World of Warships: Legends ship guide

Sims Black

Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Play just ahead of cruiser support, taking short trades around caps and using smoke to reset or protect…
  • Avoid: Do not spend all your health in the first cap duel; American destroyers are strongest when they survive…

Variant of Sims

Cosmetic-only variant of Sims. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Community Data

Sims Black Community Stats

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Playstyle

Overview

Sims Black is a Tier VI American premium destroyer best treated as a cap-contesting destroyer that uses guns, smoke, and team support to win vision fights. Its value comes from surviving long enough to keep vision active, choose favorable trades, and turn torpedo or gun pressure into objective control.

Positioning

Play just ahead of cruiser support, taking short trades around caps and using smoke to reset or protect teammates instead of farming lazily. Choose cap edges and flank lanes with an escape route, balancing spotting, gun trades, and torpedo angles without getting trapped.

Potato Avoidance

Spend all your health in the first cap duel; American…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get Sims Black

Sims Black is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the spy glass: USS Hill Ship feature / release Start: 2022-03-23 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Hayate Ship feature / release Start: 2022-11-07 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Elbing Ship feature / release Start: 2022-12-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Constellation Ship feature / release Start: 2023-05-22 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: FR25 Ship feature / release Start: 2023-06-05 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Lüshun Ship feature / release Start: 2024-05-01 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Albert Gleaves, Arleigh Burke, and Bumblebee are useful American destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh Burke

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

The stats below come from the base ship, Sims. This ship is built on the same hull; in-game data for the variant itself is not available.

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

SmokeEngine Boost
Survivability
Hit Points15,000
Displacement2,330 t
Armor range10–19 mm
Plate armor thicknesses10, 13, 15, 16, 19 mm
Armor material/layer entries27
Fire resistance30%
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.
7,500
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.
4,500
Main Battery
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time3.1 s
Firing range10.8 km
Turret traverse34 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10816/30·(8−0.5)/1000 + 0.5)·30 = 96.1 m
96.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.1 × 0.6 = 57.7 m
57.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.1 × 0.319 (σ=2) = 30.7 m
30.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.7 × 0.319 (σ=2) = 18.4 m
18.4 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ4 broadside guns x 60 / 3.1 s base reload = 77.4.
77.4
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 3.1 s base reload = 139,355.
139,355
Base fires/min
ƒ4 HE shells x 60 / 3.1 s reload x 5% fire chance = 3.87.
3.87
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 249.1 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 249.1^1.38 = 44.2 mm.
44.2 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 3.1 s base reload = 162,581.
162,581
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.
10
Torpedoes
ModuleTorpedoes: Bliss Leavitt Mk7 mod. 2B
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time72 s
Projectile speed49 kt
Range10.5 km
Maximum simulated damage8,867 (est.)
Alpha damage26,600
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming151 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
70,936
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×1) + (13×3.5×0.95) + (22×3.5×1) = 138. 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.
138
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk42×1 20mm
12.7 mm Browning M2 mod. 24×1 13mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose main battery firing as AA in this range band.
22
Range5 km
Medium aura
DPS5
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 5 = 27
27
Near aura
DPS13
Range1.2 km
Total DPS in Aura
ƒFar 22 + Medium 5 + Near 13 = 40
40
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed38.5 kt
Turning circle radius500 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio15.0× snappy
Concealment
Detectability by sea7.12 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns7.12 km
Detect Fire Sea9.12 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 121 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

Show

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 Disp96.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10816/30·(8−0.5)/1000 + 0.5)·30 = 96.1 m
Max Vert Disp57.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.1 × 0.6 = 57.7 m
Med Horiz Disp30.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.1 × 0.319 (σ=2) = 30.7 m
Med Vert Disp18.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.7 × 0.319 (σ=2) = 18.4 m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far44.2 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 249.1 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 249.1^1.38 = 44.2 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM139,355
7,200 HE full-salvo alpha x 60 / 3.1 s base reload = 139,355.
Base AP DPM162,581
8,400 AP full-salvo alpha x 60 / 3.1 s base reload = 162,581.
Base shells/min77.4
4 broadside guns x 60 / 3.1 s base reload = 77.4.
Base fires/min3.87
4 HE shells x 60 / 3.1 s reload x 5% fire chance = 3.87.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed49 kt
Travel time to max range82.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage70,936
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage70,936
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS138
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×1) + (13×3.5×0.95) + (22×3.5×1) = 138. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index472
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Balance History

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

Buff ×11Main Battery ×1Torpedo ×3
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 3.34 to 3.1 seconds.
  • Ship HP increased from 13,800 to 15,000.
  • Engine HP increased from 13,800 to 15,000.
  • Bow HP increased from 2,100 to 2,300.
  • Stern HP increased from 1,200 to 1,300.
  • Hull HP increased from 10,400 to 11,300.
  • Steering gear HP increased from 4,100 to 4,500.
  • Superstructure HP increased from 900 to 1,000.
  • Stock torpedo range increased from 5.49 to 6.99 km.
  • Upgraded torpedo range increased from 9.15 to 10.5 km.
  • +1 more official change line in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Sims Black default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    S BlackDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision