World of Warships: Legends ship guide

Skåne

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 12-km torpedoes for a perfect shot
Key characteristics
Long torps (12 km)2 sigma accuracyEngine BoostDefensive AAFragile
Community Data

Skåne Community Stats

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Playstyle

Overview

Skåne is a Tier VI European torpedo destroyer reaching 12 km. The torpedoes travel at 76 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. Standout traits: best AA reach in T6 DDs (5 km).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 12 km reach at 76 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 12-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long-range torps

12.0 km torpedo range, best of T6 DDs.

Fast torpedoes

76.0 kt torpedo speed, best of T6 DDs. Less reaction time for targets to dodge.

Long-reach AA

5.0 km AA reach, best of T6 DDs.

Super-heal

Repair Party heals 1.0%/s, best of T6 DDs. Restores more HP per active second than peers.

Slow heal cycle

120.0 s Repair Party reload, worst of T6 DDs. Heals come off cooldown slower than peers.

Underpowered engine

40000.0 hp engine, bottom decile of T6 DDs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Skåne

Skåne is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-European tech-tree branch diagram
Pan-Europe Tech Tree

Skåne sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, torpedo reload/damage, survivability, and AA or gun utility as needed. Commander choices should reinforce Engine Boost uptime and torpedo pressure.

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Cohort position

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Where Skåne sits among Tier VI 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.

BestAA range5 km (1 of 10 tied) BestTorpedo range12 km (1 of 3 tied) BestTorpedo speed76 kt (1 of 2 tied) BestRepair heal rate1 %/s (1 of 2 tied) Top 10%Main battery reload2.9 s (3/33) Top 10%Displacement2,051 t (2/33) Top 10%AA threat730 (4/33) Top 10%Torpedo reload55 s (2/33) Top 25%Rudder shift4.2 s (7/33) Top 25%Main dispersion87.7 m (7/33) Top 25%AP arming threshold20 mm (6/30) Top 25%AA DPS187 (6/33) Bottom 25%Max speed35 kt (29/33) Bottom 25%Main battery caliber120 mm (27/33) Bottom 25%HE shell damage1,700 (27/33) Bottom 10%Hit points13,000 HP (32/33) WorstNo secondaries (30 of 33 in cohort) WorstEngine power40,000 hp (33/33) WorstTurn-speed retention65.6 hp/m (33/33) WorstTorpedo damage7,533 (1 of 2 tied)
See 21 mid-pack stats

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

Concealment6.85 km(12/33) Air detection3.43 km(12/33) Traverse-to-turn ratio5.91 ×(13/33) Main battery range10.66 km(19/33) HE fire chance7%(25/33) Fires per minute5.79(13/33) HE DPM140,690(11/33) AP shell damage2,150(19/30) AP DPM177,931(14/30) AP velocity850 m/s(11/30) HE velocity850 m/s(13/33) Acceleration10.5 s(19/33) Power-to-weight19.5 hp/t(18/33) Deck armor16 mm(11/22) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormMax armor16 mm(20 of 33 tied at this value) NormCitadel belt16 mm(22 of 32 tied at this value) NormBow armor16 mm(20 of 32 tied at this value) NormStern armor16 mm(21 of 32 tied at this value)

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

Repair 2Def-AAEngine Boost
Survivability
Hit Points13,000
Displacement2,051 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries21
Fire resistanceInitial: 26.6% → 30%
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.
6,500
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.
3,900
Main Battery
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time3.2 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverse10 °/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 = (9694/30·(8−0.5)/1000 + 0.5)·30 = 87.7 m
87.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.7 × 0.6 = 52.6 m
52.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.7 × 0.319 (σ=2) = 28 m
28 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.6 × 0.319 (σ=2) = 16.8 m
16.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 3.2 s base reload = 75.
75
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 3.2 s base reload = 127,500.
127,500
Base fires/min
ƒ4 HE shells x 60 / 3.2 s reload x 7% fire chance = 5.25.
5.25
AP shells
AP Damage2,150
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
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 × 2500 × 23.5^0.69 × 0.12^-1.07 × 850^1.38 = 235.4 mm. Matches the in-game spec card.
235.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.7 m/s: 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 273.7^1.38 = 49.3 mm.
49.3 mm
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
Base AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 3.2 s base reload = 161,250.
161,250
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 Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time55 s
Projectile speed76 kt
Range12 km
Maximum simulated damage6,833 (est.)
Alpha damage20,500
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming235 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
40,998
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (12×3.5×0.95) + (22×3.5×1) = 187. 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.
187
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Bofors M19363×2 40mm
25 mm/64 Bofors M19324×2 25mm
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
DPSInitial: 14 → 20
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 20 = 42
42
Near aura
DPS12
Range2.5 km
Total DPS in Aura
ƒFar 22 + Medium 20 + Near 12 = 54
54
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed35 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea6.85 km
Detectability by air3.43 km
Smoke firing penalty2.44 km
Detect after firing main guns6.85 km
Detect Fire Sea8.85 km
Detect Fire Air6.43 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 1% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Rudder shift5.8 → 4.2 s
  • Close-range AA DPS26 → 32
Fire controlUpgrade
  • Main battery range9,694 → 10663.4 m
TorpedoesUpgrade
  • Range10 → 12 km
  • Speed65 → 76 kt

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 Disp87.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9694/30·(8−0.5)/1000 + 0.5)·30 = 87.7 m
Max Vert Disp52.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.7 × 0.6 = 52.6 m
Med Horiz Disp28 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.7 × 0.319 (σ=2) = 28 m
Med Vert Disp16.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.6 × 0.319 (σ=2) = 16.8 m
AP Pen Close235.4 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 × 2500 × 23.5^0.69 × 0.12^-1.07 × 850^1.38 = 235.4 mm. Matches the in-game spec card.
AP Pen Far49.3 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.7 m/s: 1e-7 × 2500 × 23.5^0.69 × 0.12^-1.07 × 273.7^1.38 = 49.3 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,600
2,150 AP damage x 4 broadside guns = 8,600.
Base HE DPM127,500
6,800 HE full-salvo alpha x 60 / 3.2 s base reload = 127,500.
Base AP DPM161,250
8,600 AP full-salvo alpha x 60 / 3.2 s base reload = 161,250.
Base shells/min75
4 broadside guns x 60 / 3.2 s base reload = 75.
Base fires/min5.25
4 HE shells x 60 / 3.2 s reload x 7% fire chance = 5.25.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed76 kt
Travel time to max range60.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage40,998
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage40,998
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS187
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (12×3.5×0.95) + (22×3.5×1) = 187. 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 index730
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 range2.5 km

Armor

Hull HP 13,000, 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.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,600 (12% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm9,800 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,600 (12% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm800 (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 HP6,500 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,900 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Buff ×2Main Battery ×2
2022-08-25

Autumn Update: In the Shadow of Leaves

  • Torpedo launcher reload time decreased from 59 s to 55 s.
  • HP increased from 12,100 to 13,000.
  • We’ve resolved an issue with saturation that led to low HP ships surviving despite taking numerous hits from AP shells.
  • Secondary batteries with armor protection will now lose their hit locations after destruction, thus allowing more hits to the hull.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Skåne 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.