Skåne
Beta- 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
Skåne Community Stats
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Skåne Community Stats
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
12.0 km torpedo range, best of T6 DDs.
76.0 kt torpedo speed, best of T6 DDs. Less reaction time for targets to dodge.
5.0 km AA reach, best of T6 DDs.
Repair Party heals 1.0%/s, best of T6 DDs. Restores more HP per active second than peers.
120.0 s Repair Party reload, worst of T6 DDs. Heals come off cooldown slower than peers.
40000.0 hp engine, bottom decile of T6 DDs. Less headroom for re-accelerating from a stop and holding speed through turns.
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
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
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Pan-European Destroyer Big Crate
1%
VI Skåne*
Early access containers · Pan-European Destroyer Big Crate
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Pan-European Destroyer Crate
0.02%
VI Skåne*
Early access containers · Pan-European Destroyer Crate
Official WG availability sources
- Sailing United: Pan-European Destroyers Arrive in Early Access Early Access Start: 2022-05-18 · End: 2022-06-15 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Sailing United: Pan-European Destroyers Arrive in Early Access 750,000 Global XP 2022-05-18
Show direct source rows
- Pan-European Destroyer Big Crate 1% · VI Skåne*
- Pan-European Destroyer Crate 0.02% · VI Skåne*
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.7 × 0.6 = 52.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.7 × 0.319 (σ=2) = 28 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.6 × 0.319 (σ=2) = 16.8 mƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 3.2 s base reload = 75.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 4 broadside guns = 6,800.ƒ
6,800 HE full-salvo alpha x 60 / 3.2 s base reload = 127,500.ƒ
4 HE shells x 60 / 3.2 s reload x 7% fire chance = 5.25.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
2,150 AP damage x 4 broadside guns = 8,600.ƒ
8,600 AP full-salvo alpha x 60 / 3.2 s base reload = 161,250.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 22 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 22 + Medium 20 = 42ƒ
Far 22 + Medium 20 + Near 12 = 54
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
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.7 × 0.6 = 52.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.7 × 0.319 (σ=2) = 28 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.6 × 0.319 (σ=2) = 16.8 mCanonical 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.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.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 4 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,700 HE damage x 4 broadside guns = 6,800.2,150 AP damage x 4 broadside guns = 8,600.6,800 HE full-salvo alpha x 60 / 3.2 s base reload = 127,500.8,600 AP full-salvo alpha x 60 / 3.2 s base reload = 161,250.4 broadside guns x 60 / 3.2 s base reload = 75.4 HE shells x 60 / 3.2 s reload x 7% fire chance = 5.25.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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
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 |
|---|---|---|---|---|
| Bow | 16 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 mm | 9,800 (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. |
| Stern | 16 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. |
| Citadel | 16 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). |
| Superstructure | 16 mm | 800 (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 HP | 6,500 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,900 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior Skåne can equip, from in-game data.
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.
