World of Warships: Legends ship guide

Smith

Also called: 史密斯 Beta
U.S.A. · Tier II · Destroyer · Premium
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 your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE / fire outputHigh AP DPMLobs over islandsSmokeEngine BoostFragile
On this page
Community Data

Smith Community Stats

Across 1,900+ Standard battles from 130+ players, Smith averages a 63% win rate, 23,400 damage and 1.2 kills per battle, and survives 35% of them.

Community Data

Smith Community Stats

Log in to GamingDiver and upload your data to see Community Data for Smith: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Smith is a Tier II American 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. Her 76mm guns win on volume rather than weight: a 3.5 s reload is the damage, so uptime matters more than any single salvo. Both shells run cohort-strong (top-decile AP at 92,400 AP DPM and cohort-best HE at 92,400 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best fires per minute in T2 DDs (3.4, 1st of 23) and fast reload in T2 DDs (3.5 s, 1st of 23). The trade is hit points in T2 DDs (7,300 HP, 21st of 23).

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; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 8.6 km of reach against 5.6 km of detection leaves about 3 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.6 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. The helm answers quickly (2 s), so she can break an incoming salvo that slower hulls have to eat.

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. You are visible from 5.6 km with 7,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Torpedoes on both beams

One launcher on each beam plus a centreline launcher, 2 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 6/23 T2 DDs.

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 92400 HE
  • AP DPM machine · 92400 AP
  • High fire pressure · 3.36 fires/min
  • Fast reload · 3.5 s
Fast torpedoes ↗

57 kt torpedo speed, top decile of T2 DDs. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.

Fragile HP pool ↗

7300 HP, bottom quartile of T2 DDs. Trade hits sparingly.

Low fire chance ↗

4% fire chance per HE shell, bottom decile of T2 DDs. AP carries more weight.

Acquisition

How to get Smith

Smith is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Promo code reward and Collaboration.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • The Longest Night of Museums Megastream Promo code reward Start: 2023-05-16
    • The content provided by the codes for Legends is as follows: American Tier II Premium destroyer Smith
  • Colors of Freedom Collaboration Start: 2023-06-20
    • It includes a Premium ship this time! Here’s what you’ll get: American Tier II Premium destroyer Smith

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh BurkeBumblebee

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Smith sits among Tier II DDs (22 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 reload3.5 s (1 of 2 tied) BestFires per minute3.36 (1/23) BestHE DPM92,400 (1/23) BestAP arming threshold13 mm (1 of 2 tied) BestTorpedo reload12 s (1/23) Top 10%Rudder shift2 s (3/23) Top 10%AP DPM92,400 (3/21) Top 10%Torpedo reaction time5.9 s (3/23) Top 25%Main dispersion79.4 m (5/23) Top 25%Displacement900 t (6/23) Top 25%Torpedo speed57 kt (4/23) Bottom 25%Hit points7,300 HP (21/23) Bottom 25%Main battery range8.59 km (19/23) Bottom 25%AA DPS10 (14/17) Bottom 10%Acceleration (0-12 kt)5.7 s (22/23) Bottom 10%Engine power10,000 hp (22/23) WorstMain battery caliber76 mm (1 of 2 tied) WorstTime to 90% speed19.1 s (23/23) WorstPower / turn radius20.8 hp/m (23/23) WorstPower-to-weight11.11 hp/t (23/23) WorstAA range1 km (1 of 3 tied) WorstAA threat10 (1 of 3 tied)
See 15 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(7/23) Concealment5.61 km(13/23) Smoke fire bloom2 km(13/23) Air detection2.83 km(17/23) Turning circle480 m(13/23) AP velocity823 m/s(9/21) HE velocity823 m/s(11/23) Torpedo range6 km(17/23) Torpedo damage≈7,733(11/23) Max armor10 mm(11/23) Citadel belt10 mm(11/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points7,300
Displacement900 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
89.7 x 8.1 m (ship-model figure)
Armor range6–10 mm
Plate armor thicknesses6, 8, 10 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 7,300 HP = 657 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 7,300 HP = 730 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,500 = 11,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 100 = 200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Main Battery
ModuleArtillery: 76.2 mm Mk5
Mounts / barrels5 mounts / 5 barrels
Reload time3.5 s
Firing range8.6 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x 167° arc
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 160° (the most restricted forward-facing mount's arc) = 20° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
33° off bow / 20° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.6 km) shells land in an ellipse about 79 m wide and 48 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(858730·8−0.51000+0.5)·30=79.4m
79.4 m at 8.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.4·0.6=47.6m
47.6 m at 8.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =79.4·0.62=23.8m
23.8 m at 8.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =47.6·0.62=14.3m
14.3 m at 8.6 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 84.
84
HE shells
HE alpha1,100
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
HE DPM
ƒ5,500 HE full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 92,400.
92,400
Fires/min
ƒ84 shells/min × 0.04 (4% fire chance) = 3.36.
3.36
AP shells
AP alpha1,100
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2480·5.90.69·0.076−1.07·8231.38=140.3mm.
140.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.6 km), where the shell has slowed to 176.4 m/s: P=10−7·2480·5.90.69·0.076−1.07·176.41.38=16.8mm.
16.8 mm at 8.6 km
AP full-salvo alpha
ƒ1,100 AP damage x 5 broadside guns = 5,500.
5,500
AP DPM
ƒ5,500 AP full-salvo alpha x 60 / 3.571 s (3.5 s = 25 ticks) base reload = 92,400.
92,400
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 speed57.0 kt
Range6 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=23,200·0.333=7,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 7,733
Maximum damage (ammunition)
ƒ23,200 warhead alpha / 3 + 700 blast = 8,433. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
8,433
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
700
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km57 kt×2.6855=5.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
5.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.35 per hit, shown as 1.35×100=135%. 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.
135%
Torpedo launcher traverse25 °/s
Launch arcscentreline 274°; wing 151° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 7,733 = 15,466. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
15,466
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
1 km
7.6 mm Hotchkiss Mk12×1 8mm
Near aura
Guns7.6 mm Hotchkiss Mk1
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range1 km
Maneuverability
Engine power10,000 hp
Maximum speed35.0 kt
Turning circle radius480 m
Rudder shift time2 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
18.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
19.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
32.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 9.5 = +0.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.63 km x 0.955 = 5.38 km. Camouflage does not change detectability by air.
5.61 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.63 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.38 km.
5.38 km
Detectability by air2.83 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.63 km) = 8.59 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.59 km
Detect when firing (air)
ƒAir detectability 2.82 km + gun-firing bloom 1.52 km = 4.34 km. The bloom tracks main-battery caliber 76 mm × 0.020 = 1.52 km.
4.34 km
Detect when on fire (sea)
ƒSea detectability 5.63 km + 2.0 km while burning = 7.63 km.
7.63 km
Detect when on fire (air)
ƒAir detectability 2.82 km + 3.0 km while burning = 5.82 km.
5.82 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 23 s emit / 109 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km31 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2480·5.90.69·0.076−1.07·276.71.38=31mm, where 276.7 m/s is the shell's speed when it arrives at 5 km (from 823 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,480
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass5.9 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.47
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity823 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity823 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time5.9 s
900 m / (57.0 kt × 2.6855) = 5.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed57.0 kt
Travel time to max range39.2 s
6000 m / (57.0 kt × 2.6855) = 39.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count3
3 launchers × 1 tubes.
Per-side salvo2 torpedoes
1 centreline + (2 wing tubes / 2) = 2: centreline launchers train to either side; wing launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage23,199
All tubes hitting one target: tubes x per-torpedo simulated damage = 3 x 7,733 = 23,199. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range10
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: Hotchkiss MG Mk1 2x1 -> 10 DPS @ 1 km.
AA DPS layered by range10 DPS @ 1 km
@ 1 km: 10 from one family. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank10
10 = 10 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index10
10 × 1 = 10. 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
Open in Charting Tool

Ship Charts

Background

The first U.S. Navy destroyer designed to operate on the high seas. Unlike all destroyers built before, she was equipped with a turbine power unit and uniform caliber main guns.

Armor Beta

Hull HP 7,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,400 (19% of HP)
Overmatched by 127mm+ AP (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+ AP (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: 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.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Smith can equip.

  • 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.