World of Warships: Legends ship guide

Scharnhorst '43

Also called: 沙恩霍斯特43 · Scharnhorst ’43 Beta
Germany · Tier VII · Battleship · Premium · Scharnhorst 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, then use the speed advantage at 30 kn to…
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
2 sigma accuracyStrong secondaries (7 km)Improved HE penStealthy (14.8 km)Engine BoostWeak AA
On this page
Community Data

Scharnhorst '43 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Scharnhorst '43: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Scharnhorst '43 is a Tier VII German 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best turret traverse rate in T7 BBs (7.2) and best AP shell velocity in T7 BBs (890).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 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.

Potato Avoidance

Using the 30-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

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 15/49 T7 BBs.

Engine Boost

+8% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 BBs.

ELITE MAIN BATTERY
  • Fast turret traverse · 7.2°
  • Flat AP shells · 890.0 m
  • Sensitive AP fuse · 47.0 mm
  • Flat HE shells · 890.0 m
Punch-through secondaries

38.0 mm best HE pen across secondary families, top decile of T7 BBs. Pens hull plates peers' secondaries shatter on.

Small-caliber secondaries

1600.0 max HE alpha per secondary shell, bottom decile of T7 BBs. Per-shell damage runs below peers'.

Acquisition

How to get Scharnhorst '43

Scharnhorst '43 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.

Best listed chance for this ship

Show all 5 containers (2 more)
  • Mystic Lantern 0.074419% Tier VII Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 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 Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL BismarckAL Prinz HeinrichAL Scharnhorst

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Scharnhorst '43 sits among Tier VII BBs (49 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.

BestAP velocity890 m/s (1/49) BestAP arming threshold47 mm (1/49) Top 10%Concealment14.8 km (2/49) Top 10%Traverse-to-turn ratio6.51 × (3/49) Top 10%Main battery reload19.8 s (2/49) Top 10%HE velocity890 m/s (2/48) Top 10%Displacement38,703 t (4/49) Top 10%Torpedo reload45 s (2/16) Top 25%Rudder shift14.6 s (11/49) Top 25%Sigma2 (7/49) Top 25%Secondary dispersion bracket43.5 (11/49) Top 25%Secondary fire chance12% (9/46) Top 25%Secondary HE pen38 mm (7/46) Top 25%Acceleration33.4 s (9/49) Top 25%Power-to-weight4.13 hp/t (11/49) Top 25%Secondary range7 km (9/49) Bottom 25%Fires per minute5.45 (41/48) Bottom 25%HE DPM91,636 (40/48) Bottom 25%AP DPM217,636 (38/49) Bottom 25%Main dispersion232.6 m (39/49) Bottom 25%Effective HE DPM (incl. fire)132,063 (43/48) Bottom 25%AA range4.5 km (39/49) Bottom 10%AP pen at 10 km365 mm (46/48) Bottom 10%AA DPS248 (48/49) WorstMain battery caliber283 mm (49/49) WorstHE alpha1,600 (46/46) WorstAA threat838 (49/49) WorstTorpedo range6 km (1 of 5 tied)
See 17 mid-pack stats

