ST-61
BetaSuper Tester- Play ST-61 on the edge of detection near capture zones and flank lanes
- Avoid: Do not rush the first cap alone in ST-61
ST-61 Community Stats
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ST-61 Community Stats
Record History
Playstyle
Overview
ST-61 is a Tier IV Germany premium destroyer best treated as a vision-first knife-edge scout: spot early, contest caps only with support, and convert stealth into torpedo pressure rather than open-water gun trades.
Positioning
Play ST-61 on the edge of detection near capture zones and flank lanes. Keep an exit route, use islands or smoke to break focus, and widen only after enemy destroyers and radar threats are accounted for.
Potato Avoidance
Rush the first cap alone in ST-61
A dead destroyer gives up vision, torpedo threat, and objective control before the match has shape.
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.
23.3% fire resistance, best of T4 DDs. HE pressure does less.
200000 AP DPM, best of T4 DDs. Punishes broadsides.
14700.0 HP, top decile of T4 DDs.
10.34 km main battery reach, top decile of T4 DDs.
92.5 m max horizontal dispersion, worst of T4 DDs. Long-range salvos are noticeably wider than peers'.
How to get ST-61
ST-61 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.
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 ST-61 sits among Tier IV 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.
See 15 mid-pack stats
Not standouts for ST-61 -- 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 / 8 deg/s traverse speed = 22.5 s.ƒ
4 broadside guns x 60 / 4 s base reload = 60.HE shells
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21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 4 broadside guns = 6,000.ƒ
6,000 HE full-salvo alpha x 60 / 4 s base reload = 90,000.ƒ
4 HE shells x 60 / 4 s reload x 6% fire chance = 3.6.AP shells
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floor(128 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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 277.8 m/s: .ƒ
3,000 AP damage x 4 broadside guns = 12,000.ƒ
12,000 AP full-salvo alpha x 60 / 4 s base reload = 180,000.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 = 8 x 12,700 = 101,600.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×1) + (23×3.5×0.95) = 132. 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
Medium 16 + Near 23 = 39ƒ
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 / 61 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10340}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 92.5\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 92.5 \cdot 0.6 = 55.5\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 92.5 \cdot 0.32\;(\sigma = 2) = 29.6\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 55.5 \cdot 0.319\;(\sigma = 2) = 17.7\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1640 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 830^{1.38} = 157.4\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 277.8 m/s: $P = 10^{-7}\cdot 1640 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 277.8^{1.38} = 34.8\,\text{mm}$.21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).floor(128 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 / 8 deg/s traverse speed = 22.5 s.1,500 HE damage x 4 broadside guns = 6,000.3,000 AP damage x 4 broadside guns = 12,000.6,000 HE full-salvo alpha x 60 / 4 s base reload = 90,000.12,000 AP full-salvo alpha x 60 / 4 s base reload = 180,000.4 broadside guns x 60 / 4 s base reload = 60.4 HE shells x 60 / 4 s reload x 6% fire chance = 3.6.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×1) + (23×3.5×0.95) = 132. 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 ST-61 can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
