World of Warships: Legends ship guide

Shchors

Also called: 肖尔斯 · Щорс · Schtschors Beta
U.S.S.R. · Tier VI · CL Cruiser · Tech Tree
HE fire-spam cruiserStack HE damage and use Radar to break DD vision at the cap.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (9 km)High HE / fire outputUnderwater bow platingFlat AP shellsFast for the classEasily spotted
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Community Data

Shchors Community Stats

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Playstyle

Overview

Shchors is a Tier VI Soviet light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best fires per minute in T6 CAs (10.8) and best underwater bow plate in T6 CAs (30 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

9 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Underwater bow plating

30.0 mm bow underwater, best of T6 CAs. Ramming and deep-water torps land for less.

ELITE MAIN BATTERY
  • Flat AP shells · 950.0 m
  • High fire pressure · 10.8 fires
Fast torpedoes

70.0 kt torpedo speed, top decile of T6 CAs. Less reaction time for targets to dodge.

Easily spotted

13.55 km surface detect, bottom decile of T6 CAs. Visible before you can react; position early.

Short AA reach

3.5 km AA reach, bottom decile of T6 CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Shchors

Shchors is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Shchors sits among Tier VI CAs (43 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 10%Max speed35.5 kt (3/43) Top 10%Fires per minute10.8 (3/39) Top 10%AP velocity950 m/s (3/42) Top 10%Power-to-weight10.91 hp/t (3/43) Top 10%Torpedo speed70 kt (3/33) Top 25%Main battery range15.26 km (8/43) Top 25%Main battery reload8 s (11/43) Top 25%HE DPM198,000 (7/39) Top 25%AP DPM297,000 (7/42) Top 25%HE velocity950 m/s (5/39) Top 25%Acceleration24.9 s (11/43) Top 25%Engine power126,500 hp (11/43) Top 25%Effective HE DPM (incl. fire)278,763 (5/39) Bottom 25%Secondary DPM (per side)63,000 (33/38) Bottom 25%AA DPS205 (38/43) Bottom 25%AA threat623 (39/43) Bottom 25%Torpedo reload101 s (28/33) Bottom 25%Max armor100 mm (35/43) Bottom 25%Citadel belt75 mm (37/41) Bottom 10%Stealth profile13.55 km / 8.13 km (42/43 / 42/43) WorstAA range3.5 km (1 of 2 tied) WorstFlak per wave (expected)288 (42/42) WorstTorpedo range4.02 km (1 of 4 tied)
See 25 mid-pack stats

