Stord
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 7.5-km torpedoes for a perfect shot
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Stord Community Stats
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Stord Community Stats
Record History
Playstyle
Overview
Stord is a Tier V European torpedo destroyer reaching 7.5 km. The torpedoes travel at 72 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (115 AA DPS at 3.5 km, +200% 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 HE fire chance in T5 DDs (9) and best top speed in T5 DDs (39 kt).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 72 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 7.5-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
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, unique in T5 DDs.
+5% speed, 100 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
39.0 kt, best of T5 DDs. Lets you rotate flanks or escape disengagements.
42.9° HE impact angle at max range, best of T5 DDs. Lobs over cover.
9.0% fire chance per HE shell, top decile of T5 DDs.
1.6 km torpedo detect, worst of T5 DDs. Easy to dodge if targets are looking.
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.
Show Pan-European 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 containers · Anniversary '25 Pan-Eu. Crate
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Pan-Eu. Destroyer Big Crate
5%
V Stord
Early access containers · Pan-Eu. Destroyer Big Crate
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Pan-Eu. Destroyer Crate
2.5%
V Stord
Early access containers · Pan-Eu. Destroyer Crate
Official WG availability sources
- Continental Voyage: Pan-European Destroyers in Early Access, a New Collection, and More Early Access Start: 2024-09-09 · End: 2024-10-09 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- September Update: Breeze of Inspiration 5,000 Doubloons 2024-09-05 Tier V default; exact price not in source
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
Builds Beta
Build for concealment, speed, gun reload, torpedo uptime, and survivability.
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 Stord sits among Tier V DDs (26 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 19 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 →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 / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 5 s base reload = 48.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
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.ƒ
4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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 6,833 = 54,664.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (24×3.5×0.95) = 115. 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 10 + Near 24 = 34ƒ
Time to accelerate from 0 kt to 90% of top speed (35.1 kt of 39). 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 (38.6 kt of 39). 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 / 81 s cloud active
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +200% flak burst boost
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9470}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 86\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 86 \cdot 0.6 = 51.6\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.32\;(\sigma = 2) = 27.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 51.6 \cdot 0.32\;(\sigma = 2) = 16.5\,\text{m}$30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).All 4 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,900 HE damage x 4 broadside guns = 7,600.7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.4 broadside guns x 60 / 5 s base reload = 48.4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.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 6,833 = 54,664.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 6,833 = 54,664.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (24×3.5×0.95) = 115. 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.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. HP caps are the exact in-game values, not estimated.
Overmatched by 90+ 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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 10–16 mm) | 1,800 (14% of HP) | Overmatched by 283mm+ (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+ (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+ (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 ×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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 6,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Stord can equip, from in-game data.
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.
