World of Warships: Legends ship guide

Siliwangi

Beta
Pan-Asia · Tier VII · Destroyer · Premium
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Play near capture zones and island edges where smoke, concealment, and torpedo lanes can control enemy…
  • Let spotting and utility create pressure before committing to knife fights
  • Avoid: Do not treat deep-water torpedoes like universal destroyer torps
Key characteristics
Long torps (10 km)2 sigma accuracySmoke + Sonar
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Community Data

Siliwangi Community Stats

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Playstyle

Overview

Cap contesting destroyer with deep-water threat is the core job. Play near capture zones and island edges where smoke, concealment, and torpedo lanes can control enemy movement. Let spotting and utility create pressure before committing to knife fights.

Positioning

Play near capture zones and island edges where smoke, concealment, and torpedo lanes can control enemy movement. Let spotting and utility create pressure before committing to knife fights.

Potato Avoidance

Treat deep-water torpedoes like universal destroyer torps

They are excellent against larger ships, but you still need guns, team support, and positioning to handle enemy destroyers.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/33 T7 DDs.

Stealthy torps

0.8 km torpedo detect, top decile of T7 DDs. Harder to dodge.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Heavy armor deck

Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.

Acquisition

How to get Siliwangi

Siliwangi is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Doubloons.

Official WG availability sources

Builds Beta

Build around concealment, destroyer survivability, torpedo reload, and smoke/utility uptime. Inspirations that improve stealth or torpedo pressure fit the ship best.

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Cohort position

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Where Siliwangi sits among Tier VII DDs (33 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

Top 25%Traverse-to-turn ratio12.27 × (6/33) Top 25%Main battery reload2.7 s (5/33) Bottom 25%AA DPS105 (27/33) Bottom 25%Torpedo reload120 s (26/32)
See 35 mid-pack stats

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

Hit points17,200 HP(20/33) Max speed36.5 kt(15/33) Concealment6.84 km(10/33) Air detection3.42 km(11/33) Rudder shift4 s(21/33) Main battery caliber130 mm(11/33) Main battery range10.91 km(19/33) HE shell damage1,900(13/33) HE fire chance8%(15/33) Fires per minute7.11(11/33) HE DPM168,889(10/33) AP shell damage2,500(13/31) AP DPM222,222(11/31) Main dispersion96.9 m(25/33) AP velocity870 m/s(11/31) HE velocity870 m/s(11/33) Acceleration17.3 s(16/33) AP arming threshold22 mm(21/31) Engine power62,100 hp(13/33) Turn-speed retention94.1 hp/m(16/33) Displacement3,060 t(21/33) Power-to-weight20.29 hp/t(15/33) AA range3.5 km(21/33) AA threat368(25/33) Torpedo range10 km(10/32) Torpedo damage≈16,733(11/32) Torpedo speed62 kt(21/32) Max armor20 mm(19/33) Citadel belt20 mm(16/29) Deck armor19 mm(11/25) NormAP fuse timer0.01 s(25 of 31 tied at this value) NormAP ricochet start45°(25 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormBow armor19 mm(25 of 29 tied at this value) NormStern armor19 mm(26 of 29 tied at this value)
Survivability
Hit Points17,200
Displacement3,060 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,600
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.
5,200
Main Battery
ModuleArtillery: 130 mm/50 Model 1936
Mounts / barrels2 mounts / 4 barrels
Reload time3 s
Firing range10.9 km
Turret traverse20 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1091530·80.51000+0.5)·30=96.9m
96.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.9·0.6=58.1m
58.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96.9·0.32(σ=2)=31m
31 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.1·0.32(σ=2)=18.6m
18.6 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Base shells/min
ƒ4 broadside guns x 60 / 3 s base reload = 80.
80
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 3 s base reload = 152,000.
152,000
Installed HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 168,889.
168,889
Base fires/min
ƒ4 HE shells x 60 / 3 s reload x 8% fire chance = 6.4.
6.4
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 363.8 m/s: P=107·1700·33.50.69·0.131.07·363.81.38=58.2mm.
58.2 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
Base AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 3 s base reload = 200,000.
200,000
Installed AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 222,222.
222,222
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time120 s
Projectile speed62 kt
Range10 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,200·0.333=16,733.
≈ 16,733
Torpedo detectability0.8 km
Flooding chance302%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
167,330
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (27×3.5×1) = 105. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
105
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
85 mm/52 Model 19391×2 85mm
37 mm 61 shì4×2 37mm
Medium aura
DPS30
Range3.5 km
Maneuverability
Engine moduleEngine: 62,100 hp
Engine power62,100 hp
Maximum speed36.5 kt
Turning circle radius660 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (32.9 kt of 36.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(62,1003,060)0.42=3.5408; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.3s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (36.1 kt of 36.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
29.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.5·0.5144660=1.63°/s, so ratio=ωturretωhull=201.63=12.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
12.3× snappy
Concealment
Detectability by sea6.84 km
Detectability by air3.42 km
Smoke firing penalty2.6 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.84 km
Detect Fire Sea8.84 km
Detect Fire Air6.42 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Sonar2 charges · 180 s reload · 90 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km

See all derived stats

Show

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

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

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp96.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10915}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 96.9\,\text{m}$
Max Vert Disp58.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 96.9 \cdot 0.6 = 58.1\,\text{m}$
Med Horiz Disp31 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 96.9 \cdot 0.32\;(\sigma = 2) = 31\,\text{m}$
Med Vert Disp18.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 58.1 \cdot 0.32\;(\sigma = 2) = 18.6\,\text{m}$
AP Pen Close193.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 870^{1.38} = 193.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far58.2 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 363.8 m/s: $P = 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 363.8^{1.38} = 58.2\,\text{mm}$.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
Base HE DPM152,000
7,600 HE full-salvo alpha x 60 / 3 s base reload = 152,000.
Base AP DPM200,000
10,000 AP full-salvo alpha x 60 / 3 s base reload = 200,000.
Installed HE DPM168,889
7,600 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 168,889.
Installed AP DPM222,222
10,000 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 222,222.
Base shells/min80
4 broadside guns x 60 / 3 s base reload = 80.
Installed shells/min88.9
4 broadside guns x 60 / 2.7 s installed Artillery reload = 88.9.
Base fires/min6.4
4 HE shells x 60 / 3 s reload x 8% fire chance = 6.4.
Installed fires/min7.11
4 HE shells x 60 / 2.7 s installed reload x 8% fire chance = 7.11.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
Per-side salvo damage167,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.

AA defense

Close-range AA DPS105
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) + (27×3.5×1) = 105. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index368
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.

Armor Beta

Hull HP 17,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 131+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,000 (12% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm12,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;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.
Stern19 mm primary (range 16–20 mm)1,800 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst &#x27;43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mm1,400 (8% 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 HP8,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (85 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 HP5,200 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Siliwangi 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.