World of Warships: Legends ship guide

Smith

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 6-km torpedoes for a perfect shot
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh AP DPMLobs over islandsFragile
Community Data

Smith Community Stats

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Playstyle

Overview

Smith is a Tier II American torpedo destroyer reaching 6 km. The torpedoes travel at 57 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best HE DPM in T2 DDs (106,452) and best fires per minute in T2 DDs (3.9).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 6 km reach at 57 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 6-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

HE DPM machine

106452 HE DPM, best of T2 DDs. Sustained fire pressure.

High fire pressure

3.87 fires/min, best of T2 DDs. Keeps DCP on cooldown.

Fast torpedoes

57.0 kt torpedo speed, best of T2 DDs. Less reaction time for targets to dodge.

High-arc AP shells

62.3° impact angle at max range, best of T2 DDs. Lobs over island cover.

Low fire chance

4.0% fire chance per HE shell, bottom decile of T2 DDs. AP carries more weight.

Bleeds speed in turns

20.8 hp per metre of turn radius, bottom decile of T2 DDs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Smith

Smith 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.

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Commanders frequently paired with this ship Albert GleavesArleigh Burke

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Cohort position

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Where Smith sits among Tier II DDs (20 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.

BestMain battery reload3.1 s (1 of 2 tied) BestFires per minute3.87 (1/20) BestHE DPM106,452 (1/20) BestAP arming threshold13 mm (1 of 2 tied) BestTorpedo speed57 kt (1 of 4 tied) BestTorpedo reload12 s (1/20) Top 10%Rudder shift2.6 s (3/20) Top 25%AP DPM106,452 (3/18) Top 25%Displacement900 t (4/20) Bottom 25%Hit points7,300 HP (18/20) Bottom 25%Main battery range8.59 km (16/20) Bottom 10%Engine power10,000 hp (19/20) WorstMain battery caliber76 mm (1 of 2 tied) WorstTurn-speed retention20.8 hp/m (20/20) WorstPower-to-weight11.11 hp/t (20/20) WorstAA threat10 (1 of 4 tied) WorstEnd plates6 mm (1 of 10 tied / 1 of 8 tied)
See 17 mid-pack stats

Not standouts for Smith -- 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.

