World of Warships: Legends ship guide

Ship Smasha

Beta
U.K. · Tier VI · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE / fire outputHigh fire chanceSmokeBig torpedo salvoLong heal windowShort gun range
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Community Data

Ship Smasha Community Stats

Across 870+ Standard battles from 54 players, Ship Smasha averages a 62% win rate, 34,200 damage and 1.1 kills per battle, and survives 39% of them.

Community Data

Ship Smasha Community Stats

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Playstyle

Overview

Ship Smasha is a Tier VI British gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 120mm guns win on volume rather than weight: a 4 s reload is the damage, so uptime matters more than any single salvo. Standout traits: HE DPM in T6 DDs (153,000, 4th of 41) and best fires per minute in T6 DDs (8.1, 1st of 41). The trade is short gun range in T6 DDs (8.4 km, 41st of 41).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 8.4 km of reach against 6.9 km of detection leaves about 1.5 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. Once the rudder is over she turns tightly for her cohort (590 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 6.9 km with 14,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

ELITE MAIN BATTERY ↗
  • HE DPM machine · 153000 HE
  • High fire pressure · 8.1 fires/min
  • High fire chance · 9%
  • Tight pattern at max range · 77.9 m
Big torpedo salvo ↗

10 tubes per side, best of T6 DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

Long heal window ↗

28 s Repair Party duration, best of T6 DDs. Restores HP for longer per activation.

Quick acceleration ↗

~2 s from a stop to 12 kt, top decile of T6 DDs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 8.4 km
  • Pattern widens fast with range
Acquisition

How to get Ship Smasha

Ship Smasha 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

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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.

Open in Build Tool →

Commanders frequently paired with this ship Ariadne M. DavisGrotmaz Smart

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 Ship Smasha sits among Tier VI DDs (40 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.

BestFires per minute8.1 (1/41) BestAcceleration (0-12 kt)2 s (1/41) Top 10%HE DPM153,000 (4/41) Top 10%Main dispersion77.9 m (3/41) Top 10%Time to 90% speed8.3 s (4/41) Top 10%Turn speed retained87% (4/41) Top 10%Effective HE DPM (incl. fire)213,573 (2/41) Top 25%Max speed38.5 kt (10/41) Top 25%Turning circle590 m (9/41) Top 25%AP DPM189,000 (7/37) Top 25%AP arming threshold20 mm (7/37) Top 25%Displacement2,370 t (9/41) Bottom 25%Hit points14,300 HP (35/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Engine power44,000 hp (36/41) Bottom 25%Power / turn radius74.6 hp/m (33/41) Bottom 25%AA DPS120 (33/41) Bottom 25%AA threat260 (35/41) WorstMain battery range8.39 km (41/41) WorstNo secondaries (37 of 41 in cohort) WorstAA range2.5 km (1 of 4 tied) WorstTorpedo range6 km (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 3 tied)
See 21 mid-pack stats

Not standouts for Ship Smasha -- 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.

