World of Warships: Legends ship guide

Sharki

Also called: 沙尔基 Beta
Germany · Tier ★ · Destroyer · Premium · Z-52 Variant
Gun-and-torpedo destroyerGuns and torpedoes pull equal weight: neither carries the ship alone.
Playstyle
  • Use concealment and utility to contest objectives, then swap to AP when destroyers or cruisers show side
  • Torpedoes control lanes and punish committed ships
  • Avoid: Do not take every gunfight bow-in or ignore AP opportunities
Key characteristics
Torpedoes (10.5 km)Smoke + SonarEngine BoostHeavy AP shellsLong-range sonarPattern widens fast with range
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Community Data

Sharki Community Stats

Across 640+ Standard battles from 34 players, Sharki averages a 65% win rate, 49,500 damage and 0.9 kills per battle, and survives 52% of them.

Community Data

Sharki Community Stats

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

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Playstyle

Overview

Sharki is a Legendary German destroyer based on Z-52, with solid HP, very strong AP damage, and German utility traits. Play her as a sonar-style cap-control destroyer that punishes broadside targets with AP.

Positioning

Use concealment and utility to contest objectives, then swap to AP when destroyers or cruisers show side. Torpedoes control lanes and punish committed ships.

Potato Avoidance

Take every gunfight bow-in or ignore AP opportunities

Sharki’s damage spikes when angles are right.

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 3/14 Legendary DDs.

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Heavy AP shells ↗

3000 damage per AP shell, top decile of Legendary DDs. A citadel hit lands harder here than anywhere else in the cohort.

ELITE SONAR ↗
  • Long-range sonar · 5.7 km
  • Wide torpedo · 3.9 km
Top-tier AA ↗

284 AA DPS, top quartile of Legendary DDs (median 230.5).

Pattern widens fast with range ↗

Shell pattern widens about 8.9 m per km of range, bottom decile of Legendary DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Sharki

Sharki 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.

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

Best listed chance for this ship

  • Sunduq 0.5% ⭐ Sharki Event · Sunduq
  • Explorer's Chest 0.090909% One of these ships Event · Explorer's Chest · 1 of 11 ships
Official WG availability sources
  • Golden Tides Arrive: New Ships and Commander Guises Crates Start: 2025-09-08
    • Four of them—Sharki, Mahtaga, Mirage, and Kheper—are available in the Store and via Sunduq crates, while the fifth, Desert Falcon, can be obtained exclusively through the "On Golden Tides" DLC.
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

Build for concealment, survivability, AP/gun reload, torpedo reload, and utility control.

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 Sharki sits among Legendary DDs (13 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.

Top 25%Air detection3.5 km (3/14) Top 25%AP shell damage3,000 (3/11) Top 25%AA DPS284 (3/14) Top 25%AA threat1,173 (3/14) Top 25%Flak damage per salvo (expected)1,250 (3/11) Bottom 25%HE fire chance7% (12/14) WorstHE shell damage1,500 (1 of 3 tied)
See 37 mid-pack stats

