Storm Lantern
Also called: 风暴灯笼 · Sturmlaterne Beta- 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 closes the gap fast, though at about 8.3 s of warning the wall works by denying lanes rather than by catching anyone unaware
- Avoid: Holding 7.5-km torpedoes for a perfect shot
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Storm Lantern Community Stats
Across 710+ Standard battles from 84 players, Storm Lantern averages a 68% win rate, 49,700 damage and 1.3 kills per battle, and survives 50% of them.
Storm Lantern Community Stats
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Storm Lantern Community Stats
Record History
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 short - but WG builds her as a gun-and-torpedo hybrid: four hard-hitting HE guns provide the steady damage while the quick, short-lane torpedoes punish anyone who closes. Standout traits: top-decile quick acceleration in T6 DDs (8 s).
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 closes the gap fast, though at about 8.3 s of warning the wall works by denying lanes rather than by catching anyone unaware. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.
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, shared by 5/41 T6 DDs.
Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/41 T6 DDs.
7.5 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.
+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.
- Heavy torpedoes · 22367 damage
- Long-range torps · 12 km
- Short torpedo warning · 6.1 s
- Module-wrecking torpedoes · 1400 torpedo
7.5 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Pirate Chest '26
3.5%
VI Storm Lantern
Event · Pirate Chest '26
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Explorer's Chest
0.148148%
One of these ships
Event · Explorer's Chest · 1 of 27 ships
Show direct source rows
- Explorer's Chest 0.148148% · One of these ships
- Pirate Chest '26 3.5% · VI Storm Lantern
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 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.
See 17 mid-pack stats
Not standouts for Storm Lantern -- 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.
Peers in this cohort
Compare Tier VI DestroyersShow all 40 peers
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° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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 (10.7 km) shells land in an ellipse about 95 m wide and 57 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 / 12 deg/s traverse speed = 15 s.ƒ
7 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 55.5.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
1,700 HE damage x 7 broadside guns = 11,900.ƒ
11,900 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 94,302.ƒ
55.5 shells/min × 0.06 (6% fire chance) = 3.33.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
67,100 warhead alpha / 3 + 1,400 blast = 23,767. 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 3.55 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 = 6 x 22,367 = 134,202. 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: 25 raw aura damage × 3.5 × 1 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 13 raw aura damage × 3.5 × 0.95 hit probability = 43 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 88 + Near 43 = 131ƒ
top speed / 4 + 4.9 = 38.5 / 4 + 4.9 = 14.5 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 (34.6 kt of 38.5 kt).ƒ
Time to reach 99% of top speed (38.1 kt of 38.5 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 8.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 8.1 = +3.9°/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): 6.79 km x 0.955 = 6.48 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 6.79 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.48 km.ƒ
max(main battery range, sea detectability 6.79 km) = 10.67 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 3.4 km + gun-firing bloom 2.4 km = 5.8 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.ƒ
Sea detectability 6.79 km + 2.0 km while burning = 8.79 km.ƒ
Air detectability 3.4 km + 3.0 km while burning = 6.4 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Surveillance Radar2 charges · 180 s reload · 15 s active · 7.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
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 10670 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 10670 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 900 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 × 1.75 barrels = 7; all 7 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
1100 m / (67.0 kt × 2.6855) = 6.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).12000 m / (67.0 kt × 2.6855) = 66.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202. 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 56 Bofors N3 2x2 -> 88 DPS @ 3.5 km; 13mm Hotchkiss wz30 4x2 -> 43 DPS @ 1.2 km.@ 3.5 km: 88 from one family; @ 1.2 km: 88 + 43 = 131. 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.88 + 43 = 131 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).88 × 3.5 + 43 × 1.2 = 360. 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
Grom and Błyskawica entered service in 1937, joining the ranks of the strongest European destroyers of the time. With the outbreak of World War II, the destroyers broke through the Baltic to Britain. After the fall of Poland, the ships joined the Royal Navy and aided in the Norwegian campaign. On May 4, 1940, one of Grom's torpedoes was detonated by a bomb, sinking the ship in minutes.
Armor Beta
Hull HP 15,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 126+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 primary (range 15–16 mm) | ≈ 11,625 (~75% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 mm) | 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. |
| Superstructure | 10 mm primary (range 10–16 mm) | no cap | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
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 Storm Lantern can equip.
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.
