Smith A
Beta- 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…
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Smith A Community Stats
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Smith A Community Stats
Record History
Playstyle
Overview
Smith is a Tier II 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 destroyers are strongest when they survive long enough to keep contesting objectives. The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.
Signature Traits
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
106452 HE DPM, best of T2 DDs. Sustained fire pressure.
3.87 fires/min, best of T2 DDs. Keeps DCP on cooldown.
57.0 kt torpedo speed, top decile of T2 DDs. Less reaction time for targets to dodge.
12.0 s torpedo reload, top decile of T2 DDs. More frequent drops than peers.
4.0% fire chance per HE shell, bottom decile of T2 DDs. AP carries more weight.
How to get Smith A
Smith A is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
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.
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 Smith A sits among Tier II DDs (24 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 13 mid-pack stats
Not standouts for Smith A -- 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 chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
5 broadside guns x 60 / 3.5 s base reload = 85.7.HE shells
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13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).ƒ
1,100 HE damage x 5 broadside guns = 5,500.ƒ
5,500 HE full-salvo alpha x 60 / 3.5 s base reload = 94,286.ƒ
5 HE shells x 60 / 3.5 s reload x 4% fire chance = 3.43.AP shells
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floor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (9.5 km), where the shell has slowed to 184.6 m/s: .ƒ
1,100 AP damage x 5 broadside guns = 5,500.ƒ
5,500 AP full-salvo alpha x 60 / 3.5 s base reload = 94,286.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
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 7,733 = 23,199.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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
Time to accelerate from 0 kt to 90% of top speed (31.5 kt of 35). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 109 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8587}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 79.4\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 79.4 \cdot 0.6 = 47.6\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 79.4 \cdot 0.32\;(\sigma = 2) = 25.4\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 47.6 \cdot 0.319\;(\sigma = 2) = 15.2\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2480 \cdot 5.9^{0.69} \cdot 0.076^{-1.07} \cdot 823^{1.38} = 140.3\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (9.5 km), where the shell has slowed to 184.6 m/s: $P = 10^{-7}\cdot 2480 \cdot 5.9^{0.69} \cdot 0.076^{-1.07} \cdot 184.6^{1.38} = 17.8\,\text{mm}$.13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).floor(76 mm caliber / 14.3) = 5 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 5 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,100 HE damage x 5 broadside guns = 5,500.1,100 AP damage x 5 broadside guns = 5,500.5,500 HE full-salvo alpha x 60 / 3.5 s base reload = 94,286.5,500 AP full-salvo alpha x 60 / 3.5 s base reload = 94,286.5 broadside guns x 60 / 3.5 s base reload = 85.7.5 HE shells x 60 / 3.5 s reload x 4% fire chance = 3.43.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).3 launchers x 1 tubes.3 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 3 x 7,733 = 23,199.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 7,733 = 23,199.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Smith A 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.
