World of Warships: Legends ship guide

Scharnhorst '43

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
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)Weak AA

Variant of Scharnhorst

Scharnhorst '43 is a variant of Scharnhorst with artillery tweaks, secondary buff, survivability buffs, concealment nerfs, and different consumables.

Show all differences

Artillery

  • main-gun reload22 s+2 sWorse
  • base firing range17,000 m-883 mWorse
  • AP damage7,980+380Better
  • HE damage3,360+160Better

Survivability

  • hit points65,000+8,700Better
  • fire resistance36.6%+6.6%Better

Concealment

  • surface detect14.8 km+0.16 kmWorse
  • air detect12.2 km+0.49 kmWorse
  • smoke-firing detect10.9 km+0.17 kmWorse

Consumables

  • adds Engine Boost (slot 3)
  • loses Observation Seaplane (slot 2)

Secondary

  • secondary range7,000 m+2,000 mBetter
  • secondary battery dispersion: Improved (22.5%) (vs Standard on Scharnhorst)

Torpedoes

  • torpedoes module: Torpedoes: 533 mm Drilling vs Torpedoes: G7a T1
Community Data

Scharnhorst '43 Community Stats

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Playstyle

Overview

Scharnhorst '43 is a Tier VII German torpedo-equipped battleship: she carries deck torpedoes reaching 6 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. 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 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 11/39 T7 BBs.

Fast turret traverse

7.2°/s turret traverse, best of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Flat AP shells

890.0 m/s AP muzzle velocity, best of T7 BBs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

890.0 m/s HE muzzle velocity, top decile of T7 BBs. Flatter trajectory, easier to land at range.

Sensitive AP fuse

47.0 mm AP arming threshold, top decile of T7 BBs. Arms on thinner plates than peers; fewer over-pens against cruisers.

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

  • Halloween '24 crate 5% Scharnhorst '43 Event containers · Halloween '24 crate
  • Halloween '25 crate 0.5% Tier VII Premium ship Event containers · Halloween '25 crate · 1 of 2 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
Show all 5 containers (2 more)
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Bismarck, AL Prinz Heinrich, and AL Scharnhorst are useful German battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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

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Where Scharnhorst '43 sits among Tier VII BBs (39 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 (1/39) BestAP arming threshold47 mm (1/39) Top 10%Concealment14.8 km (2/39) Top 10%Traverse-to-turn ratio6.51 × (3/39) Top 10%Main battery reload19.8 s (2/39) Top 10%HE velocity890 m/s (2/38) Top 10%Displacement38,703 t (4/39) Top 10%Torpedo reload45 s (2/12) Top 25%Rudder shift18.9 s (9/39) Top 25%Sigma2 (7/39) Top 25%Secondary dispersion bracket43.5 (9/39) Top 25%Secondary fire chance12% (7/37) Top 25%Secondary HE pen38 mm (5/37) Top 25%Power-to-weight4.13 hp/t (9/39) Top 25%Secondary range7 km (7/39) Bottom 25%Fires per minute5.45 (32/38) Bottom 25%HE DPM91,636 (32/38) Bottom 25%AP DPM217,636 (31/39) Bottom 25%AA range4.5 km (32/39) Bottom 10%AA DPS248 (38/39) WorstMain battery caliber283 mm (39/39) WorstHE alpha1,600 (37/37) WorstAA threat838 (39/39) 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(21/39) Max speed30 kt(20/39) Air detection12.2 km(15/39) Main battery range17 km(25/39) Main dispersion232.6 m(30/39) Secondary DPM (per side)250,154(13/39) Acceleration8.8 s(17/39) Engine power160,000 hp(15/39) Turn-speed retention200 hp/m(13/39) Torpedo damage14,333(9/12) Torpedo speed64 kt(5/12) Repair charges3(19/39) Max armor350 mm(27/39) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value)

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

Repair 3Engine BoostFighter
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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
32,500
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.
19,500
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17000/30·(12−2.2)/1000 + 2.2)·30 = 232.6 m
232.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 232.6 × 0.6 = 139.6 m
139.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 232.6 × 0.319 (σ=2) = 74.3 m
74.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 139.6 × 0.319 (σ=2) = 44.6 m
44.6 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ9 broadside guns x 60 / 22 s base reload = 24.5.
24.5
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
Base HE DPM
ƒ30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473.
82,473
Installed HE DPM
ƒ30,240 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 91,636.
91,636
Base fires/min
ƒ9 HE shells x 60 / 22 s reload x 20% fire chance = 4.91.
4.91
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 890^1.38 = 573.5 mm. 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: 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 480^1.38 = 244.6 mm.
244.6 mm
AP full-salvo alpha
ƒ7,980 AP damage x 9 broadside guns = 71,820.
71,820
Base AP DPM
ƒ71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873.
195,873
Installed AP DPM
ƒ71,820 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,636.
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 damage13,333 (est.)
Alpha damage40,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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)7×2 105mm
Far aura
DPS
ƒIncludes 45 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
45
Range4.5 km
Medium aura
DPS12
Range3.5 km
Total DPS in Aura
ƒFar 45 + Medium 12 = 57
57
Near aura
DPS40
Range2 km
Total DPS in Aura
ƒFar 45 + Medium 12 + Near 40 = 97
97
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)
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 moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed30 kt
Turning circle radius800 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea14.8 km
Detectability by air12.2 km
Smoke firing penalty10.9 km
Detect after firing main guns14.8 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 · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse7.2 → 8 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp232.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17000/30·(12−2.2)/1000 + 2.2)·30 = 232.6 m
Max Vert Disp139.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 232.6 × 0.6 = 139.6 m
Med Horiz Disp74.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 232.6 × 0.319 (σ=2) = 74.3 m
Med Vert Disp44.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 139.6 × 0.319 (σ=2) = 44.6 m
AP Pen Close573.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 890^1.38 = 573.5 mm. 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: 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 480^1.38 = 244.6 mm.
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.
Base HE DPM82,473
30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473.
Base AP DPM195,873
71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873.
Installed HE DPM91,636
30,240 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 91,636.
Installed AP DPM217,636
71,820 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,636.
Base shells/min24.5
9 broadside guns x 60 / 22 s base reload = 24.5.
Installed shells/min27.3
9 broadside guns x 60 / 19.8 s installed Artillery reload = 27.3.
Base fires/min4.91
9 HE shells x 60 / 22 s reload x 20% fire chance = 4.91.
Installed fires/min5.45
9 HE shells x 60 / 19.8 s installed reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage39,999
per-side salvo x per-torpedo simulated damage.

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.
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 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
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.