World of Warships: Legends ship guide

Schröder

Also called: 施罗德海军上将 · Admiral Schröder Beta
Germany · Tier VIII · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 12-15 km while the fight takes shape, then step in: her formidable secondaries and Sonar want targets inside secondary range
  • Avoid: Open-water broadside trading
Key characteristics
305 mm AP overmatchStrong secondaries (6.8 km)Improved HE penSonarEngine BoostLow HE DPM
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Community Data

Schröder Community Stats

Across 14,000+ Standard battles from 260+ players, Schröder averages a 60% win rate, 73,900 damage and 1.0 kills per battle, and survives 27% of them.

Community Data

Schröder Community Stats

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

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Playstyle

Overview

Schröder is a Tier VIII German super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. WG builds her around the secondary battery: use concealment to take positions inside secondary range - especially against destroyers - with the 305mm mains as support rather than the show. Sonar (5.7 km on ships and 3.9 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. Standout traits: best punch-through secondaries in T8 CAs (38 mm) and best Sonar ship range in T8 CAs (5.7 km).

Positioning

Hold 12-15 km while the fight takes shape, then step in: her formidable secondaries and Sonar want targets inside secondary range, and destroyers contesting your cap are exactly what the kit counters. The heavy bow plate holds the angle on the approach; broadside exposure is still the failure mode.

Potato Avoidance

Open-water broadside trading

Her 305mm shells citadel cruisers on the wrong frame, and her 59,300-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, shared by 7/36 T8 CAs.

Engine Boost

+15% speed (about +4.9 kt), 150 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T8 CAs.

Big-caliber AP overmatch ↗

21.3 mm AP overmatch threshold, top quartile of T8 CAs. Punishes bow-tanking ships peers can't crack.

ELITE ARMOR ↗
  • Thick end plates · 27 mm
  • Thick bow plate · 27 mm
Low HE DPM ↗

84000 HE DPM, bottom decile of T8 CAs. Don't bank on burn pressure.

Sluggish rudder ↗

13.7 s rudder shift, bottom decile of T8 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Schröder

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

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super VIII crate 4.761905% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 21 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 9 containers (6 more)
  • Chest of Rarities 0.25% Tier VIII Premium ship Event · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event · Mystic Lantern · 1 of 23 ships
  • Piñata Chest 0.025% Tier VIII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Archived · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
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 GD Supporters, pack math personalized to your port.

Builds

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

WG official build from Through the Spy Glass: Admiral Schröder.

Source: Through the Spy Glass: Admiral Schröder

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Schröder sits among Tier VIII CAs (35 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) BestEnd plates27 mm (1 of 10 tied / 7/36) Top 10%Secondary DPM (per side)330,862 (2/28) Top 10%Secondary range6.8 km (3/28) Top 25%Hit points59,300 HP (8/36) Top 25%Main battery caliber305 mm (7/36) Top 25%Secondary dispersion bracket43.5 (6/28) Top 25%Secondary fire chance8% (6/27) Top 25%Engine power160,000 hp (9/36) Top 25%Flak damage per salvo (expected)2,160 (9/36) Top 25%Citadel belt190 mm (7/36) Bottom 25%Max speed32.5 kt (31/36) Bottom 25%Smoke fire bloom10.03 km (31/36) Bottom 25%Rudder shift13.7 s (33/36) Bottom 25%Turning circle840 m (29/36) Bottom 25%Fires per minute5.87 (27/29) Bottom 25%AP DPM205,333 (29/35) Bottom 25%Main dispersion179.5 m (31/36) Bottom 25%Time to 90% speed27.8 s (30/36) Bottom 25%Acceleration (0-12 kt)9.8 s (33/36) Bottom 25%AP arming threshold51 mm (29/35) Bottom 25%Displacement33,209 t (30/36) Bottom 25%Power-to-weight4.82 hp/t (33/36) WorstHE DPM84,000 (29/29) WorstEffective HE DPM (incl. fire)132,118 (29/29) WorstNo torpedoes (15 of 36 in cohort) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 22 mid-pack stats

Not standouts for Schröder -- 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.

