World of Warships: Legends ship guide

Siegfried

Also called: 齐格菲 Beta
Germany · Tier VII · CB Cruiser · Premium
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • 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
Key characteristics
380 mm AP overmatchHeavy AP pen16.2 km gun rangeHeavy HE shellsSonarLow HE DPM
On this page
Community Data

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.

Community Data

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.

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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

Turtleback armor

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.

ELITE MAIN BATTERY ↗
  • 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
MAIN BATTERY DOWNSIDES ↗
  • Low HE DPM · 63360 HE
  • Low AP DPM · 167040 AP
Acquisition

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.

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

Best listed chance for this ship

  • 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

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

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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.

BestHit points55,000 HP (1/58) BestMain battery caliber380 mm (1/58) BestMain battery range16.18 km (1/58) LongestAP fuse timer0.033 s (1 of 25 tied) BestAP pen at 10 km527 mm (1/58) Top 10%Secondary HE pen32 mm (2/51) Top 10%Engine power176,000 hp (5/57) Top 10%AA threat2,167 (3/58) Top 10%Max armor200 mm (5/58) Top 10%Citadel belt190 mm (2/55) Top 25%Secondary DPM (per side)169,615 (9/51) Top 25%Power / turn radius200 hp/m (9/57) Top 25%AA DPS503 (12/58) Top 25%AA range5.2 km (7/58) Top 25%Torpedo speed65 kt (11/43) Bottom 25%Stealth profile13.66 km / 8.2 km (48/58 / 48/58) Bottom 25%Turning circle880 m (53/58) Bottom 25%AP velocity820 m/s (45/58) Bottom 25%HE velocity820 m/s (42/50) Bottom 25%Torpedo range6 km (37/43) Bottom 25%Torpedo damage≈12,700 (35/43) Bottom 10%Main battery reload25 s (57/58) Bottom 10%Fires per minute4.9 (46/50) Bottom 10%AP DPM167,040 (57/58) Bottom 10%Time to 90% speed28.3 s (56/57) Bottom 10%Acceleration (0-12 kt)9.7 s (55/57) Bottom 10%Power-to-weight4.93 hp/t (55/57) Bottom 10%Effective HE DPM (incl. fire)99,707 (48/50) WorstSmoke fire bloom12.53 km (58/58) WorstRudder shift13.1 s (1 of 2 tied) WorstHE DPM63,360 (50/50) WorstMain dispersion192 m (58/58) WorstSecondary fire chance5% (1 of 23 tied) WorstAP arming threshold63 mm (58/58) WorstDisplacement35,720 t (58/58)
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.

