World of Warships: Legends ship guide

Schlieffen

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
Strong secondaries (8 km)Improved HE penSonarLow HE DPM
Community Data

Schlieffen Community Stats

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Playstyle

Overview

Schlieffen is a Legendary German super-cruiser: a battleship-sized hull with a 420mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (6.4 km on ships and 4.4 km on torpedoes, 120 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 high HP pool in Legendary CAs (76,100 HP).

Positioning

Hold 14-17 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

Open-water broadside trading

Her 420mm shells citadel cruisers on the wrong frame, and her 76,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

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 6/17 Legendary BBs.

Fast turret traverse

6.0°/s turret traverse, best of Legendary 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 Legendary BBs. Pens hull plates peers' secondaries shatter on.

Thick deck armor

200.0 mm armor deck, best of Legendary BBs. Eats plunging fire and HE that peers don't.

Fast AP shells

11.13 s flight time to max range, top decile of Legendary BBs. Harder for targets to dodge.

Low HE DPM

76667 HE DPM, bottom decile of Legendary BBs. Don't bank on burn pressure.

Acquisition

How to get Schlieffen

Schlieffen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Build for survivability, secondary range/accuracy, main-battery consistency, torpedo utility, and concealment/approach tools.

Open in Build Tool →

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Cohort position

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Where Schlieffen sits among Legendary BBs (17 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.

BestSecondary HE pen38 mm (1 of 3 tied) BestSecondary range8 km (1/17) BestDeck armor200 mm (1/16) Top 10%Max speed34.1 kt (2/17) Top 10%Main dispersion187.3 m (2/17) Top 10%AP velocity835 m/s (2/17) Top 10%Displacement50,482 t (2/17) Top 25%Rudder shift21 s (4/17) Top 25%Secondary dispersion bracket33 (3/17) Top 25%HE velocity835 m/s (3/16) Top 25%Engine power200,000 hp (5/17) Top 25%Power-to-weight3.96 hp/t (3/17) Bottom 25%Hit points76,100 HP (14/17) Bottom 25%Main battery range16.58 km (16/17) Bottom 25%Sigma1.7 (15/17) Bottom 25%AP DPM215,833 (16/17) Bottom 25%HE alpha1,700 (13/15) Bottom 25%Acceleration10.25 s (15/17) Bottom 25%AA DPS500 (16/17) Bottom 25%AA threat1,939 (15/17) Bottom 25%Max armor380 mm (16/17) Bottom 25%Bow armor30 mm (14/16) Bottom 25%Stern armor27 mm (15/16) WorstFires per minute4.5 (16/16) WorstHE DPM76,667 (16/16)
See 17 mid-pack stats

Not standouts for Schlieffen -- 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.

Concealment15.83 km(6/17) Air detection12.66 km(6/17) Traverse-to-turn ratio5.79 ×(6/17) Main battery caliber420 mm(10/17) Main battery reload28.8 s(13/17) AP shell damage12,950(13/17) Secondary DPM (per side)276,364(9/17) Secondary fire chance8%(9/15) AP arming threshold70 mm(7/17) Turn-speed retention206.2 hp/m(6/17) AA range5 km(13/17) Repair charges3(7/17) Citadel belt380 mm(11/16) NormAP fuse timer0.03 s(15 of 17 tied at this value) NormAP ricochet start45°(14 of 17 tied at this value) NormAP auto-bounce angle60°(14 of 17 tied at this value) NormRepair heal rate0.5 %/s(12 of 17 tied at this value)

