Siegfried
Also called: 齐格菲 Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
- Avoid: Sailing straight and flat
On this page
Siegfried Community Stats
Across 9,000+ Standard battles from 250+ players, Siegfried averages a 59% win rate, 64,600 damage and 1.0 kills per battle, and survives 37% of them.
Siegfried Community Stats
Log in to GamingDiver and upload your data to see Community Data for Siegfried: community win rate, damage, survival, spotting, and your own comparison.
Siegfried Community Stats
Record History
Playstyle
Overview
Siegfried is a Tier VII German super-cruiser: a battleship-sized hull with a 380mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (5.6 km on ships and 3.8 km on torpedoes, 118 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 damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: best heavy AP shells in T7 CAs (11,600, 1st of 58) and best AP overmatch threshold in T7 CAs (26.5 mm, 1st of 58). The trade is low HE DPM in T7 CAs (63,360, 50th of 50).
Positioning
Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. Both phases of a turn are slow (13.1 s on the rudder, a 880 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Sailing straight and flat
With 13.1-second rudder she answers the helm too late to dodge a salvo already in the air, so the angle has to be set before you are shot at, not after. Weave between salvos and keep the bow or stern toward whoever can citadel you. There is no compensation once she is turning either: a 880 m circle is wide for her cohort, so a committed turn gives up a lot of water. Course changes have to be planned a salvo ahead rather than taken reactively.
Signature Traits
Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.
- Heavy AP shells · 11600 damage
- Big-caliber AP overmatch · 26.5 mm
- Long gun range · 16.2 km
- Heavy HE shells · 4400 damage
- Close-range AP brick · 694.2 mm
- Long-range AP brick · 440.74 mm
- Low HE DPM · 63360 HE
- Low AP DPM · 167040 AP
How to get Siegfried
Siegfried is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency, 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.
- Event currencyBought with Drachmas, a time-limited event currency (Aug 2024).
- CampaignEarned in the campaign “Dragonslayer” (Feb 2021); campaign ships can later return through other limited methods.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
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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German Eagle Crate
2%
VII Siegfried
Event · German Eagle Crate
-
Santa Level 5
0.428571%
Tier VII Premium ship
Archived · Santa Level 5 · 1 of 35 ships
-
Spectral Vault 5.0
0.384615%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 20 containers (17 more)
-
Chest of Rarities
0.2%
Tier VII Premium ship
Event · Chest of Rarities · 1 of 15 ships
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Archived · Mega Santa '23 · 1 of 29 ships
-
Spectral Vault 4.0
0.160256%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.102564%
- Spectral Vault 4.0 → Spectral Vault 5.00.057692%
-
Santa Level 4
0.157143%
Tier VII Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.057143%
- Santa Level 3 → Santa Level 50.021429%
- Santa Level 3 → Santa Level 40.017143%
- Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
-
Summer Big Crate
0.1%
VII Siegfried
Common · Summer Big Crate
-
Spectral Vault 3.0
0.080449%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.051282%
- Spectral Vault 3.0 → Spectral Vault 5.00.011538%
- Spectral Vault 3.0 → Spectral Vault 4.00.011282%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
-
Mystic Lantern
0.07619%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 42 ships
-
Super Santa '23
0.051724%
Tier VII Premium ship
Archived · Super Santa '23 · 1 of 29 ships
-
Super Santa '22
0.034615%
Tier VII Premium ship
Archived · Super Santa '22 · 1 of 13 ships
-
Santa Level 2
0.026036%
Tier VII Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 2 → Santa Level 30.008571%
- Santa Level 2 → Santa Level 40.005714%
- Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
- Santa Level 20.002857%
- Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
-
Champion's Box
0.020429%
Tier VII Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.011429%
- Champion's Box → Santa Level 3 → Santa Level 50.004286%
- Champion's Box → Santa Level 3 → Santa Level 40.003429%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
-
Piñata Chest
0.02%
Tier VII Premium ship
Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
-
Spectral Vault 2.0
0.013814%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005128%
- Spectral Vault 2.00.002564%
- Spectral Vault 2.0 → Spectral Vault 4.00.002051%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
-
Santa Level 1
0.007834%
Tier VII Premium ship
Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 30.002857%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
- Santa Level 1 → Santa Level 20.000429%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
-
Ultimate Crate
0.005172%
Tier VII Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
-
Spectral Vault 1.0
0.002048%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.000513%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
- Spectral Vault 1.0 → Spectral Vault 2.00.000231%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
-
Dragonslayer campaign breakdown
Campaign
Start: 2021-02-01 · End: 2021-03-08
- Are you ready to figuratively slay a dragon to earn Tier VII German cruiser Siegfried?
