World of Warships: Legends ship guide

Stord

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • 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
Key characteristics
2 sigma accuracyImproved HE penSmokeEngine BoostVisible torps
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Community Data

Stord Community Stats

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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

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, unique in T5 DDs.

Engine Boost

+5% speed, 100 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Fast for the class

39.0 kt, best of T5 DDs. Lets you rotate flanks or escape disengagements.

High-arc HE shells

42.9° HE impact angle at max range, best of T5 DDs. Lobs over cover.

High fire chance

9.0% fire chance per HE shell, top decile of T5 DDs.

Visible torps

1.6 km torpedo detect, worst of T5 DDs. Easy to dodge if targets are looking.

Acquisition

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
Pan-Europe Tech Tree

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

Official WG availability sources
Show direct source rows

Builds Beta

Build for concealment, speed, gun reload, torpedo uptime, and survivability.

Open in Build Tool →

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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.

BestMax speed39 kt (1/26) Top 10%Acceleration6.7 s (2/25) Top 10%Torpedo speed72 kt (2/26) Top 25%HE fire chance9% (4/26) Top 25%Main dispersion86 m (6/26) Top 25%Displacement1,839 t (4/26) Bottom 25%Hit points12,500 HP (21/26) Bottom 25%Engine power40,000 hp (21/26) Bottom 25%Turn-speed retention67.8 hp/m (21/26) Bottom 25%Torpedo range7.5 km (21/26) WorstMain battery caliber120 mm (1 of 9 tied) WorstTorpedo damage≈6,833 (1 of 2 tied)
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.

Concealment6.48 km(9/26) Air detection3.24 km(11/26) Rudder shift3 s(8/26) Traverse-to-turn ratio5.13 ×(13/26) Main battery range10.42 km(16/26) Main battery reload4.5 s(11/26) HE shell damage1,900(8/26) Fires per minute4.8(8/26) HE DPM101,333(11/26) HE velocity808 m/s(19/26) Power-to-weight21.75 hp/t(10/26) AA DPS115(8/26) AA range3.5 km(9/26) AA threat282(12/26) Torpedo reload75 s(9/26) Max armor16 mm(15/26) NormCitadel belt16 mm(19 of 20 tied at this value) NormBow armor16 mm(19 of 20 tied at this value) NormStern armor16 mm(19 of 20 tied at this value)
Survivability
Hit PointsInitial: 11,600 → 12,500
Displacement1,839 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries20
Fire resistanceInitial: 20% → 23.3%
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.
6,300
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.
3,800
Main Battery
ModuleArtillery: 120 mm/45 QF CPXXII
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.5 km
Firing range (top fire control)10.4 km
Turret traverseInitial: 10 °/s → 12 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(947030·80.51000+0.5)·30=86m
86 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86·0.6=51.6m
51.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =86·0.32(σ=2)=27.5m
27.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.6·0.32(σ=2)=16.5m
16.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,900
HE Velocity808 m/s
Fire Chance9%
HE penetration
ƒ30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
30 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
Base HE DPM
ƒ7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
91,200
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.
4.32
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time75 s
Projectile speed72 kt
Range7.5 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=20,500·0.333=6,833.
≈ 6,833
Torpedo detectability1.6 km
Flooding chance119%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming222 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 6,833 = 54,664.
54,664
AA Defense
AA mount points5
Close-range AA DPS
ƒSum 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.
115
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
20 mm Oerlikon Mk.VInitial: 20 mm Oerlikon Mk.IIA (4×1) → 20 mm Oerlikon Mk.V (4×2)
40 mm/56 OQF Mk.V1×2 40mm
Medium aura
DPS10
Range3.5 km
Near aura
DPSInitial: 14 → 24
Range2 km
Total DPS in Aura
ƒMedium 10 + Near 24 = 34
34
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed39 kt
Turning circle radius590 m
Engine power-boost threshold37 kt
Acceleration 0-90%
ƒTime 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: maxPower=(Pm)0.42=(40,0001,839)0.42=3.6454; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<37 ktP(t)+drag(v)v37 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=6.7s. 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.
6.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (38.6 kt of 39). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=16.2s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
16.2 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·39.0·0.5144590=1.95°/s, so ratio=ωturretωhull=101.95=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea6.48 km
Detectability by air3.24 km
Smoke firing penalty2.31 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.48 km
Detect Fire Sea8.48 km
Detect Fire Air6.24 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 81 s cloud active
Choose one
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
Module options (2)

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

HullUpgrade
  • Hit points11,600 → 12,500
  • Rudder shift5.5 → 3.9 s
  • Close-range AA DPS24 → 34
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range9,470 → 10,417 m

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp86 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9470}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 86\,\text{m}$
Max Vert Disp51.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 86 \cdot 0.6 = 51.6\,\text{m}$
Med Horiz Disp27.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.32\;(\sigma = 2) = 27.5\,\text{m}$
Med Vert Disp16.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 51.6 \cdot 0.32\;(\sigma = 2) = 16.5\,\text{m}$
HE penetration30 mm
30 mm ≈ 120 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 ~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.
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
Base HE DPM91,200
7,600 HE full-salvo alpha x 60 / 5 s base reload = 91,200.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min4.32
4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range40.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage54,664
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 6,833 = 54,664.
Per-side salvo damage54,664
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 6,833 = 54,664.

AA defense

Close-range AA DPS115
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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index282
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 Beta

Hull HP 11,60012,500 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.

Bow & stern16 mm

Overmatched by 90+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

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
Bow16 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 mm9,400 (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.
Stern16 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.
Citadel16 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 HP6,300 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 HP3,800 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Stord default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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