Schill
Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Trading the super-heal advantage in open water
Schill Community Stats
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Schill Community Stats
Playstyle
Overview
Schill is a Tier VII German super-cruiser: a battleship-sized hull with a 283mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.6%/s, for 28 s, every 60 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Sonar (6.2 km on ships and 4.3 km on torpedoes, 118 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. 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 Sonar ship range in T7 CAs (6.2 km) and best Sonar duration in T7 CAs (118 s).
Positioning
Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
604.6 mm AP pen at 1.5 km, top decile of T7 CAs. Citadels broadside cruisers up close.
19.8 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.
256.4 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.
38.0 mm best HE pen across secondary families, best of T7 CAs. Pens hull plates peers' secondaries shatter on.
16.2 s rudder shift, bottom decile of T7 CAs. Hard to dodge incoming AP; lean on island cover.
71111 HE DPM, bottom decile of T7 CAs. Don't bank on burn pressure.
How to get Schill
Schill 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
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Chest of Rarities
0.2%
Tier VII Premium ship
Event containers · Chest of Rarities · 1 of 15 ships
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Piñata Chest
0.02%
Tier VII Premium ship
Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
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Mystic Lantern
0.02%
Superprize: Premium Ship
Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Chest of Rarities 0.2% · Tier VII Premium ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
Builds Beta
Build for accuracy, reload, Sonar utility, survivability, and torpedo threat.
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 Schill sits among Tier VII CAs (46 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 20 mid-pack stats
Not standouts for Schill -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15610/30·(8−1.1)/1000 + 1.1)·30 = 140.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.7 × 0.6 = 84.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.7 × 0.32 (σ=2) = 45 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.4 × 0.32 (σ=2) = 27 mƒ
180 degrees / 9 deg/s traverse speed = 20 s.ƒ
6 broadside guns x 60 / 18 s base reload = 20.HE shells
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71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
3,200 HE damage x 6 broadside guns = 19,200.ƒ
19,200 HE full-salvo alpha x 60 / 18 s base reload = 64,000.ƒ
19,200 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 71,111.ƒ
6 HE shells x 60 / 18 s reload x 20% fire chance = 4.AP shells
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floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2562 × 330^0.69 × 0.283^-1.07 × 910^1.38 = 655.3 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 461.1 m/s: 1e-7 × 2562 × 330^0.69 × 0.283^-1.07 × 461.1^1.38 = 256.4 mm.ƒ
8,400 AP damage x 6 broadside guns = 50,400.ƒ
50,400 AP full-salvo alpha x 60 / 18 s base reload = 168,000.ƒ
50,400 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (61×3.5×0.85) + (39×3.5×0.9) = 323. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 39 + Medium 6 = 45ƒ
Far 39 + Medium 6 + Near 61 = 106ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 57 + 30 = 372 m.Show 1 more gun family
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 118 s active · 6.2 km ship detect · 4.27 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
See all derived stats
Show
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15610/30·(8−1.1)/1000 + 1.1)·30 = 140.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.7 × 0.6 = 84.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.7 × 0.32 (σ=2) = 45 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.4 × 0.32 (σ=2) = 27 mCanonical 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 × 2562 × 330^0.69 × 0.283^-1.07 × 910^1.38 = 655.3 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 461.1 m/s: 1e-7 × 2562 × 330^0.69 × 0.283^-1.07 × 461.1^1.38 = 256.4 mm.71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 6 barrels bear on the broadside.180 degrees / 9 deg/s traverse speed = 20 s.3,200 HE damage x 6 broadside guns = 19,200.8,400 AP damage x 6 broadside guns = 50,400.19,200 HE full-salvo alpha x 60 / 18 s base reload = 64,000.50,400 AP full-salvo alpha x 60 / 18 s base reload = 168,000.19,200 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 71,111.50,400 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.6 broadside guns x 60 / 18 s base reload = 20.6 broadside guns x 60 / 16.2 s installed Artillery reload = 22.2.6 HE shells x 60 / 18 s reload x 20% fire chance = 4.6 HE shells x 60 / 16.2 s installed reload x 20% fire chance = 4.44.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (61×3.5×0.85) + (39×3.5×0.9) = 323. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6 km × 57 + 30 = 372 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955 + 2×3 150 mm (3/side) × 60/7.5 × 1700 = 40,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.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.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 52,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 27–40 mm) | 1,900 (4% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 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) | 30 mm primary (range 20–120 mm) | 39,300 (75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 27 mm primary (range 27–80 mm) | 1,700 (3% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 150 mm primary (range 16–150 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 16 mm primary (range 16–150 mm) | 2,900 (6% 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 HP | 28,400 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (150 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Schill can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