-
Update: February 2021
Campaign
Start: 2021-01-28
- German battlecruiser (cruiser in our game) Siegfried is the centerpiece of our new Campaign.
- Tier VII German Cruiser Siegfried
-
Anniversary Update: Champion's Journey
Event currency
Start: 2024-08-01
- You'll also be able to spend Drachmas to purchase five old ships that we've brought back for this Anniversary update: Georgia, Belfast '43, Siegfried, Aigle, and Independence.
-
5 Years on the Waves: a Greek-Style Birthday
Event currency
Start: 2024-08-05
- First off, you can purchase several ships in the Store for Drachmas, including five old ships that we've brought back for this anniversary update: Georgia, Belfast '43, Siegfried, Aigle, and Independence.
-
German Eagles: Celebrating German Unity Day
Crates
Start: 2026-09-21
- The new German Eagle Crate offers you a chance to receive one of the German Eagle skins or a German Premium ship: Tier VI Premium battleship Scharnhorst, Tier VII Premium cruiser Siegfried, Tier VII Premium cruiser Weimar, or Legendary Tier battleship Großer Kurfürst.
-
Colors of Freedom
Crates
2023-06-20
- With even more juice: It can now drop as many as six different Premium ships, including Hyūga and Siegfried!
Show direct source rows
- Chest of Rarities 0.2% · Tier VII Premium ship
- German Eagle Crate 2% · VII Siegfried
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.07619% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
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.
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 Siegfried sits among Tier VII CAs (57 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.
See 15 mid-pack stats
Not standouts for Siegfried -- 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.
Peers in this cohort
Compare Tier VII CruisersShow all 57 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 146° (the most restricted aft-facing mount's arc) = 34° 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.ƒ
In practice: 33% wider (worse) horizontal dispersion and 33% more vertical spread at max range (16.2 km) than a standard cruiser: about 192 m wide × 115 m tall, against 145 m × 87 m. Also on this curve (3): Georgia, Georgia W, Stalingrad.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 25 s base reload = 14.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 15.9.HE shells
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95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
4,400 HE damage x 6 broadside guns = 26,400.ƒ
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 25 s base reload = 63,360. All upgrades (Main Battery Mod. 3 = -10% reload): 26,400 HE full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 70,177.ƒ
Zero upgrades: 14.4 shells/min × 0.34 (34% fire chance) = 4.9. All upgrades (Main Battery Mod. 3 = -10% reload): 15.9 shells/min × 0.34 (34% fire chance) = 5.42.AP shells
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floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16.2 km), where the shell has slowed to 569.2 m/s: .ƒ
11,600 AP damage x 6 broadside guns = 69,600.ƒ
Zero upgrades: 69,600 AP full-salvo alpha x 60 / 25 s base reload = 167,040. All upgrades (Main Battery Mod. 3 = -10% reload): 69,600 AP full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 185,013.ƒ
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.ƒ
Most 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: . 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.ƒ
38,100 warhead alpha / 3 + 1,000 blast = 13,700. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.27 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 91 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 290 = 381ƒ
Effective DPS: 41 raw aura damage × 3.5 × 0.85 hit probability = 122 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 290 + Near 122 = 503ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 220 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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: 7×2 128 mm (7/side) × 60/3.714 s (3.6 s = 26 ticks) × 1500 = 169,615. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 5.7 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 41,939. 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.ƒ
Secondary DPM (per side) 169,615 + secondary fire DPM 41,939 = 211,554: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
7×2 barrels / 2 sides × 60 / 3.714 s (3.6 s = 26 ticks) × 0.05 (5% fire chance) = 5.7. 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.2 kt of 33.5 kt).ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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.ƒ
With 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: 6 − 4.6 = +1.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.66 km x 0.955 = 13.05 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.66 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.05 km.ƒ