Not standouts for Sharki -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points20,800 HP(8/14) Max speed37.5 kt(7/14) Concealment7.1 km(7/14) Smoke fire bloom2.6 km(6/14) Rudder shift4.5 s(7/14) Turning circle700 m(9/14) Main battery caliber128 mm(7/14) Main battery range10.81 km(11/14) Main battery reload4.1 s(7/14) Fires per minute6.08(9/14) HE DPM130,345(9/14) AP DPM260,690(5/11) Main dispersion96.1 m(5/14) AP velocity830 m/s(6/11) HE velocity830 m/s(7/14) Time to 90% speed16.7 s(7/13) Acceleration (0-12 kt)5 s(7/13) AP arming threshold21 mm(7/11) Engine power76,000 hp(5/13) Power / turn radius108.6 hp/m(7/13) Displacement3,703 t(7/14) Power-to-weight20.52 hp/t(5/13) AP pen at 10 km57 mm(7/11) Effective HE DPM (incl. fire)180,184(11/14) AA range5 km(7/14) Torpedo range10.5 km(8/14) Torpedo damage≈13,400(11/14) Torpedo speed69 kt(5/14) Torpedo reaction time7.6 s(5/14) Torpedo reload90 s(7/14) NormSigma2(13 of 14 tied at this value) NormAP fuse timer0.01 s(10 of 11 tied at this value) NormAP ricochet start45°(7 of 11 tied at this value) NormAP auto-bounce angle60°(7 of 11 tied at this value) NormTurn speed retained81%(11 of 14 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points20,800
Displacement3,703 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.
132.1 x 12.6 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries25
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 duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 20,800 HP = 1,872 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 × 20,800 HP = 2,080 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
10,400
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.
6,200
Repairable: penetration50%
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 × 2,800 = 5,600), 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.
2,800
Casemate 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
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 × 15,600 = 31,200), 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.
15,600
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 × 1,900 = 3,800), 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 ×. 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.
1,900
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 × 1,600 = 3,200), 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.
1,600
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModulePGUA996_D10_ART_STOCK_Golden
Mounts / barrels3 mounts / 6 barrels
Reload time4.1 s
Firing range10.8 km
Turret traverse18 °/s
Turret armor16 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.
2x ±151°, ±154°
Guns to bear
ƒ180° − 151° (the most restricted aft-facing mount's arc) = 29° off bow; 180° − 151° (the most restricted forward-facing mount's arc) = 29° 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.
29° off bow / 29° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.8 km) shells land in an ellipse about 96 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1081030·8−0.51000+0.5)·30=96.1m
96.1 m at 10.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.1·0.6=57.6m
57.6 m at 10.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.1·0.62=28.8m
28.8 m at 10.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.6·0.62=17.3m
17.3 m at 10.8 km
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4.143 s (4.1 s = 29 ticks) base reload = 86.9. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.714 s (3.7 s = 26 ticks) all-upgrades reload (4.1 s × 0.9 Main Battery Mod. 3 = 3.7 s) = 96.9.
Initial: 86.9 → 96.9
HE shells
HE alpha1,500
HE Velocity830 m/s
Fire Chance7%
HE fire DPM vs T8 BB49862
Effective HE DPM vs T8 BB180206
HE penetration
ƒ32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
32 mm
HE full-salvo alpha
ƒ1,500 HE damage x 6 broadside guns = 9,000.
9,000
HE DPM
ƒZero upgrades: 9,000 HE full-salvo alpha x 60 / 4.143 s (4.1 s = 29 ticks) base reload = 130,345. All upgrades (Main Battery Mod. 3 = -10% reload): 9,000 HE full-salvo alpha x 60 / 3.714 s (3.7 s = 26 ticks) all-upgrades reload (4.1 s × 0.9 Main Battery Mod. 3 = 3.7 s) = 145,385.
Initial: 130,345 → 145,385
Fires/min
ƒZero upgrades: 86.9 shells/min × 0.07 (7% fire chance) = 6.08. All upgrades (Main Battery Mod. 3 = -10% reload): 96.9 shells/min × 0.07 (7% fire chance) = 6.78.
Initial: 6.08 → 6.78
AP shells
AP alpha3,000
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1647·280.69·0.128−1.07·8301.38=158.1mm.
158.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 374.2 m/s: P=10−7·1647·280.69·0.128−1.07·374.21.38=52.7mm.
52.7 mm at 10.8 km
AP full-salvo alpha
ƒ3,000 AP damage x 6 broadside guns = 18,000.
18,000
AP DPM
ƒZero upgrades: 18,000 AP full-salvo alpha x 60 / 4.143 s (4.1 s = 29 ticks) base reload = 260,690. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 AP full-salvo alpha x 60 / 3.714 s (3.7 s = 26 ticks) all-upgrades reload (4.1 s × 0.9 Main Battery Mod. 3 = 3.7 s) = 290,769.
Initial: 260,690 → 290,769
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed69.0 kt
Range10.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=40,200·0.333=13,400. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 13,400
Maximum damage (ammunition)
ƒ40,200 warhead alpha / 3 + 1,000 blast = 14,400. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
14,400
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km69 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
240%
Torpedo launcher traverse25 °/s
Launch arcscentreline 266°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming215 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
107,200
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4.5 km; dual-purpose mount auras extend it.
5 km
55 mm L/77 Gerät 583×1 55mm
37 mm Flak LM/427×2 37mm
Far aura
Gunsmain battery (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 56 from dual-purpose main battery firing as AA in this range band.
56
Range5 km
Outer Medium aura
Guns55 mm L/77 Gerät 58
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 1 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
94
Range4.5 km
Total DPS in Aura
ƒFar 56 + Outer Medium 94 = 150
150
Inner Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 1 hit probability = 133 - the same in-game units as the Close-range AA DPS headline.
133
Range3.5 km
Total DPS in Aura
ƒFar 56 + Outer Medium 94 + Inner Medium 133 = 283
283
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 250 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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 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 km
Maneuverability
Engine power76,000 hp
Maximum speed37.5 kt
Turning circle radius700 m
Rudder shift time4.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37.5 / 4 + 4.9 = 14.3 kt. Base value; speed modifiers scale it.
14.3 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.
15.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.8 kt of 37.5 kt).
16.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 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.
27.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 18 − 7.0 = +11.0°/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 (+11.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.1 km x 0.955 = 6.78 km. Camouflage does not change detectability by air.
7.1 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.78 km.
6.78 km
Detectability by air3.5 km
Smoke firing penalty2.6 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.1 km) = 10.81 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.81 km
Detect when firing (air)
ƒAir detectability 3.5 km + gun-firing bloom 2.6 km = 6.1 km. The bloom tracks main-battery caliber x 0.020.
6.1 km
Detect when on fire (sea)
ƒSea detectability 7.1 km + 2.0 km while burning = 9.1 km.
9.1 km
Detect when on fire (air)
ƒAir detectability 3.5 km + 3.0 km while burning = 6.5 km.
6.5 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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

