World of Warships: Legends ship guide

Scharnhorst

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
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 accuracy18 km gun rangeImproved HE penSpotter planeWide dispersion
Community Data

Scharnhorst Community Stats

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Playstyle

Overview

Scharnhorst is a Tier VI 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 main battery range in T6 BBs (17.9 km).

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

Turtleback armor

Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.

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 7/27 T6 BBs.

Long gun range

17.88 km main battery reach, best of T6 BBs.

Fast turret traverse

7.2°/s turret traverse, best of T6 BBs. Tracks fast-rotating targets peers can't keep up with.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T6 BBs. Pens hull plates peers' secondaries shatter on.

Wide dispersion

241.3 m max horizontal dispersion, worst of T6 BBs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Scharnhorst

Scharnhorst is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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

  • Super VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
  • Black Friday Crate 2019 2.94% VI Scharnhorst B Event containers · Black Friday Crate 2019
  • Champion's Box 0.615153% VI Scharnhorst B Event containers · Champion's Box · 5 paths combined
    Show 5 paths
    • Champion's Box → Black Friday Crate 20190.2-0.588%
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
Show all 23 containers (20 more)
  • Black Friday Ultimate Crate 0.489804% VI Scharnhorst B Event containers · Black Friday Ultimate Crate → Black Friday Crate 2019
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Ultimate Crate 0.304606% VI Scharnhorst B Event containers · Ultimate Crate · 2 paths combined
    Show 2 paths
    • Ultimate Crate → Black Friday Crate 20190.1-0.294%
    • Ultimate Crate → Super Santa '230.010606%
  • Anniversary '23 German crate 0.25% VI Scharnhorst Event containers · Anniversary '23 German crate
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Winter Big Crate '23 0.133333% Tier VI Premium ship Common containers · Winter Big Crate '23 · 1 of 3 ships
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
  • Back to Belfast Campaign Breakdown Campaign Start: 2022-05-16 · End: 2022-06-19 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Belfast '43 Ship feature / release Start: 2022-05-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Sevastopol Ship feature / release Start: 2025-12-02 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for main-battery dispersion, survivability, secondary utility, torpedo threat, and fire resistance.

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Cohort position

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Where Scharnhorst 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.

BestTraverse-to-turn ratio6.51 × (1/27) BestMain battery range17.88 km (1/27) BestMain battery reload18 s (1/27) BestSecondary HE pen38 mm (1 of 3 tied) BestAP arming threshold47 mm (1/27) BestTorpedo speed64 kt (1 of 2 tied) BestTorpedo reload68 s (1 of 2 tied) Top 10%AP velocity890 m/s (2/27) Top 10%Engine power160,000 hp (3/27) Top 10%Turn-speed retention200 hp/m (3/27) Top 10%Power-to-weight4.13 hp/t (2/27) Top 25%Max speed30 kt (5/27) Top 25%Sigma2 (4/27) Top 25%HE velocity890 m/s (4/27) Top 25%Displacement38,703 t (7/27) Top 25%Citadel belt350 mm (7/26) Top 25%Deck armor150 mm (5/26) Bottom 25%Hit points56,300 HP (23/27) Bottom 25%HE alpha1,700 (24/26) Bottom 25%AA DPS248 (23/27) Bottom 25%AA threat838 (23/27) Bottom 25%End plates25 mm (22/26 / 22/26) WorstMain battery caliber283 mm (27/27) WorstHE shell damage3,200 (27/27) WorstHE fire chance20% (27/27) WorstAP shell damage7,600 (27/27) WorstMain dispersion241.3 m (27/27) WorstAP fuse timer0.01 s (27/27)
See 19 mid-pack stats

Not standouts for Scharnhorst -- 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.

Concealment14.64 km(17/27) Air detection11.71 km(17/27) Rudder shift18.9 s(13/27) Fires per minute6(17/27) HE DPM96,000(20/27) AP DPM228,000(11/27) Secondary DPM (per side)232,048(9/27) Secondary fire chance8%(17/26) Acceleration8.8 s(18/27) Secondary range5 km(15/27) AA range4.5 km(21/27) Repair charges3(13/27) Max armor350 mm(17/27) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value) NormTorpedo range6 km(3 of 5 tied at this value) NormTorpedo damage13,700(3 of 5 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Repair 3Fighter
Survivability
Hit Points56,300
Displacement38,703 t
Armor range13–350 mm
Plate armor thicknesses13, 16, 20, 25, 32, 35, 40, 45, 50, 60, 70, 80, 90, 95, 100, 105, 110, 150, 200, 260, 350 mm
Armor material/layer entries60
Fire resistance30%
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.
28,200
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.
16,900
Main Battery
ModuleArtillery: 283 mm L/54.5 Drh LC/34
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range17.9 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 = (17883/30·(12−2.2)/1000 + 2.2)·30 = 241.3 m
241.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 241.3 × 0.6 = 144.8 m
144.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 241.3 × 0.32 (σ=2) = 77.1 m
77.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 144.8 × 0.32 (σ=2) = 46.3 m
46.3 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ9 broadside guns x 60 / 20 s base reload = 27.
27
HE shells
HE Damage3,200
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
ƒ3,200 HE damage x 9 broadside guns = 28,800.
28,800
Base HE DPM
ƒ28,800 HE full-salvo alpha x 60 / 20 s base reload = 86,400.
86,400
Base fires/min
ƒ9 HE shells x 60 / 20 s reload x 20% fire chance = 5.4.
5.4
AP shells
AP Damage7,600
AP Velocity890 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 (22.4 km), where the shell has slowed to 470.9 m/s: 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 470.9^1.38 = 238.2 mm.
238.2 mm
AP full-salvo alpha
ƒ7,600 AP damage x 9 broadside guns = 68,400.
68,400
Base AP DPM
ƒ68,400 AP full-salvo alpha x 60 / 20 s base reload = 205,200.
205,200
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.
60
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time68 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
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.
38,100
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 range5.0 km
Shell Grouping (σ)1
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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
105 mm L/65 Dop. L. C/31 (×7)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 MPL C/35 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
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 sea14.64 km
Detectability by air11.71 km
Smoke firing penalty10.73 km
Detect after firing main guns14.64 km
Detect Fire Sea16.64 km
Detect Fire Air14.71 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
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 Disp241.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17883/30·(12−2.2)/1000 + 2.2)·30 = 241.3 m
Max Vert Disp144.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 241.3 × 0.6 = 144.8 m
Med Horiz Disp77.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 241.3 × 0.32 (σ=2) = 77.1 m
Med Vert Disp46.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 144.8 × 0.32 (σ=2) = 46.3 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 Far238.2 mm
Same formula at the ship's max firing range (22.4 km), where the shell has slowed to 470.9 m/s: 1e-7 × 2312 × 330^0.69 × 0.283^-1.07 × 470.9^1.38 = 238.2 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 Radius60
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 alpha28,800
3,200 HE damage x 9 broadside guns = 28,800.
AP full-salvo alpha68,400
7,600 AP damage x 9 broadside guns = 68,400.
Base HE DPM86,400
28,800 HE full-salvo alpha x 60 / 20 s base reload = 86,400.
Base AP DPM205,200
68,400 AP full-salvo alpha x 60 / 20 s base reload = 205,200.
Base shells/min27
9 broadside guns x 60 / 20 s base reload = 27.
Base fires/min5.4
9 HE shells x 60 / 20 s reload x 20% fire chance = 5.4.

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 damage76,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage38,100
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)232,048
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) × 60/3.35 × 1200 = 150,448 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400 + 4×1 150 mm (2/side) × 60/7.5 × 1700 = 27,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% 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.

Armor

Hull HP 56,300, 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
Bow25 mm primary (range 25–70 mm)2,000 (4% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 16–350 mm)42,200 (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.
Stern25 mm primary (range 25–90 mm)1,500 (3% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 13–350 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).
Superstructure60 mm primary (range 60–350 mm)5,100 (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 HP28,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 (150 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 (37 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 HP16,900 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.

Shell ballistics chart

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

Historical context

The real Scharnhorst that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassScharnhorst-class battleship (lead ship)
OperatorKriegsmarine (Germany)
Era1939–1943
WarsWorld War II
BuilderKriegsmarinewerft, Wilhelmshaven
Launched3 October 1936
Commissioned7 January 1939
DeploymentsActive in Norway, the Atlantic, and Arctic theatres; one of the most-feared German surface raiders of the early war.

Notable engagements

  • Operation Weserübung (April 1940) — Norwegian campaign; sank carrier HMS Glorious and destroyers Acasta and Ardent in a surface action.
  • Operation Berlin (January–March 1941) — Two-month Atlantic raid with sister ship Gneisenau, sinking 22 Allied merchant ships.
  • Channel Dash (February 1942) — Escaped from Brest through the English Channel to German ports under fierce Allied attack.
  • Battle of the North Cape (26 December 1943) — Lured into an ambush while attacking an Arctic convoy; sunk by HMS Duke of York and supporting forces.

Fate

Sunk 26 December 1943 at the Battle of the North Cape, off Norway. Roughly 1,927 dead; only 36 survivors picked up by Royal Navy destroyers in freezing Arctic waters.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

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.