max(main battery range, sea detectability 13.66 km) = 16.18 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 8.2 km + gun-firing bloom 7.6 km = 15.8 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.ƒ
Sea detectability 13.66 km + 2.0 km while burning = 15.66 km.ƒ
Air detectability 8.2 km + 3.0 km while burning = 11.2 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 60 s reload · 28 s active · 9,240 HP (16.8% of max HP) total heal (per charge) ƒ
0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 55,000 HP = 9,240 HP: up to 16.8% of max HP restored per charge.ƒ
0.168 of max HP per charge × 2 charges = 0.336 × 55,000 HP = 18,480 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.006 (0.6% of max HP) × 55,000 HP = 330 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
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (16.2 km) with the same model as Max Horiz/Vert Disp: horizontal 192 / 145 m − 1 = +33%, vertical 115 / 87 m − 1 = +33%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 92.5 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.(333.3 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 137 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.(500 × (10.5 − 1.6) / 1000 + 1.6) × 30 = 181.5 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.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: at 0 m, at m, and at 16178 m. Below the kink: , so .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: at 0 m, at m, and at 16178 m. Above the kink: , so .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: at 0 m, at m, and at 16178 m. Above the kink: , so .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 , where 727.5 m/s is the shell's speed when it arrives at 5 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 647.9 m/s is the shell's speed when it arrives at 10 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 582.7 m/s is the shell's speed when it arrives at 15 km (from 820 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 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.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 ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.3 mounts × 2 barrels = 6; all 6 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6000 m / (65.0 kt × 2.6855) = 34.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat twin 8x2 -> 290 DPS @ 5 km; 20mm Flack 38 quad 6x4 -> 61 DPS @ 2 km; 20mm Flack 38 quad 6x4 -> 61 DPS @ 2 km; 127mm KC 40 7x2 -> 91 DPS @ 5.2 km.@ 5.2 km: 91 from one family; @ 5 km: 290 + 91 = 381; @ 2 km: 290 + 61 + 61 + 91 = 503. 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.290 + 61 + 61 + 91 = 503 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).290 × 5 + 61 × 2 + 61 × 2 + 91 × 5.2 = 2167. 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.Secondary battery firepower
The only family (128 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.The only family (128 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 128 mm family.The only family (128 mm): 32 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: 32 mm from the 128 mm family.Ship Charts
Background
A super-heavy Type "O" cruiser designed to operate in powerful raider formations. At the time the ship was designed, it was fast enough to escape from any battleship, while its armor protection and armament were strong enough to annihilate any cruiser.
Armor Beta
Hull HP 55,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–40 mm) | 2,890 (5% of HP) | Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 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) | 47,100 (86% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–80 mm) | 1,600 (3% of HP) | Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 190 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. |
| Superstructure | 30 mm primary (range 30–200 mm) | 3,300 (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 HP | 27,500 magazine HP | Turret knocked out | Per-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 (128 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 16,600 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Siegfried. Cards are condensed; use each source link for full context.
September Update: Full Progress Ahead
- Bow and stern armor plating thickness increased from 26 to 27 mm, providing resistance against up to 152 mm HE and 381 mm AP shells.
- Main battery dispersion reduced by ~3.2%.
Anniversary Update: Champion's Journey
- Main battery reload time reduced from 26 to 25 seconds.
- Main battery turret traverse speed reduced from 36 to 30 seconds.
- Rudder-shift time reduced from 14 to 13 seconds.
Skins & permanent camouflages
Every custom exterior Siegfried can equip.
DefaultThe ship’s standard exterior
German Eagle (Siegfried)Decorative
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.