Concealment13.14 km(25/36) Air detection7.89 km(25/36) Main battery range15.65 km(15/36) Main battery reload18 s(27/36) Sigma2.05(17/36) HE shell damage3,150(13/29) HE fire chance22%(9/29) AP shell damage7,700(10/35) Secondary HE alpha1,700(13/27) AP velocity855 m/s(16/35) HE velocity850 m/s(17/29) Power / turn radius190.5 hp/m(11/36) AP pen at 10 km309 mm(14/35) AA DPS464(26/36) AA range5.2 km(13/36) AA threat2,106(12/36) Max armor200 mm(11/36) NormAP fuse timer0.033 s(24 of 35 tied at this value) NormAP ricochet start45°(25 of 35 tied at this value) NormAP auto-bounce angle60°(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit Points59,300
Displacement33,209 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
244.8 x 28.9 m
Armor range16–200 mm
Plate armor thicknesses16, 25, 27, 28, 30, 40, 45, 60, 80, 90, 100, 145, 180, 190, 200 mm
Armor material/layer entries60
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 59,300 HP = 8,006 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 59,300 HP = 5,930 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
29,700
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.
17,800
Effective HP
ƒBase 59,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 59,300 HP = 8,302 HP per charge, × 2 charges = 16,604 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
65,889–75,904
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,200 = 20,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,200
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 44,500 = 89,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
44,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,700 = 5,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 3,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,500
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm/50 SK L/50 Drh LC/1925
Mounts / barrels4 mounts / 8 barrels
Reload time18 s
Firing range15.7 km
Turret traverse7 °/s
Turret armor305 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±150°, 2x ±144°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 144° (the most restricted forward-facing mount's arc) = 36° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 36° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (15.7 km) than a standard cruiser: about 179 m wide × 108 m tall, against 141 m × 85 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1565030·10−1.61000+1.6)·30=179.5m
179.5 m at 15.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =179.5·0.6=107.7m
107.7 m at 15.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =179.5·0.62.05=52.5m
52.5 m at 15.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =107.7·0.62.05=31.5m
31.5 m at 15.7 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 18 s base reload = 26.7. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 16.286 s (16.2 s = 114 ticks) all-upgrades reload (18 s × 0.9 Main Battery Mod. 3 = 16.2 s) = 29.5.
Initial: 26.7 → 29.5
HE shells
HE alpha3,150
HE Velocity850 m/s
Fire Chance22%
HE fire DPM vs T8 BB48090
Effective HE DPM vs T8 BB132090
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,150 HE damage x 8 broadside guns = 25,200.
25,200
HE DPM
ƒZero upgrades: 25,200 HE full-salvo alpha x 60 / 18 s base reload = 84,000. All upgrades (Main Battery Mod. 3 = -10% reload): 25,200 HE full-salvo alpha x 60 / 16.286 s (16.2 s = 114 ticks) all-upgrades reload (18 s × 0.9 Main Battery Mod. 3 = 16.2 s) = 92,842.
Initial: 84,000 → 92,842
Fires/min
ƒZero upgrades: 26.7 shells/min × 0.22 (22% fire chance) = 5.87. All upgrades (Main Battery Mod. 3 = -10% reload): 29.5 shells/min × 0.22 (22% fire chance) = 6.48.
Initial: 5.87 → 6.48
AP shells
AP alpha7,700
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP pen max range229 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2311·4050.69·0.305−1.07·8551.38=576.6mm.
576.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.7 km), where the shell has slowed to 437.9 m/s: P=10−7·2311·4050.69·0.305−1.07·437.91.38=229mm.
229 mm at 15.7 km
AP full-salvo alpha
ƒ7,700 AP damage x 8 broadside guns = 61,600.
61,600
AP DPM
ƒZero upgrades: 61,600 AP full-salvo alpha x 60 / 18 s base reload = 205,333. All upgrades (Main Battery Mod. 3 = -10% reload): 61,600 AP full-salvo alpha x 60 / 16.286 s (16.2 s = 114 ticks) all-upgrades reload (18 s × 0.9 Main Battery Mod. 3 = 16.2 s) = 226,947.
Initial: 205,333 → 226,947
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.
175
AA Defense
AA mount points15
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5.2 km
55 mm L/77 Gerät 58 Zwilling7×2 55mm
20 mm Flakvierling 388×4 20mm
128 mm L/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 128mm
Far aura
Guns128 mm L/61 KM40 (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 129 from dual-purpose secondaries firing as AA in this range band.
129
Range5.2 km
Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 81 raw aura damage × 3.5 × 0.9 hit probability = 255 - the same in-game units as the Close-range AA DPS headline.
255
Range5 km
Total DPS in Aura
ƒFar 129 + Medium 255 = 384
384
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.85 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.
80
Range2 km
Total DPS in Aura
ƒFar 129 + Medium 255 + Near 80 = 464
464
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
S
Secondary Battery
Mounts13
Firing range6.8 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 8.8 + 3.2 = 12. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
12
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 128 mm (10/side) × 60/3.429 s (3.4 s = 24 ticks) × 1500 = 262,500 + 3×3 150 mm (4.5/side) × 60/6.714 s (6.6 s = 47 ticks) × 1700 = 68,362. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
330,862
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 12 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 98,096. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
98,096
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 330,862 + secondary fire DPM 98,096 = 428,958: shell damage plus fire damage against one T8 battleship, every shell hitting.
428,958
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 @ 6.8 km
ƒ6.8 km × 43.5 + 30 = 325.8 m.
325.8 m
128 mm L/61 KM40 (10×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber128 mm
Reload time3.4 s
HE alpha1,500
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 3.429 s (3.4 s = 24 ticks) × 0.05 (5% fire chance) = 8.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
8.8
HE Pen32 mm
Show 1 more gun family
150 mm L/60 SK C/25 (3×3)
Caliber150 mm
Reload time6.6 s
