Stord
Also called: 斯托德 Beta- 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
On this page
Stord Community Stats
Across 3,200+ Standard battles from 250+ players, Stord averages a 62% win rate, 35,500 damage and 1.1 kills per battle, and survives 43% of them.
Stord Community Stats
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Stord Community Stats
Record History
Playstyle
Overview
Stord is a Tier V European 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 120mm guns win on volume rather than weight: a 4.5 s reload is the damage, so uptime matters more than any single salvo. AA (115 AA DPS at 3.5 km, +200% Defensive AA flak burst) runs near the top of her cohort: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best top speed in T5 DDs (39 kt, 1st of 25) and quick acceleration in T5 DDs (1.9 s, 1st of 25). The trade is weak torpedoes in T5 DDs (6,833, 25th of 25).
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: 10.4 km of reach against 6.5 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. Shooting from the cloud gives you away at 2.3 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 4.2 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. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless.
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 6.5 km with 12,500 HP to spend, so the second ship to join the trade decides it.
Signature Traits
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, unique in T5 DDs.
+5% speed (about +1.9 kt), 100 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.
- Fast for the class · 39 kt
- Quick acceleration
72 kt torpedo speed, top decile of T5 DDs. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.
- High fire chance · 9%
- High-arc HE shells · 25.12°
- Weak torpedoes · 6833 damage
- Visible torps · 1.6 km
How to get Stord
Stord is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 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.
History: Early Access Sep 2024 – Oct 2024 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Pan-Europe tech-tree branch diagram
Stord 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
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Anniversary '25 Pan‑Eu. crate
5%
V Stord
Event · Anniversary '25 Pan‑Eu. crate
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Pan-Eu. Destroyer Big Crate
5%
V Stord
Archived · Pan-Eu. Destroyer Big Crate
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Pan-Eu. Destroyer Crate
2.5%
V Stord
Archived · Pan-Eu. Destroyer Crate
Official WG availability sources
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Continental Voyage: Pan-European Destroyers in Early Access, a New Collection, and More
Early Access
Start: 2024-09-09 · End: 2024-10-09
- The new line of Pan-European destroyers includes four ships: Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split.
- During this update, the new ships will be available in Early Access and can be found in Pan-Eu. Destroyer crates and Pan-Eu. Destroyer Big Crates.
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Halloween Update: Crimson Tale
Tech tree line
Start: 2024-10-10
- New Pan-European destroyers that were previously available in Early Access—Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split—are now fully available as a separate Tech Tree line.
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September Update: Breeze of Inspiration
Early Access
2024-09-05
- Meet the new Tech Tree line of Pan-European destroyers, available in Early Access from September 9 through October 14: Tier IV Muavenet, Tier V Stord, Tier VI Grom, and Tier VII Split.
- You can obtain the new destroyers from Pan-Eu. Destroyer crates and Pan-Eu. Destroyer Big Crates, which will be available through the Tempest of Renaissance campaign or in the Store during this update.
Show direct source rows
- Anniversary '25 Pan‑Eu. crate 5% · V Stord
- Pan-Eu. Destroyer Big Crate 5% · V Stord
- Pan-Eu. Destroyer Crate 2.5% · V Stord
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Stord sits among Tier V 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 17 mid-pack stats
Not standouts for Stord -- 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 →ƒ
How 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.ƒ
180° − 137° (the most restricted aft-facing mount's arc) = 43° off bow; 180° − 137° (the most restricted forward-facing mount's arc) = 43° 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.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.4 km) shells land in an ellipse about 93 m wide and 56 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.ƒ
Horizontal dispersion ellipse width at max range, from the 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
Zero upgrades: 4 broadside guns x 60 / 5 s base reload = 48. All upgrades (top gun): 4 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload = 52.5.HE shells
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30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
1,900 HE damage x 4 broadside guns = 7,600.ƒ
Zero upgrades: 7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200. All upgrades (top gun): 7,600 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload = 99,750.ƒ
Zero upgrades: 48 shells/min × 0.09 (9% fire chance) = 4.32. All upgrades (top gun): 52.5 shells/min × 0.09 (9% fire chance) = 4.72.ƒ
Most 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: . 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.ƒ
20,500 warhead alpha / 3 + 700 blast = 7,533. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.19 per hit, shown as . 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.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 6,833 = 54,664. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.ƒ
Initial: 14 × 3.5 × 0.95 = 47 → 24 × 3.5 × 0.95 = 80. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Medium 35 + Near 80 = 115ƒ
top speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (35.1 kt of 39.0 kt).ƒ
Time to reach 99% of top speed (38.6 kt of 39.0 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.ƒ
With the rudder hard over the hull turns 8.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.6 = +1.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.48 km x 0.955 = 6.19 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.19 km.ƒ
max(main battery range, sea detectability 6.48 km) = 10.42 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.24 km + gun-firing bloom 2.4 km = 5.64 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.ƒ
Sea detectability 6.48 km + 2.0 km while burning = 8.48 km.ƒ
Air detectability 3.24 km + 3.0 km while burning = 6.24 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active · 450 m radius
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×3 flak burst boost ƒ
Repeats the flak burst pattern ×3 within each salvo - more clouds in the air over the salvo, at the same spots.
Under the hood
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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
The standard destroyer dispersion curve.(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.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10417 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10417 m. Above the kink: , so .How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 808 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.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 ~30mm armor instead of ~20mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (72.0 kt × 2.6855) = 8.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).7500 m / (72.0 kt × 2.6855) = 38.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 6,833 = 54,664. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Twin 1x2 -> 35 DPS @ 3.5 km; 20mm Oerlikon MK V 4x2 -> 80 DPS @ 2 km.@ 3.5 km: 35 from one family; @ 2 km: 35 + 80 = 115. 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.35 + 80 = 115 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).35 × 3.5 + 80 × 2 = 282. 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.Ship Charts
Background
With the outbreak of World War II, Britain began mass-producing destroyers in batches of eight, each with four 4–4.7-inch (102–120 mm) guns and one or two torpedo launchers. Two destroyers were transferred to Norway and named Stord and Svenner. Stord entered service in September 1943, participated in North Atlantic operations, and escorted polar convoys. She helped sink German battleship Scharnhorst during the Battle of the North Cape and covered the Normandy landings in 1944. Post-war, Stord became the flagship of the Norwegian Navy.
Armor Beta
Hull HP 11,600 → 12,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 10–16 mm) | 1,800 (14% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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) | 16 mm | 9,400 (75% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 6–16 mm) | 1,200 (10% of HP) | Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 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. |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 6,300 magazine HP | Turret knocked out | Per-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 (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,800 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Stord can equip.
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.