Not standouts for Scharnhorst '43 -- 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 points65,000 HP(25/49) Max speed30 kt(29/49) Air detection12.2 km(19/49) Main battery range17 km(29/49) Secondary DPM (per side)250,154(16/49) Engine power160,000 hp(21/49) Turn-speed retention200 hp/m(18/49) Flak per wave (expected)1,575(17/49) Torpedo damage≈13,333(11/16) Torpedo speed64 kt(7/16) Repair charges3(24/49) Max armor350 mm(35/49) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points65,000
Displacement38,703 t
Armor range13–350 mm
Plate armor thicknesses13, 16, 20, 26, 32, 35, 40, 45, 50, 60, 70, 80, 90, 95, 100, 105, 110, 150, 200, 260, 350 mm
Armor material/layer entries60
Fire resistance36.6%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 283 mm L/54.5 Drh LC/34
Mounts / barrels3 mounts / 9 barrels
Reload time22 s
Firing range17 km
Turret traverse7.2 °/s
AP pen max range272 mm
HE fire DPM vs T7 BB36415
Effective HE DPM vs T7 BB118887
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1700030·122.21000+2.2)·30=232.6m
232.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =232.6·0.6=139.6m
139.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =232.6·0.319(σ=2)=74.3m
74.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =139.6·0.319(σ=2)=44.6m
44.6 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 22 s base reload = 24.5. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 19.8 s all-upgrades reload = 27.3.
Initial: 24.5 → 27.3
HE shells
HE Damage3,360
HE Velocity890 m/s
Fire Chance20%
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,360 HE damage x 9 broadside guns = 30,240.
30,240
HE DPM
ƒZero upgrades: 30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473. All upgrades (Main Battery Mod. 3 = -10% reload): 30,240 HE full-salvo alpha x 60 / 19.8 s all-upgrades reload = 91,636.
Initial: 82,473 → 91,636
Fires/min
ƒZero upgrades: 24.5 shells/min x 20% fire chance = 4.91. All upgrades (Main Battery Mod. 3 = -10% reload): 27.3 shells/min x 20% fire chance = 5.45.
Initial: 4.91 → 5.45
AP shells
AP Damage7,980
AP Velocity890 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2312·3300.69·0.2831.07·8901.38=573.5mm. Matches the in-game spec card.
573.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.2 km), where the shell has slowed to 480 m/s: P=107·2312·3300.69·0.2831.07·4801.38=244.6mm.
244.6 mm
AP full-salvo alpha
ƒ7,980 AP damage x 9 broadside guns = 71,820.
71,820
AP DPM
ƒZero upgrades: 71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873. All upgrades (Main Battery Mod. 3 = -10% reload): 71,820 AP full-salvo alpha x 60 / 19.8 s all-upgrades reload = 217,636.
Initial: 195,873 → 217,636
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.
70
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time45 s
Projectile speed64 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=40,000·0.333=13,333.
≈ 13,333
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
14,333
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6=7.8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Torpedo flood 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. Not shown on the in-game port screen.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,333 = 39,999.
39,999
AA Defense
AA mount points23
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (40×3.5×0.7) + (45×3.5×0.75) = 248. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
248
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 3810×1 20mm
20 mm Flakvierling 385×4 20mm
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 118 from dual-purpose secondaries firing as AA in this range band.
118
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.75 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range3.5 km
Total DPS in Aura
ƒFar 118 + Medium 32 = 150
150
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.7 hit probability = 98 - the same in-game units as the Close-range AA DPS headline.
98
Range2 km
Total DPS in Aura
ƒFar 118 + Medium 32 + Near 98 = 248
248
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts15
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 7 km
ƒ7 km × 43.5 + 30 = 334.5 m.
334.5 m
105 mm L/65 Dop. L. C/31 (×7) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.12 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance8%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time6.5 s
HE Damage1,600
Muzzle Velocity875 m/s
Fire Chance12%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 MPL C/35 (×4)
Caliber150 mm
Reload time6.5 s
HE Damage1,600
Muzzle Velocity875 m/s
Fire Chance12%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power160,000 hp
Maximum speed30 kt
Turning circle radius800 m
Rudder shift time14.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
33.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
52.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144800=1.11°/s, so ratio=ωturretωhull=7.21.11=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea14.8 km
Detectability by air12.2 km
Smoke firing penalty10.9 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.8 km
Detect Fire Sea16.8 km
Detect Fire Air15.2 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,100 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 27,300 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 325 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (65,000 HP) per second = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

See all derived stats

Show

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

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
Max Horiz Disp232.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1700030·122.21000+2.2)·30=232.6m
Shell scatter width @ 5 km115 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 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 km213 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp139.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =232.6·0.6=139.6m
Shell scatter height @ 10 km84.9 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.
Med Horiz Disp74.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =232.6·0.319(σ=2)=74.3m
Med Vert Disp44.6 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =139.6·0.319(σ=2)=44.6m
AP Pen Close573.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2312·3300.69·0.2831.07·8901.38=573.5mm. Matches the in-game spec card.
AP Pen Far244.6 mm
Same formula at the ship's max firing range (21.2 km), where the shell has slowed to 480 m/s: P=107·2312·3300.69·0.2831.07·4801.38=244.6mm.
AP pen 5 km462 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km365 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km294 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration71 mm
71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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 ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch19 mm
floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius70
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha30,240
3,360 HE damage x 9 broadside guns = 30,240.
AP full-salvo alpha71,820
7,980 AP damage x 9 broadside guns = 71,820.
HE DPMInitial: 82,473 → 91,636
Zero upgrades: 30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473. All upgrades (Main Battery Mod. 3 = -10% reload): 30,240 HE full-salvo alpha x 60 / 19.8 s all-upgrades reload = 91,636.
AP DPMInitial: 195,873 → 217,636
Zero upgrades: 71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873. All upgrades (Main Battery Mod. 3 = -10% reload): 71,820 AP full-salvo alpha x 60 / 19.8 s all-upgrades reload = 217,636.
Shells/minInitial: 24.5 → 27.3
Zero upgrades: 9 broadside guns x 60 / 22 s base reload = 24.5. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 19.8 s all-upgrades reload = 27.3.
Fires/minInitial: 4.91 → 5.45
Zero upgrades: 24.5 shells/min x 20% fire chance = 4.91. All upgrades (Main Battery Mod. 3 = -10% reload): 27.3 shells/min x 20% fire chance = 5.45.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage79,998
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,333 = 79,998.
Per-side salvo damage39,999
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,333 = 39,999.

AA defense

Close-range AA DPS248
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (40×3.5×0.7) + (45×3.5×0.75) = 248. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index838
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km334.5 m
7 km × 43.5 + 30 = 334.5 m.
Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Secondary DPM (per side)250,154
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: 7×2 105 mm (7/side) × 60/3.12 × 1200 = 161,538 + 4×2 150 mm (4/side) × 60/6.5 × 1600 = 59,077 + 4×1 150 mm (2/side) × 60/6.5 × 1600 = 29,538. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 150 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Scharnhorst '43 can equip, from in-game data.

  • Scharnhorst '43 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.