Under the hood

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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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km25.1 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=0.5·10810=5405 m, and radiusOnMax=0.6 at 10810 m. Below the kink: k=0.2+(0.5−0.2)·50005405=0.4775, so σV=σH·k=52.5·0.4775=25.1m.
Shell scatter height @ 10 km52.7 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=0.5·10810=5405 m, and radiusOnMax=0.6 at 10810 m. Above the kink: k=0.5+(0.6−0.5)·10000−540510810−5405=0.585, so σV=σH·k=90·0.585=52.7m.
AP pen 5 km93 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 =10−7·1647·280.69·0.128−1.07·5641.38=93mm, where 564 m/s is the shell's speed when it arrives at 5 km (from 830 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 km57 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 =10−7·1647·280.69·0.128−1.07·393.91.38=57mm, where 393.9 m/s is the shell's speed when it arrives at 10 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.56 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·0.2752·0.12828·28=6.32×10−5. That runs from a 830 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.
HE flight time @ 10 km6.56 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·0.2752·0.12828·28=6.32×10−5. That runs from a 830 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) - 0.25 in this case. Lets HE pen ~32mm armor instead of ~21mm. 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)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)1,647
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 mass28 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 coefficient0.2752
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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.

Torpedoes

Estimated torpedo reaction time7.6 s
1400 m / (69.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed69.0 kt
Travel time to max range56.7 s
10500 m / (69.0 kt × 2.6855) = 56.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage107,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range56
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 7x2 -> 133 DPS @ 3.5 km; 55mm 77 Gerat 3x1 -> 95 DPS @ 4.5 km; Far AA (?) -> 56 DPS @ 5 km.
AA DPS layered by range56 DPS @ 5 km, 151 DPS @ 4.5 km, 284 DPS @ 3.5 km
@ 5 km: 56 from one family; @ 4.5 km: 95 + 56 = 151; @ 3.5 km: 133 + 95 + 56 = 284. 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-blank284
133 + 95 + 56 = 284 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1173
133 × 3.5 + 95 × 4.5 + 56 × 5 = 1173. 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.
Open in Charting Tool

Ship Charts

Background

This vessel is as beautiful, mysterious, and dangerous as the night herself. Her sleek form hides devastating force.

Armor Beta

Hull HP 20,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,040 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm≈ 15,600 (~75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 1,040 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 19–20 mm)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.
Superstructure13 mm primary (range 13–19 mm)no cap
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).

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 Sharki can equip.

  • Sharki default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision