World of Warships: Legends ship guide

Split

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8.5-km torpedoes for a perfect shot
Key characteristics
Radar (9 km)SmokeEngine BoostDefensive AASlow acceleration
Community Data

Split Community Stats

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Playstyle

Overview

Split is a Tier VII European torpedo destroyer reaching 8.5 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. AA (246 AA DPS at 3.5 km, +300% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best radar range in T7 DDs (8.9 km).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8.5 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 8.5-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

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 4/30 T7 DDs.

Surveillance Radar

8.89 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Heavy Defensive AA flak

+300.0% Defensive AA flak damage, best of T7 DDs. Each activated burst deletes more aircraft.

Fast HE shells

8.65 s HE flight time to max range, top decile of T7 DDs. Harder to dodge.

Fast torpedoes

76.0 kt torpedo speed, top decile of T7 DDs. Less reaction time for targets to dodge.

Slow acceleration

~14.52 s to max forward speed, worst of T7 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Split

Split is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 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
Pan-Europe Tech Tree

Split sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, gun reload, speed, and survivability, with torpedo reload as a useful secondary pressure path. Current advice should account for official reload and turret-traverse nerfs while preserving Split’s radar-gunboat role.

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Cohort position

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Where Split sits among Tier VII DDs (30 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.

Top 10%Max speed41.5 kt (4/30) Top 10%Torpedo speed76 kt (3/29) Top 10%Torpedo reload75 s (3/29) Top 25%Main battery caliber140 mm (5/30) Top 25%HE shell damage2,000 (7/30) Top 25%Fires per minute7.5 (7/30) Top 25%Main dispersion88.9 m (6/30) Top 25%AA DPS246 (7/30) Bottom 25%Torpedo damage10,700 (27/29) Bottom 10%Traverse-to-turn ratio5.23 × (28/30) WorstAcceleration14.52 s (30/30)
See 20 mid-pack stats

Not standouts for Split -- here's where she sits on every other ranked stat in the cohort.

Hit points16,600 HP(22/30) Concealment6.98 km(17/30) Air detection3.49 km(18/30) Rudder shift4.9 s(11/30) Main battery range10.84 km(21/30) Main battery reload4 s(15/30) HE DPM150,000(17/30) HE velocity840 m/s(14/30) Engine power55,000 hp(17/30) Turn-speed retention85.9 hp/m(19/30) Displacement2,900 t(11/30) Power-to-weight18.97 hp/t(21/30) AA range3.5 km(19/30) AA threat775(9/30) Torpedo range8.49 km(19/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25)

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

Radar 8.89 kmDef-AASmokeEngine Boost
Survivability
Hit PointsInitial: 15,500 → 16,600
Displacement2,900 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries20
Fire resistanceInitial: 33.3% → 36.6%
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.
8,300
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.
5,000
Main Battery
ModuleArtillery: 140 mm/56 Škoda shielded
Mounts / barrels5 mounts / 5 barrels
Reload time4.5 s
Firing range (base)9.8 km
Firing range (top fire control)10.8 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 = (9850/30·(8−0.5)/1000 + 0.5)·30 = 88.9 m
88.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.9 × 0.6 = 53.3 m
53.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.9 × 0.319 (σ=2) = 28.4 m
28.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 m
17 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 4.5 s base reload = 66.7.
66.7
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
35 mm
HE full-salvo alpha
ƒ2,000 HE damage x 5 broadside guns = 10,000.
10,000
Base HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 4.5 s base reload = 133,333.
133,333
Installed HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
150,000
Base fires/min
ƒ5 HE shells x 60 / 4.5 s reload x 10% fire chance = 6.67.
6.67
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed76 kt
Range8.49 km
Maximum simulated damage9,800 (est.)
Alpha damage29,400
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming235 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
58,800
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×1) + (17×3.5×0.95) = 246. 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.
246
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm Bofors wz. 36Initial: 40 mm/60 Bofors M1936 (8×1) → 40 mm Bofors wz. 36 (8×2)
15 mm ZB-60 VZ-35 (upgraded hull only)6×1 15mm
13.2 mm Hotchkiss wz. 30 (stock hull only)6×2 13mm
Medium aura
DPSInitial: 41 → 54
Range3.5 km
Near aura
DPS17
Range2 km
Total DPS in Aura
ƒMedium 54 + Near 17 = 71
71
Maneuverability
Engine moduleEngine: 55,000 hp
Engine power55,000 hp
Maximum speed41.5 kt
Turning circle radius640 m
Engine power multiplier speed threshold39.4 kt
Traverse-to-turn ratio5.2× slow
Concealment
Detectability by sea6.98 km
Detectability by air3.49 km
Smoke firing penalty2.83 km
Detect after firing main guns6.98 km
Detect Fire Sea8.98 km
Detect Fire Air6.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 89 s cloud active
Choose one
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · +300% flak burst boost
Surveillance Radar3 charges · 90 s reload · 10 s active · 8.89 km radar range
Module options (2)

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

HullUpgrade
  • Hit points15,500 → 16,600
  • Rudder shift6.8 → 4.9 s
  • Close-range AA DPS58 → 71
  • Turret traverse10 → 14 °/s
Fire controlUpgrade
  • Main battery range9,850 → 10,835 m

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 Disp88.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9850/30·(8−0.5)/1000 + 0.5)·30 = 88.9 m
Max Vert Disp53.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 88.9 × 0.6 = 53.3 m
Med Horiz Disp28.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 88.9 × 0.319 (σ=2) = 28.4 m
Med Vert Disp17 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.3 × 0.319 (σ=2) = 17 m
HE penetration35 mm
35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~35mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
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 alpha10,000
2,000 HE damage x 5 broadside guns = 10,000.
Base HE DPM133,333
10,000 HE full-salvo alpha x 60 / 4.5 s base reload = 133,333.
Installed HE DPM150,000
10,000 HE full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 150,000.
Base shells/min66.7
5 broadside guns x 60 / 4.5 s base reload = 66.7.
Installed shells/min75
5 broadside guns x 60 / 4 s installed Artillery reload = 75.
Base fires/min6.67
5 HE shells x 60 / 4.5 s reload x 10% fire chance = 6.67.
Installed fires/min7.5
5 HE shells x 60 / 4 s installed reload x 10% fire chance = 7.5.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed76 kt
Travel time to max range43 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 damage58,800
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage58,800
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS246
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×1) + (17×3.5×0.95) = 246. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index775
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 km

Armor

Hull HP 15,50016,600 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,400 (14% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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)19 mm12,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 6–20 mm)1,600 (10% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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).
Superstructure19 mm1,000 (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 HP8,300 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 HP5,000 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.

Balance History

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

Nerf ×2Buff ×2Main Battery ×4
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock main battery reload time increased from 4 to 4.5 seconds.
  • Upgraded main battery reload time increased from 3.6 to 4 seconds.
  • Stock main battery 180 turn time increased from 15 to 18 seconds.
  • Upgraded main battery 180 turn time increased from 12.9 to 15 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Split 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.