Concealment6.93 km(25/41) Smoke fire bloom2.47 km(14/41) Air detection3.47 km(25/41) Rudder shift3.5 s(19/41) Main battery reload4 s(13/41) HE shell damage1,700(31/41) AP velocity808 m/s(26/37) HE velocity808 m/s(30/41) Power-to-weight18.57 hp/t(31/41) Torpedo damage≈14,767(15/41) Torpedo speed61 kt(30/41) Torpedo reaction time7.9 s(28/41) Torpedo reload100 s(30/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormRepair charges2(5 of 6 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points14,300
Displacement2,370 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.
108.6 x 10.9 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries23
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 14,300 HP = 1,287 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 × 14,300 HP = 1,430 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.
7,200
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.
4,300
Effective HP
ƒBase 14,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 14,300 HP = 2,002 HP per charge, × 2 charges = 4,004 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.
18,304
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 × 2,100 = 4,200), 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.
2,100
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 × 10,700 = 21,400), 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.
10,700
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 × 900 = 1,800), 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.
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 × 1,300 = 2,600), 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.
1,300
Main Battery
ModuleArtillery: 120 mm/45 CPXIX
Mounts / barrels3 mounts / 6 barrels
Reload time4 s
Firing range8.4 km
Turret traverse10 °/s
Turret armor6 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.
±154°, ±140°
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
26° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.4 km) shells land in an ellipse about 78 m wide and 47 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 =(839030·8−0.51000+0.5)·30=77.9m
77.9 m at 8.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =77.9·0.6=46.8m
46.8 m at 8.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =77.9·0.62=23.4m
23.4 m at 8.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =46.8·0.62=14m
14 m at 8.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 4 s base reload = 90.
90
HE shells
HE alpha1,700
HE Velocity808 m/s
Fire Chance9%
HE fire DPM vs T6 BB60573
Effective HE DPM vs T6 BB213573
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 4 s base reload = 153,000.
153,000
Fires/min
ƒ90 shells/min × 0.09 (9% fire chance) = 8.1.
8.1
AP shells
AP alpha2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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 =10−7·2396·22.680.69·0.12−1.07·8081.38=205.3mm.
205.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.4 km), where the shell has slowed to 308.2 m/s: P=10−7·2396·22.680.69·0.12−1.07·308.21.38=54.3mm.
54.3 mm at 8.4 km
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 4 s base reload = 189,000.
189,000
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.
8
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time100 s
Projectile speed61.0 kt
Range6 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=44,300·0.333=14,767. 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.
≈ 14,767
Maximum damage (ammunition)
ƒ44,300 warhead alpha / 3 + 1,100 blast = 15,867. 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.
15,867
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.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km61 kt×2.6855=7.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. 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.
265%
Torpedo launcher traverse25 °/s
Launch arcscentreline 228°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming194 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 14,767 = 147,670. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
147,670
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 QF Mark VII1×4 40mm
20 mm Oerlikon Mk IV4×1 20mm
20 mm Oerlikon Mk V2×2 20mm
Outer Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 1 hit probability = 38 - the same in-game units as the Close-range AA DPS headline.
38
Range2.5 km
Inner Medium aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 23 raw aura damage × 3.5 × 1 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.
80
Range2 km
Total DPS in Aura
ƒOuter Medium 38 + Inner Medium 80 = 118
118
Maneuverability
Engine power44,000 hp
Maximum speed38.5 kt
Turning circle radius590 m
Rudder shift time3.5 s
Engine power-boost threshold33.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 38.5 / 4 + 4.9 = 14.5 kt. Base value; speed modifiers scale it.
14.5 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.
16.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.6 kt of 38.5 kt).
8.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.1 kt of 38.5 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.
20.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.5 = +1.5°/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 (+1.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.93 km x 0.955 = 6.62 km. Camouflage does not change detectability by air.
6.93 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.93 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.62 km.
6.62 km
Detectability by air3.47 km
Smoke firing penalty2.47 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.93 km) = 8.39 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.39 km
Detect when firing (air)
ƒAir detectability 3.47 km + gun-firing bloom 2.4 km = 5.87 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.87 km
Detect when on fire (sea)
ƒSea detectability 6.93 km + 2.0 km while burning = 8.93 km.
8.93 km
Detect when on fire (air)
ƒAir detectability 3.47 km + 3.0 km while burning = 6.47 km.
6.47 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 26 s emit / 118 s cloud active · 450 m radius
Repair Party2 charges · 80 s reload · 28 s active · 2,002 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 × 14,300 HP = 2,002 HP: up to 14% of max HP restored per charge.
· 4,004 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 14,300 HP = 4,004 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 72 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 14,300 HP = 72 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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.
AP pen 5 km90 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 =10−7·2396·22.680.69·0.12−1.07·445.31.38=90mm, where 445.3 m/s is the shell's speed when it arrives at 5 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,396
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 mass22.68 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 coefficient0.3927
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity808 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 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 time7.9 s
1300 m / (61.0 kt × 2.6855) = 7.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed61.0 kt
Travel time to max range36.6 s
6000 m / (61.0 kt × 2.6855) = 36.6 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage147,670
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,767 = 147,670. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range39
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 20mm Oerlikon MK4 4x1 -> 54 DPS @ 2 km; 20mm Oerlikon MK V 2x2 -> 27 DPS @ 2 km; 2 pdr MkVII Quad 1x4 -> 39 DPS @ 2.5 km.
AA DPS layered by range39 DPS @ 2.5 km, 120 DPS @ 2 km
@ 2.5 km: 39 from one family; @ 2 km: 54 + 27 + 39 = 120. 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-blank120
54 + 27 + 39 = 120 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index260
54 × 2 + 27 × 2 + 39 × 2.5 = 260. 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.
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Ship Charts

Background

Orks do not navigate the Warp. They need no Astronomican like pesky Umiez. Gork and Mork guide them to WAAAGH! They jump into Warp and then jump out of it, Gunz blazing. But not with this sleek little ship. Where did the Boyz get this one? They don’t remember and they don’t care. It has always been there, the only ship you can talk to. You tell it where to go, you go there. But you must be smart to do so. Not Mekboy smart. Not Weirdboy smart. Real smart.

Armor Beta

Hull HP 14,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,100 (15% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle 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)16 mm10,700 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,300 (9% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 13–16 mm)900 (6% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,200 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.
AA mount (40 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 HP4,300 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 Ship Smasha can equip.

  • Ship Smasha default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.