World of Warships: Legends ship guide

Skåne

Also called: 斯科讷 Beta
Pan-Europe · Tier VI · Destroyer · Tech Tree
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, fast torpedoes (12 km)Engine BoostDefensive AASuper-healFast reloadSlow heal cycle
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Community Data

Skåne Community Stats

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Playstyle

Overview

Skåne is a Tier VI European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also packs the super-heal (1%/s, for 14 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best torpedo range in T6 DDs (12 km) and best torpedo speed in T6 DDs (80 kt).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE TORPEDOES
  • Long-range torps · 12.0 km
  • Fast torpedoes · 80.0 kt
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 a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. 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.

Best listed chance for this ship

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Skåne sits among Tier VI DDs (41 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 12 tied) BestTorpedo range12 km (1 of 5 tied) BestTorpedo speed80 kt (1/41) BestRepair heal rate1 %/s (1 of 3 tied) Top 10%Main battery reload2.9 s (2/41) Top 10%Displacement2,051 t (2/41) Top 10%AA threat730 (5/41) Top 10%Torpedo reload55 s (2/41) Top 25%Rudder shift3.2 s (11/41) Top 25%Fires per minute5.79 (11/41) Top 25%HE DPM140,690 (7/41) Top 25%AP DPM177,931 (10/37) Top 25%Main dispersion88 m (11/41) Top 25%AP arming threshold20 mm (7/37) Top 25%Effective HE DPM (incl. fire)183,988 (8/41) Top 25%AA DPS187 (7/41) Top 25%Flak per wave (expected)880 (3/17) Bottom 25%Hit points14,400 HP (32/41) Bottom 25%Max speed35 kt (36/41) Bottom 25%Main battery caliber120 mm (33/41) WorstNo secondaries (37 of 41 in cohort) WorstEngine power40,000 hp (41/41) WorstTurn-speed retention65.6 hp/m (41/41) WorstTorpedo damage≈6,833 (1 of 2 tied)
See 22 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(17/41) Air detection3.43 km(16/41) Traverse-to-turn ratio5.91 ×(17/41) Main battery range10.7 km(17/41) HE shell damage1,700(31/41) HE fire chance7%(29/41) AP shell damage2,150(25/37) AP velocity850 m/s(15/37) HE velocity850 m/s(17/41) Acceleration16.9 s(14/41) Power-to-weight19.5 hp/t(23/41) AP pen at 10 km61 mm(14/35) Deck armor16 mm(14/27) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormRepair charges2(5 of 6 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit PointsInitial: 13,000 → 14,400
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%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time2.9 s
Firing range (base)
patched
  1. baseline9727
    In-game data
  2. 2026-06-259700
    Ministry of Balance: Skillful Adjustments Main battery firing range increased from 9.6 to 9.7 km.
9.7 km
Firing range (top fire control)10.7 km
Turret traverse10 °/s
HE fire DPM vs T6 BB43321
Effective HE DPM vs T6 BB184011
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(972730·80.51000+0.5)·30=88m
88 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88·0.6=52.8m
52.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88·0.319(σ=2)=28.1m
28.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.8·0.32(σ=2)=16.9m
16.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 2.9 s base reload = 82.8.
82.8
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
HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 2.9 s base reload = 140,690.
140,690
Fires/min
ƒ82.8 shells/min x 7% fire chance = 5.79.
5.79
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: P=107·K·m0.69·d1.07·v01.38 =107·2500·23.50.69·0.121.07·8501.38=235.4mm. Matches the in-game spec card.
235.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 273.2 m/s: P=107·2500·23.50.69·0.121.07·273.21.38=49.2mm.
49.2 mm
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 2.9 s base reload = 177,931.
177,931
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 speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 80 kt); the stock torpedo module runs 65 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
80 kt
Range12 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=20,500·0.333=6,833.
≈ 6,833
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
7,533
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km80 kt×2.6=7.7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.3 per hit, shown as 1.3×100=130%. Torpedo flood 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. Not shown on the in-game port screen.
130%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming247 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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
Gunsmain battery (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 77 from dual-purpose main battery firing as AA in this range band.
77
Range5 km
Medium aura
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 1 hit probability = 70 - the same in-game units as the Close-range AA DPS headline.
Initial: 49 → 70
Range3.5 km
Total DPS in Aura
ƒFar 77 + Medium 70 = 147
147
Near aura
Guns25 mm/64 Bofors M1932
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.95 hit probability = 40 - the same in-game units as the Close-range AA DPS headline.
40
Range2.5 km
Total DPS in Aura
ƒFar 77 + Medium 70 + Near 40 = 187
187
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Maneuverability
Engine power40,000 hp
Maximum speed35 kt
Turning circle radius610 m
Rudder shift time3.2 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
16.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
28.7 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·35.0·0.5144610=1.69°/s, so ratio=ωturretωhull=101.69=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea6.85 km
Detectability by air3.43 km
Smoke firing penalty2.44 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.85 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 · 2,016 HP (14% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (14 s) = up to 14% of max HP restored per charge.
· 4,032 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 144 HP/s (1% of max HP) heal per second
ƒ1% of max HP (14,400 HP) per second = 144 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points13,000 → 14,400
  • Rudder shift5.8 → 4.2 s
  • Close-range AA DPS26 → 32
Fire controlUpgrade
  • Main battery range9,727 → 10699.7 m
TorpedoesUpgrade
  • Range10 → 12 km
  • Speed65 → 80 kt

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
Max Horiz Disp88 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(972730·80.51000+0.5)·30=88m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp52.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88·0.6=52.8m
Med Horiz Disp28.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =88·0.319(σ=2)=28.1m
Med Vert Disp16.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.8·0.32(σ=2)=16.9m
AP Pen Close235.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·23.50.69·0.121.07·8501.38=235.4mm. Matches the in-game spec card.
AP Pen Far49.2 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 273.2 m/s: P=107·2500·23.50.69·0.121.07·273.21.38=49.2mm.
AP pen 5 km118 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km61 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPM140,690
6,800 HE full-salvo alpha x 60 / 2.9 s base reload = 140,690.
AP DPM177,931
8,600 AP full-salvo alpha x 60 / 2.9 s base reload = 177,931.
Shells/min82.8
4 broadside guns x 60 / 2.9 s base reload = 82.8.
Fires/min5.79
82.8 shells/min x 7% fire chance = 5.79.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed80 kt
Travel time to max range57.7 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.
Per-side salvo damage40,998
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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 Beta

Hull HP 13,00014,400 with hull upgrade, 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 & stern16 mm

Overmatched by 124+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,600 (11% of HP)
Overmatch not possible in its bracketAngle 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 (68% of HP)
Overmatch not possible in its bracketAngle 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 (11% of HP)
Overmatch not possible in its bracketAngle 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: 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.
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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×13Main Battery ×4Torpedo ×2
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Main battery firing range increased from 9.6 to 9.7 km.
  • Main battery reload time reduced from 3.2 to 2.9 s.
  • Upgraded hull ship HP increased from 13,000 to 14,400:
  • Upgraded bow HP increased from 1,600 to 1,700.
  • Upgraded stern HP increased from 1,600 to 1,700.
  • Upgraded hull HP increased from 9,800 to 10,800.
  • Upgraded steering gear HP increased from 3,900 to 4,300.
  • Upgraded superstructure HP increased from 800 to 900.
  • Upgraded engine HP increased from 13,000 to 14,400.
  • Upgraded torpedo speed increased from 76 to 80 kts.
  • +1 more official change line in the source post.
Read the full official post
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.