Max speed33.5 kt(19/58) Sigma2(30/58) Secondary HE alpha1,500(27/51) Flak damage per salvo (expected)1,782(21/58) Torpedo reaction time7.4 s(13/43) Torpedo reload90 s(18/43) Repair heal rate0.6 %/s(23/57) Bow armor26 mm(19/55) Stern armor26 mm(19/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points55,000
Displacement35,720 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.
258.9 x 30.8 m (ship-model figure)
Armor range16–200 mm
Plate armor thicknesses16, 25, 27, 30, 40, 45, 60, 80, 90, 100, 190, 200 mm
Armor material/layer entries42
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 55,000 HP = 4,950 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 × 55,000 HP = 5,500 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
27,500
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.
16,600
Effective HP
ƒBase 55,000 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 55,000 HP = 9,240 HP per charge, × 2 charges = 18,480 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.
73,480
Repairable: penetration50%
Repairable: citadel33%
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 × 2,890 = 5,780), 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.
2,890
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,000 = 20,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,000
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 × 47,100 = 94,200), 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.
47,100
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 × 3,300 = 6,600), 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 ×. 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.
3,300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 380 mm L/52 SK C/34
Mounts / barrels3 mounts / 6 barrels
Reload time25 s
Firing range16.2 km
Turret traverse6 °/s
Turret armor360 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.
±146°, 2x ±144°
Guns to bear
ƒ180° − 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.
34° off bow / 36° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn 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.
Large cruiser (Georgia / Siegfried / Stalingrad)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1617830·10.5−1.61000+1.6)·30=192m
192 m at 16.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192·0.6=115.2m
115.2 m at 16.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =192·0.62=57.6m
57.6 m at 16.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115.2·0.62=34.6m
34.6 m at 16.2 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero 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.
Initial: 14.4 → 15.9
HE shells
HE alpha4,400
HE Velocity820 m/s
Fire Chance34%
HE fire DPM vs T7 BB36318
Effective HE DPM vs T7 BB99678
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 6 broadside guns = 26,400.
26,400
HE DPM
ƒZero 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.
Initial: 63,360 → 70,177
Fires/min
ƒZero 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.
Initial: 4.9 → 5.42
AP shells
AP alpha11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP pen max range441 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2450·8000.69·0.38−1.07·8201.38=729.4mm.
729.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.2 km), where the shell has slowed to 569.2 m/s: P=10−7·2450·8000.69·0.38−1.07·569.21.38=440.8mm.
440.8 mm at 16.2 km
AP full-salvo alpha
ƒ11,600 AP damage x 6 broadside guns = 69,600.
69,600
AP DPM
ƒZero 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.
Initial: 167,040 → 185,013
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.
200
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65.0 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=38,100·0.333=12,700. 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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 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.
13,700
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.3 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 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 135° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne 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 %.
50,800
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5.2 km
55 mm L/77 Gerät 58 Zwilling8×2 55mm
20 mm Flakvierling 386×4 20mm
20 mm Flakvierling 386×4 20mm
128 mm L/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 128mm
Far aura
Guns128 mm L/61 KM40 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 91 from dual-purpose secondaries firing as AA in this range band.
91
Range5.2 km
Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.
290
Range5 km
Total DPS in Aura
ƒFar 91 + Medium 290 = 381
381
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 41 raw aura damage × 3.5 × 0.85 hit probability = 122 - the same in-game units as the Close-range AA DPS headline.
122
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 290 + Near 122 = 503
503
Flak
AA explosions
ƒEach ~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.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5.2 km
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 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).
169,615
Secondary fire DPM vs T7 BB (per side)
ƒFires/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.
41,939
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 169,615 + secondary fire DPM 41,939 = 211,554: shell damage plus fire damage against one T7 battleship, every shell hitting.
211,554
128 mm L/61 KM40 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
7×2 128mm
Caliber128 mm
Reload time3.6 s
HE alpha1,500
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ7×2 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.
5.7
HE Pen32 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power176,000 hp
Maximum speed33.5 kt
Turning circle radius880 m
Rudder shift time13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
33.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
28.3 s
Acceleration 0-99%
ƒTime 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.
46.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 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.
hold target (+1.4°/s spare)
Concealment
Detectability by sea
ƒBase 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.
13.66 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.66 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.05 km.
13.05 km
Detectability by air8.2 km
Smoke firing penalty12.53 km
Detect when firing (sea)
ƒmax(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.
16.18 km
Detect when firing (air)
ƒAir 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.
15.8 km
Detect when on fire (sea)
ƒSea detectability 13.66 km + 2.0 km while burning = 15.66 km.
15.66 km
Detect when on fire (air)
ƒAir detectability 8.2 km + 3.0 km while burning = 11.2 km.
11.2 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 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
Repair Party2 charges · 60 s reload · 28 s active · 9,240 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 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.
· 18,480 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 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.
· 330 HP/s (0.6% of max HP) heal per second
ƒ0.006 (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

Show ▾

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

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

Main battery formulas

vs standard cruiser33% wider H · 33% taller V
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.
Shell scatter width @ 5 km92.5 m
(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.
Shell scatter width @ 10 km137 m
(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.
Shell scatter width @ 15 km181.5 m
(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.
Shell scatter height @ 5 km35.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16178=8089 m, and radiusOnMax=0.6 at 16178 m. Below the kink: k=0.2+(0.5−0.2)·50008089=0.3854, so σV=σH·k=92.5·0.3854=35.7m.
Shell scatter height @ 10 km71.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16178=8089 m, and radiusOnMax=0.6 at 16178 m. Above the kink: k=0.5+(0.6−0.5)·10000−808916178−8089=0.5236, so σV=σH·k=137·0.5236=71.7m.
Shell scatter height @ 15 km106.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16178=8089 m, and radiusOnMax=0.6 at 16178 m. Above the kink: k=0.5+(0.6−0.5)·15000−808916178−8089=0.5854, so σV=σH·k=181.5·0.5854=106.3m.
AP pen 5 km618 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 =10−7·2450·8000.69·0.38−1.07·727.51.38=618mm, 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 pen 10 km527 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2450·8000.69·0.38−1.07·647.91.38=527mm, 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 pen 15 km455 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2450·8000.69·0.38−1.07·582.71.38=455mm, 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.
HE flight time @ 10 km4.99 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2763·0.38128·800=1.97×10−5. 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.
AP flight time @ 10 km4.99 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2763·0.3828·800=1.96×10−5. 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~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.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,450
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 mass800 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 coefficient0.2763
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity820 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10.5
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range34.4 s
6000 m / (65.0 kt × 2.6855) = 34.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
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.
Full-salvo damage101,600
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

AA DPS at max range91
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.
AA DPS layered by range91 DPS @ 5.2 km, 381 DPS @ 5 km, 503 DPS @ 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.
AA DPS at point-blank503
290 + 61 + 61 + 91 = 503 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2167
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.
Near aura range2 km

Secondary battery firepower

Max HE alpha1500
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.
Max HE fire chance5%
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.
Max HE pen32 mm
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.
Open in Charting Tool

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.

Bow & stern26 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel190 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 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.
Stern26 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.
Citadel190 mm primary (range 27–190 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure30 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 HP27,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (128 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (55 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP16,600 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.

Balance History

Balance updates affecting Siegfried. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×4Main Battery ×4
2026-09-03

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%.
Read the full official post
2024-08-01

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Siegfried can equip.

Primary official WG sources

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