Not standouts for Shchors -- 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 points32,200 HP(33/43) Rudder shift8.9 s(23/43) Traverse-to-turn ratio6.19 ×(12/43) Main battery caliber152 mm(31/43) Sigma2(23/43) HE shell damage2,200(29/39) HE fire chance12%(21/39) AP shell damage3,300(29/42) Main dispersion128.7 m(18/43) HE alpha1,400(29/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) AP fuse timer0.03 s(26/42) AP arming threshold25 mm(13/42) Turn-speed retention140.6 hp/m(26/43) Displacement11,596 t(13/43) AP pen at 10 km136 mm(27/42) Torpedo damage≈14,000(23/33) Bow armor16 mm(25/41) Stern armor16 mm(25/41) Deck armor50 mm(29/40) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit PointsInitial: 27,900 → 32,200
Displacement11,596 t
Armor range13–100 mm
Plate armor thicknesses13, 16, 20, 30, 35, 50, 75, 100 mm
Armor material/layer entries35
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm/57 MK-5 U
Mounts / barrels4 mounts / 12 barrels
Reload time8 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse7.2 °/s
AP pen max range91 mm
HE fire DPM vs T6 BB80763
Effective HE DPM vs T6 BB278763
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1387030·81.11000+1.1)·30=128.7m
128.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.7·0.6=77.2m
77.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =128.7·0.319(σ=2)=41.1m
41.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.2·0.32(σ=2)=24.7m
24.7 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Shells/min
ƒ12 broadside guns x 60 / 8 s base reload = 90.
90
HE shells
HE Damage2,200 → 2,300
HE Velocity950 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells): 2,300 HE damage x 12 broadside guns = 27,600.
Initial: 26,400 → 27,600
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000. All upgrades (top hull shells): 27,600 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 207,000.
Initial: 198,000 → 207,000
Fires/min
ƒ90 shells/min x 12% fire chance = 10.8.
10.8
AP shells
AP Damage3,300 → 3,400
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2216·550.69·0.1521.07·9501.38=339.7mm. Matches the in-game spec card.
339.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 339 m/s: P=107·2216·550.69·0.1521.07·3391.38=81.9mm.
81.9 mm
AP full-salvo alpha
ƒZero upgrades: 3,300 AP damage x 12 broadside guns = 39,600. All upgrades (top hull shells): 3,400 AP damage x 12 broadside guns = 40,800.
Initial: 39,600 → 40,800
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000. All upgrades (top hull shells): 40,800 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 306,000.
Initial: 297,000 → 306,000
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.
15
Torpedoes
ModuleTorpedoes: 53-39 mod. 1
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time101 s
Projectile speed70 kt
Range4.02 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=42,000·0.333=14,000.
≈ 14,000
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,100
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 km70 kt×2.6=7.7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. Torpedo flood 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. Not shown on the in-game port screen.
250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming216 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,000 = 56,000.
56,000
AA Defense
AA mount pointsInitial: 6 → 10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.9) + (14×3.5×0.85) + (9×3.5×0.9) = 205. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
205
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm 46-KInitial: 2×4 → 6×4 37mm
12.7 mm DShKM-2B4×2 13mm
100 mm/56 B-34 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×1 100mm
Far + Medium aura
Guns100 mm/56 B-34 (DP) + 37 mm 46-K
Far 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 28 from dual-purpose secondaries firing as AA in this range band.
28
Medium continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 0.9 hit probability = 135 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 135
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 135 = 163
163
Near aura
Guns12.7 mm DShKM-2B
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.85 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
Initial: 57 → 42
Range1.2 km
Total DPS in Aura
ƒFar 28 + Medium 135 + Near 42 = 205
205
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 3.5 km - once planes get inside the band, new waves stop.
2.5-3.5 km
S
Secondary Battery
Mounts6 → 4
Firing range4.5 km
Shell Grouping (σ)1
100 mm/56 B-34 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×1 100mm
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power126,500 hp
Maximum speed35.5 kt
Turning circle radius900 m
Rudder shift time8.9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt), from our in-house acceleration model.
24.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
40.2 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.5·0.5144900=1.16°/s, so ratio=ωturretωhull=7.21.16=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea13.55 km
Detectability by air8.13 km
Smoke firing penalty6.91 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.55 km
Detect Fire Sea15.55 km
Detect Fire Air11.13 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Surveillance Radar2 charges · 180 s reload · 15 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Module options (2)

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

HullUpgrade
  • Hit points27,900 → 32,200
  • Rudder shift16.2 → 11.5 s
  • AA mounts6 → 10
  • Close-range AA DPS38 → 57
Fire controlUpgrade
  • Main battery range13,870 → 15,257 m

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp128.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1387030·81.11000+1.1)·30=128.7m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp77.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.7·0.6=77.2m
Shell scatter height @ 10 km55.5 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.
Med Horiz Disp41.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =128.7·0.319(σ=2)=41.1m
Med Vert Disp24.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.2·0.32(σ=2)=24.7m
AP Pen Close339.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2216·550.69·0.1521.07·9501.38=339.7mm. Matches the in-game spec card.
AP Pen Far81.9 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 339 m/s: P=107·2216·550.69·0.1521.07·3391.38=81.9mm.
AP pen 5 km216 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km136 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km92 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alphaInitial: 26,400 → 27,600
Zero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells): 2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alphaInitial: 39,600 → 40,800
Zero upgrades: 3,300 AP damage x 12 broadside guns = 39,600. All upgrades (top hull shells): 3,400 AP damage x 12 broadside guns = 40,800.
HE DPMInitial: 198,000 → 207,000
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 8 s base reload = 198,000. All upgrades (top hull shells): 27,600 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 207,000.
AP DPMInitial: 297,000 → 306,000
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 8 s base reload = 297,000. All upgrades (top hull shells): 40,800 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 306,000.
Shells/min90
12 broadside guns x 60 / 8 s base reload = 90.
Fires/min10.8
90 shells/min x 12% fire chance = 10.8.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range22.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage112,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,000 = 112,000.
Per-side salvo damage56,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,000 = 56,000.

AA defense

Close-range AA DPS205
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.9) + (14×3.5×0.85) + (9×3.5×0.9) = 205. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index623
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 range1.2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)63,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×1 100 mm (3/side) × 60/4 × 1400 = 63,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 27,90032,200 with hull upgrade, 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.

Bow & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)1,500 (5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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)35 mm primary (range 16–35 mm)24,200 (75% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–35 mm)1,500 (5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 13–75 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.
Superstructure13 mm primary (range 13–100 mm)2,000 (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 HP16,100 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 (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP9,700 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.

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Exteriors

Skins & permanent camouflages

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

  • Shchors default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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