HE alpha1,700
Muzzle Velocity960 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ3×3 barrels / 2 sides × 60 / 6.714 s (6.6 s = 47 ticks) × 0.08 (8% fire chance) = 3.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.2
HE Pen38 mm
Maneuverability
Engine power160,000 hp
Maximum speed32.5 kt
Turning circle radius840 m
Rudder shift time13.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
33 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
27.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
45.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 4.6 = +2.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.14 km x 0.955 = 12.55 km. Camouflage does not change detectability by air.
13.14 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.14 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.55 km.
12.55 km
Detectability by air7.89 km
Smoke firing penalty10.03 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.14 km) = 15.65 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.65 km
Detect when firing (air)
ƒAir detectability 7.89 km + gun-firing bloom 6.1 km = 13.99 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
13.99 km
Detect when on fire (sea)
ƒSea detectability 13.14 km + 2.0 km while burning = 15.14 km.
15.14 km
Detect when on fire (air)
ƒAir detectability 7.89 km + 3.0 km while burning = 10.89 km.
10.89 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 120 s active · 5.73 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 191×301000=5.73 km
· 3.93 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 131×301000=3.93 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Engine Boost3 charges · 70 s reload · 150 s active · +15% speed bonus
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Repair Party2 charges · 80 s reload · 28 s active · 8,302 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 59,300 HP = 8,302 HP: up to 14% of max HP restored per charge.
· 16,604 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 59,300 HP = 16,604 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 296 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 59,300 HP = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.7 km) with the same model as Max Horiz/Vert Disp: horizontal 179 / 141 m − 1 = +27%, vertical 108 / 85 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km35.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15650=7825 m, and radiusOnMax=0.6 at 15650 m. Below the kink: k=0.2+(0.5−0.2)·50007825=0.3917, so σV=σH·k=90·0.3917=35.3m.
Shell scatter height @ 10 km69.7 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15650=7825 m, and radiusOnMax=0.6 at 15650 m. Above the kink: k=0.5+(0.6−0.5)·10000−782515650−7825=0.5278, so σV=σH·k=132·0.5278=69.7m.
Shell scatter height @ 15 km103 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15650=7825 m, and radiusOnMax=0.6 at 15650 m. Above the kink: k=0.5+(0.6−0.5)·15000−782515650−7825=0.5917, so σV=σH·k=174·0.5917=103m.
AP pen 5 km419 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2311·4050.69·0.305−1.07·678.41.38=419mm, where 678.4 m/s is the shell's speed when it arrives at 5 km (from 855 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km309 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2311·4050.69·0.305−1.07·543.71.38=309mm, where 543.7 m/s is the shell's speed when it arrives at 10 km (from 855 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km236 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2311·4050.69·0.305−1.07·448.21.38=236mm, where 448.2 m/s is the shell's speed when it arrives at 15 km (from 855 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.38 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.414·0.30528·406=3.73×10−5. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.37 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4195·0.30528·405=3.78×10−5. That runs from a 855 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,311
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass405 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4195
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity855 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range129
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat twin 7x2 -> 255 DPS @ 5 km; 20mm Flack 38 quad 8x4 -> 80 DPS @ 2 km; 127mm KC 40 10x2 -> 129 DPS @ 5.2 km.
AA DPS layered by range129 DPS @ 5.2 km, 384 DPS @ 5 km, 464 DPS @ 2 km
@ 5.2 km: 129 from one family; @ 5 km: 255 + 129 = 384; @ 2 km: 255 + 80 + 129 = 464. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank464
255 + 80 + 129 = 464 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2106
255 × 5 + 80 × 2 + 129 × 5.2 = 2106. 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 @ 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

Max HE alpha1700
max(1500 (128 mm), 1700 (150 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
max(5% (128 mm), 8% (150 mm)) = 8%. 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
max(32 mm (128 mm), 38 mm (150 mm)) = 38 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

Background

Drawing on experience gained in World War I, during the late 1920s, Germany began to consider the idea of developing a large surface raider. The project had to account for Great Britain's intention to limit battleship armament to a maximum caliber of 12 inches (305 mm) in upcoming naval conferences. Under the proposed designs, the standard displacement varied between 17,500 and 25,000 tons, while the armament consisted of four turrets housing eight 12-inch guns, accompanied by a strong secondary battery of 5.9-inch (150 mm) guns.

Armor Beta

Hull HP 59,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel190 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)3,400 (6% of HP)
Overmatched by 406mm+ AP (Hawke, Iowa)Angle bounces 380mm27 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)16 mm primary (range 16–190 mm)44,500 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 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 27–80 mm)1,500 (3% of HP)
Overmatched by 406mm+ AP (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel190 mm primary (range 27–190 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure16 mm primary (range 16–200 mm)2,700 (5% 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 HP29,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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 HP17,800 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Schröder can equip.

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.