World of Warships: Legends ship guide

Storm Lantern

Beta
Pan-Asia · Tier VI · Destroyer · Premium / event variant · Grom Variant
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
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
Community Data

Storm Lantern Community Stats

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Playstyle

Overview

Grom is a Tier VI 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. Standout traits: best Defensive AA flak boost in T6 DDs (200).

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

All-Weather

No stat falls into the cohort's bottom decile across T6 DDs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Storm Lantern

Storm Lantern is a premium event variant and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

  • Pirate Chest '26 3.5% VI Storm Lantern + 1,000 Ship Parts Event containers · Pirate Chest '26
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 Storm Lantern sits among Tier VI DDs (40 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.

WorstNo secondaries (36 of 40 in cohort) WorstNo AA (2 of 40 in cohort) WorstNo torpedoes (2 of 40 in cohort)

The stats below come from the base ship, Grom. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Def-AASmokeEngine Boost
Survivability
Hit PointsInitial: 12,900 → 15,500
Displacement3,383 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries21
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm wz. 34/36 Bofors double
Mounts / barrels4 mounts / 7 barrels
Reload time7 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 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 = (9700/30·(8−0.5)/1000 + 0.5)·30 = 87.8 m
87.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.8 × 0.6 = 52.7 m
52.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.8 × 0.319 (σ=2) = 28 m
28 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.7 × 0.319 (σ=2) = 16.8 m
16.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ7 broadside guns x 60 / 7 s base reload = 60.
60
HE shells
HE Damage1,900
HE Velocity900 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 7 broadside guns = 13,300.
13,300
Base HE DPM
ƒ13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000.
114,000
Base fires/min
ƒ7 HE shells x 60 / 7 s reload x 9% fire chance = 5.4.
5.4
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 triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time75 s
Projectile speed72 kt
Range7.5 km
Maximum simulated damage≈ 6,833
1x torpedo alpha20,500
Torpedo detectability1.6 km
Flooding chance119%
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming222 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
40,998
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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.
131
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
AA Explosions0
Flak mechanics (modeling in progress)11 unverified fields pending verification
40 mm/56 Bofors № 3Initial: 40 mm/60 Bofors M1936 (2×1) → 40 mm/56 Bofors № 3 (2×2)
13.2 mm Hotchkiss wz. 304×2 13mm
Medium aura
DPSInitial: 14 → 25
Range0-3.5 km
Near aura
DPSInitial: 15 → 13
Range0-1.2 km
Total DPS in Aura
ƒMedium 25 + Near 13 = 38
38
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed41 kt
Turning circle radius610 m
Engine power multiplier speed threshold39 kt
Traverse-to-turn ratio5.0× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 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

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 Disp87.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9700/30·(8−0.5)/1000 + 0.5)·30 = 87.8 m
Max Vert Disp52.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.8 × 0.6 = 52.7 m
Med Horiz Disp28 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.8 × 0.319 (σ=2) = 28 m
Med Vert Disp16.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.7 × 0.319 (σ=2) = 16.8 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 alpha7
All 7 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,300
1,900 HE damage x 7 broadside guns = 13,300.
Base HE DPM114,000
13,300 HE full-salvo alpha x 60 / 7 s base reload = 114,000.
Base shells/min60
7 broadside guns x 60 / 7 s base reload = 60.
Base fires/min5.4
7 HE shells x 60 / 7 s reload x 9% fire chance = 5.4.

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 count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage40,998
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage40,998
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS131
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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 index358
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 range1.2 km

Balance History

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

Nerf ×3Buff ×3Rework ×1Main Battery ×1Torpedo ×1
2026-02-20

Pirates Ahead! New Commanders, Ships, and Skins

  • Detectability range by sea reduced from 6.9 to 6.79 km; air detectability reduced from 3.45 to 3.4 km.
  • Main battery fire-setting chance reduced from 9% to 6%; reload increased from 6.5 to 7.5 s; damage reduced from 1,900 to 1,700.
  • Added Torpedo Reload Booster with 2 charges to Slot 4.
  • Standard torpedoes replaced with deep-water torpedoes: 23,767 damage, 12 km range, 1.1 km detectability, 67 knots, 100 s reload.
  • Added Radar to Slot 2 as an alternative to Smoke Generator.
  • Detectability while firing in smoke increased from 2.45 to 2.94 km.
  • Speed reduced from 41 to 38.5 knots.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Storm Lantern default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Grom PirateDecorative

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.

Source status No high-context source card yet Filtered for precision