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

Sonar 6.37 kmRepair 3
Survivability
Hit Points76,100
Displacement50,482 t
Armor range19–380 mm
Plate armor thicknesses19, 27, 30, 32, 40, 50, 60, 75, 80, 100, 150, 180, 200, 220, 225, 260, 300, 315, 330, 350, 380 mm
Armor material/layer entries95
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
38,100
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
22,800
Main Battery
ModuleArtillery: 420 mm/50 SK L/50 Drh LC/1918
Mounts / barrels4 mounts / 8 barrels
Reload time32 s
Firing range16.6 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16582/30·(10−1.6)/1000 + 1.6)·30 = 187.3 m
187.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 187.3 × 0.6 = 112.4 m
112.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 187.3 × 0.357 (σ=1.7) = 66.8 m
66.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 112.4 × 0.357 (σ=1.7) = 40.1 m
40.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 32 s base reload = 15.
15
HE shells
HE Damage4,600
HE Velocity835 m/s
Fire Chance27%
HE penetration
ƒ105 mm ≈ 420 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
105 mm
HE full-salvo alpha
ƒ4,600 HE damage x 8 broadside guns = 36,800.
36,800
Base HE DPM
ƒ36,800 HE full-salvo alpha x 60 / 32 s base reload = 69,000.
69,000
Installed HE DPM
ƒ36,800 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 76,667.
76,667
Base fires/min
ƒ8 HE shells x 60 / 32 s reload x 27% fire chance = 4.05.
4.05
AP shells
AP Damage12,950
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold70 mm
AP overmatch
ƒfloor(420 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
29 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 × 2300 × 1050^0.69 × 0.42^-1.07 × 835^1.38 = 761 mm. Matches the in-game spec card.
761 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.7 km), where the shell has slowed to 576.5 m/s: 1e-7 × 2300 × 1050^0.69 × 0.42^-1.07 × 576.5^1.38 = 456.4 mm.
456.4 mm
AP full-salvo alpha
ƒ12,950 AP damage x 8 broadside guns = 103,600.
103,600
Base AP DPM
ƒ103,600 AP full-salvo alpha x 60 / 32 s base reload = 194,250.
194,250
Installed AP DPM
ƒ103,600 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 215,833.
215,833
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
300
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time160 s
Projectile speed54 kt
Range7.98 km
Maximum simulated damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming167 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
124,264
AA Defense
AA mount points15
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×0.75) + (97×3.5×0.7) + (66×3.5×0.75) = 500. 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.
500
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
55 mm L/77 Gerät 58 Zwilling3×2 55mm
30 mm Flak 3812×4 30mm
105 mm L/65 Dop. L. C/31 (DP)4×2 105mm
105 mm L/65 Dop. L. C/37 (DP)8×2 105mm
Medium aura
DPS34
Range5 km
Far aura
DPS
ƒIncludes 66 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
66
Range4.5 km
Total DPS in Aura
ƒMedium 34 + Far 66 = 100
100
Near aura
DPS97
Range3 km
Total DPS in Aura
ƒMedium 34 + Far 66 + Near 97 = 197
197
S
Secondary Battery
Mounts20
Firing range8.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 8 km
ƒ8 km × 33 + 30 = 294 m.
294 m
105 mm L/65 Dop. L. C/31 (×4)
Caliber105 mm
Reload time4.4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
105 mm L/65 Dop. L. C/37 (×8)
Caliber105 mm
Reload time4.4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 MLC/36 (×8)
Caliber150 mm
Reload time10.2 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 200,000 hp
Engine power200,000 hp
Maximum speed34.1 kt
Turning circle radius970 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea15.83 km
Detectability by air12.66 km
Smoke firing penalty15.69 km
Detect after firing main guns15.83 km
Detect Fire Sea17.83 km
Detect Fire Air15.66 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Sonar2 charges · 180 s reload · 120 s active · 6.37 km ship detect · 4.37 km torpedo detect
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 12 °/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)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp187.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16582/30·(10−1.6)/1000 + 1.6)·30 = 187.3 m
Max Vert Disp112.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 187.3 × 0.6 = 112.4 m
Med Horiz Disp66.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 187.3 × 0.357 (σ=1.7) = 66.8 m
Med Vert Disp40.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 112.4 × 0.357 (σ=1.7) = 40.1 m
AP Pen Close761 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 × 2300 × 1050^0.69 × 0.42^-1.07 × 835^1.38 = 761 mm. Matches the in-game spec card.
AP Pen Far456.4 mm
Same formula at the ship's max firing range (20.7 km), where the shell has slowed to 576.5 m/s: 1e-7 × 2300 × 1050^0.69 × 0.42^-1.07 × 576.5^1.38 = 456.4 mm.
HE penetration105 mm
105 mm ≈ 420 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) - 0.25 in this case. Lets HE pen ~105mm armor instead of ~70mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch29 mm
floor(420 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius300
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha36,800
4,600 HE damage x 8 broadside guns = 36,800.
AP full-salvo alpha103,600
12,950 AP damage x 8 broadside guns = 103,600.
Base HE DPM69,000
36,800 HE full-salvo alpha x 60 / 32 s base reload = 69,000.
Base AP DPM194,250
103,600 AP full-salvo alpha x 60 / 32 s base reload = 194,250.
Installed HE DPM76,667
36,800 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 76,667.
Installed AP DPM215,833
103,600 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 215,833.
Base shells/min15
8 broadside guns x 60 / 32 s base reload = 15.
Installed shells/min16.7
8 broadside guns x 60 / 28.8 s installed Artillery reload = 16.7.
Base fires/min4.05
8 HE shells x 60 / 32 s reload x 27% fire chance = 4.05.
Installed fires/min4.5
8 HE shells x 60 / 28.8 s installed reload x 27% fire chance = 4.5.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range56.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage248,528
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage124,264
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS500
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×0.75) + (97×3.5×0.7) + (66×3.5×0.75) = 500. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1939
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 range3 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 8 km294 m
8 km × 33 + 30 = 294 m.

Secondary battery firepower

Secondary DPM (per side)276,364
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: 4×2 105 mm (4/side) × 60/4.4 × 1200 = 65,455 + 8×2 105 mm (8/side) × 60/4.4 × 1200 = 130,909 + 8×2 150 mm (8/side) × 60/10.2 × 1700 = 80,000. 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 76,100, 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
Bow30 mm primary (range 27–380 mm)4,000 (5% 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)19 mm primary (range 19–380 mm)57,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–150 mm)2,100 (3% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel380 mm primary (range 32–380 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).
Superstructure180 mm primary (range 180–380 mm)4,900 (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 HP38,100 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 (55 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP22,800 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.

Balance History

Balance updates affecting Schlieffen. Cards are condensed; use each source link for full context.

Nerf ×4Main Battery ×3
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • "German science is the world's finest!" Schlieffen has extremely high burst damage and significant early game impact in battle. We're reducing the damage output of this ship some so that there is more time to react against her in battle.
  • Main battery reload time increased from 30 to 32 s.
  • Secondary battery 150 mm gun.
  • reload time increased from 8.0 to 10.2 s.
  • Secondary battery 105 mm gun.
  • reload time increased from 3.5 to 4.4 s.
Read the full official post
2023-11-02

November Update: All In Black

  • This time, there are A LOT: Schlieffen nerf (!), Shimakaze nerf (!!), and that's only the start! Read in depth about everything.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Schlieffen 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.