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km615 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2548·11570.69·0.419−1.07·631.51.38=615mm, where 631.5 m/s is the shell's speed when it arrives at 10 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km554 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2548·11570.69·0.419−1.07·585.71.38=554mm, where 585.7 m/s is the shell's speed when it arrives at 15 km (from 747 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.23 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.31·0.41928·995=2.15×10−5. That runs from a 792 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.
AP flight time @ 10 km5.29 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2353·0.41928·1157=1.4×10−5. That runs from a 747 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~104mm armor instead of ~69mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,548
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,157 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2353
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity747 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range42
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 6x8 -> 144 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 12x2 -> 328 DPS @ 3.5 km; 20mm Oerlikon MK4 12x1 -> 76 DPS @ 2 km; 20mm Oerlikon MK V 10x2 -> 63 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 60 DPS @ 5 km; 5 25in 50 RP10 Mk Istar 6x2 -> 42 DPS @ 5.2 km.
AA DPS layered by range42 DPS @ 5.2 km, 102 DPS @ 5 km, 430 DPS @ 3.5 km, 574 DPS @ 2.5 km, 713 DPS @ 2 km
@ 5.2 km: 42 from one family; @ 5 km: 60 + 42 = 102; @ 3.5 km: 328 + 60 + 42 = 430; @ 2.5 km: 144 + 328 + 60 + 42 = 574; @ 2 km: 144 + 328 + 76 + 63 + 60 + 42 = 713. 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.
AA DPS at point-blank713
144 + 328 + 76 + 63 + 60 + 42 = 713 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2304
144 × 2.5 + 328 × 3.5 + 76 × 2 + 63 × 2 + 60 × 5 + 42 × 5.2 = 2304. 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 @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha1900
max(1700 (114 mm), 1900 (134 mm)) = 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
max(8% (114 mm), 8% (134 mm)) = 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 114 mm family.
Max HE pen22 mm
max(19 mm (114 mm), 22 mm (134 mm)) = 22 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: 22 mm from the 134 mm family.
Open in Charting Tool

Ship Charts

Background

With her retro-futuristic design, Scarlet Thunder is an engineering marvel that embodies the latest technological advances.

Armor Beta

Hull HP 75,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel356 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–152 mm)5,700 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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)19 mm primary (range 19–356 mm)56,400 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 25–127 mm)3,300 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 10–356 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.
Superstructure19 mm primary (range 19–305 mm)6,600 (9% 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 HP37,600 magazine HPTurret knocked outPer-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 (134 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 HP22,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Scarlet Thunder can equip.

  • Scarlet Thunder 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.