Max speed35 kt(7/20) Concealment5.63 km(11/20) Air detection2.82 km(13/20) Traverse-to-turn ratio4.65 ×(13/20) Main dispersion79.4 m(11/20) AP velocity823 m/s(8/18) HE velocity823 m/s(10/20) Acceleration9.7 s(7/20) AA DPS10(12/20) AA range1 km(15/20) Torpedo range6 km(13/20) Torpedo damage8,433(10/20) Max armor10 mm(9/20) Citadel belt10 mm(9/20) Deck armor10 mm(7/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points7,300
Displacement900 t
Armor range6–10 mm
Plate armor thicknesses6, 8, 10 mm
Armor material/layer entries25
Fire resistance3.3%
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.
3,700
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.
2,200
Main Battery
ModuleArtillery: 76.2 mm Mk5
Mounts / barrels5 mounts / 5 barrels
Reload time3.5 s
Firing range8.6 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 = (8587/30·(8−0.5)/1000 + 0.5)·30 = 79.4 m
79.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 79.4 × 0.6 = 47.6 m
47.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 79.4 × 0.32 (σ=2) = 25.4 m
25.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.6 × 0.319 (σ=2) = 15.2 m
15.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 3.5 s base reload = 85.7.
85.7
HE shells
HE Damage1,100
HE Velocity823 m/s
Fire Chance4%
HE penetration
ƒ13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
13 mm
HE full-salvo alpha
ƒ1,100 HE damage x 5 broadside guns = 5,500.
5,500
Base HE DPM
ƒ5,500 HE full-salvo alpha x 60 / 3.5 s base reload = 94,286.
94,286
Base fires/min
ƒ5 HE shells x 60 / 3.5 s reload x 4% fire chance = 3.43.
3.43
AP shells
AP Damage1,100
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold13 mm
AP overmatch
ƒfloor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
5 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 × 2480 × 5.9^0.69 × 0.076^-1.07 × 823^1.38 = 140.3 mm. Matches the in-game spec card.
140.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (9.5 km), where the shell has slowed to 184.6 m/s: 1e-7 × 2480 × 5.9^0.69 × 0.076^-1.07 × 184.6^1.38 = 17.8 mm.
17.8 mm
AP full-salvo alpha
ƒ1,100 AP damage x 5 broadside guns = 5,500.
5,500
Base AP DPM
ƒ5,500 AP full-salvo alpha x 60 / 3.5 s base reload = 94,286.
94,286
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.
2
Torpedoes
ModuleTorpedoes: Bliss Leavitt Mk7 mod. 5A
Launchers / tubes3 launchers × 1 tubes = 3 tubes
Reload time12 s
Projectile speed57 kt
Range6 km
Maximum simulated damage7,733 (est.)
Alpha damage23,200
Torpedo detectability0.9 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
23,199
AA Defense
AA mount points2
Close-range AA DPS
ƒSum 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.6 mm Hotchkiss Mk12×1 8mm
Near aura
DPS3
Range1 km
Maneuverability
Engine moduleEngine: 10,000 hp
Engine power10,000 hp
Maximum speed35 kt
Turning circle radius480 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea5.63 km
Detectability by air2.82 km
Smoke firing penalty2 km
Detect after firing main guns5.63 km
Detect Fire Sea7.63 km
Detect Fire Air5.82 km
Guaranteed Detect2 km
Consumables
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
Module options (1)

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

HullUpgrade
  • Turret traverse10 → 5 °/s

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 Disp79.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8587/30·(8−0.5)/1000 + 0.5)·30 = 79.4 m
Max Vert Disp47.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 79.4 × 0.6 = 47.6 m
Med Horiz Disp25.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 79.4 × 0.32 (σ=2) = 25.4 m
Med Vert Disp15.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 47.6 × 0.319 (σ=2) = 15.2 m
AP Pen Close140.3 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 × 2480 × 5.9^0.69 × 0.076^-1.07 × 823^1.38 = 140.3 mm. Matches the in-game spec card.
AP Pen Far17.8 mm
Same formula at the ship's max firing range (9.5 km), where the shell has slowed to 184.6 m/s: 1e-7 × 2480 × 5.9^0.69 × 0.076^-1.07 × 184.6^1.38 = 17.8 mm.
HE penetration13 mm
13 mm ≈ 76 mm caliber / 6 (standard HE penetration ratio).
AP overmatch5 mm
floor(76 mm caliber / 14.3) = 5 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius2
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha5,500
1,100 HE damage x 5 broadside guns = 5,500.
AP full-salvo alpha5,500
1,100 AP damage x 5 broadside guns = 5,500.
Base HE DPM94,286
5,500 HE full-salvo alpha x 60 / 3.5 s base reload = 94,286.
Base AP DPM94,286
5,500 AP full-salvo alpha x 60 / 3.5 s base reload = 94,286.
Base shells/min85.7
5 broadside guns x 60 / 3.5 s base reload = 85.7.
Base fires/min3.43
5 HE shells x 60 / 3.5 s reload x 4% fire chance = 3.43.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time6.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range40.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count3
3 launchers x 1 tubes.
Per-side salvo3 torpedoes
3 (centerline launchers train across - full salvo to either side).
Full-salvo damage23,199
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage23,199
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS10
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.
Maximum AA range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index10
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 km

Armor

Hull HP 7,300, 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
Bow6 mm1,400 (19% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm700 (10% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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).
Superstructure6 mm100 (1% 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 HP3,700 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 (8 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 HP2,200 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.
Exteriors

Skins & permanent camouflages

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

  • Smith 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.