World of Warships: Legends ship guide

Surrey

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyStrong secondaries (5 km)High fire chanceStrong AASlow
Community Data

Surrey Community Stats

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Playstyle

Overview

Surrey is a Tier VI British heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.7 km on ships, 3.3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 35,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Strong torpedo belt

22.0% torpedo damage reduction, top decile of T6 CAs.

Heavy armor

152.0 mm max plate, top decile of T6 CAs.

Heavy citadel belt

152.0 mm citadel belt, top decile of T6 CAs. Citadels through angle are rare.

High fire chance

17.0% fire chance per HE shell, top decile of T6 CAs.

Underpowered engine

60000.0 hp engine, bottom decile of T6 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Bleeds speed in turns

90.9 hp per metre of turn radius, bottom decile of T6 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Surrey

Surrey is available in the Royal Heavy Cruisers branch of the U.K. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 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 U.K. tech-tree branch diagram
U.K. Tech Tree

Surrey sits in the Royal Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for reload/range, Propulsion Mod. 2 handling, concealment, repair value, and survivability.

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Cohort position

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Where Surrey sits among Tier VI CAs (32 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.

BestAP fuse timer0.03 s (1 of 13 tied) BestSecondary range5 km (1 of 9 tied) Top 10%HE shell damage3,300 (3/30) Top 10%HE fire chance17% (3/30) Top 10%Secondary DPM (per side)180,000 (3/27) Top 10%Acceleration9 s (3/32) Top 10%AA DPS420 (4/32) Top 10%Max armor152 mm (3/32) Top 10%Citadel belt152 mm (3/32) Top 25%Air detection6.88 km (9/32) Top 25%Main battery caliber203 mm (9/32) Top 25%Main dispersion125.6 m (7/32) Bottom 25%AP DPM184,615 (25/31) Bottom 25%HE velocity814 m/s (25/30) WorstMax speed30 kt (1 of 3 tied) WorstEngine power60,000 hp (32/32) WorstTurn-speed retention90.9 hp/m (32/32) WorstPower-to-weight4.62 hp/t (32/32) WorstRepair heal rate0.5 %/s (1 of 4 tied)
See 27 mid-pack stats

Not standouts for Surrey -- 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.

Hit points35,300 HP(13/32) Concealment11.46 km(10/32) Rudder shift12.2 s(24/32) Traverse-to-turn ratio5.97 ×(12/32) Main battery range14.77 km(20/32) Main battery reload11.7 s(22/32) Sigma2(17/32) Fires per minute6.97(16/30) HE DPM135,385(19/30) AP shell damage4,500(13/31) HE alpha1,500(14/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(19/27) AP velocity814 m/s(24/31) AP arming threshold34 mm(23/31) Displacement12,995 t(20/32) AA range5 km(10/32) AA threat1,152(11/32) Torpedo range8.01 km(13/24) Torpedo damage15,867(11/24) Torpedo speed61 kt(13/24) Torpedo reload96 s(17/24) Bow armor30 mm(13/32) Stern armor30 mm(15/32) Deck armor102 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value)

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

Sonar 4.67 kmRepair 2Def-AAFighter
Survivability
Hit PointsInitial: 30,700 → 35,300
Displacement12,995 t
Armor range6–152 mm
Plate armor thicknesses6, 13, 16, 19, 25, 27, 30, 38, 85, 89, 102, 140, 152 mm
Armor material/layer entries60
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction22%
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.
17,700
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.
10,600
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels4 mounts / 8 barrels
Reload time13 s
Firing range (base)13.4 km
Firing range (top fire control)14.8 km
Turret traverse8 °/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 = (13425/30·(8−1.1)/1000 + 1.1)·30 = 125.6 m
125.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.6 × 0.6 = 75.4 m
75.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.6 × 0.319 (σ=2) = 40.1 m
40.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.4 × 0.32 (σ=2) = 24.1 m
24.1 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 13 s base reload = 36.9.
36.9
HE shells
HE Damage3,300
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 8 broadside guns = 26,400.
26,400
Base HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 13 s base reload = 121,846.
121,846
Base fires/min
ƒ8 HE shells x 60 / 13 s reload x 17% fire chance = 6.28.
6.28
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
403.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.5 km), where the shell has slowed to 364.6 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 364.6^1.38 = 133.1 mm.
133.1 mm
AP full-salvo alpha
ƒ4,500 AP damage x 8 broadside guns = 36,000.
36,000
Base AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 13 s base reload = 166,154.
166,154
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
25
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage14,767 (est.)
Alpha damage44,300
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming188 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
59,068
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.9) + (48×3.5×0.85) + (22×3.5×0.9) = 420. 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.
420
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk VInitial: 20 mm Oerlikon Mk IV (12×1) → 20 mm Oerlikon Mk V (12×2)
40 mm Vickers 2-pdr. Mk VIIInitial: 7×4 → 3×4 40mm
40 mm Vickers 2-pdr. Mk VIII (upgraded hull only)4×8 40mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5 km
Medium aura
DPSInitial: 56 → 66
Range2.5 km
Total DPS in Aura
ƒFar 22 + Medium 66 = 88
88
Near aura
DPSInitial: 30 → 48
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 66 + Near 48 = 136
136
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed30 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.0× slow
Concealment
Detectability by sea11.46 km
Detectability by air6.88 km
Smoke firing penalty6.37 km
Detect after firing main guns11.46 km
Detect Fire Sea13.46 km
Detect Fire Air9.88 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullUpgrade
  • Hit points30,700 → 35,300
  • Rudder shift17.1 → 12.2 s
  • Close-range AA DPS86 → 114
Fire controlUpgrade
  • Main battery range13,425 → 14767.5 m

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 Disp125.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13425/30·(8−1.1)/1000 + 1.1)·30 = 125.6 m
Max Vert Disp75.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.6 × 0.6 = 75.4 m
Med Horiz Disp40.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.6 × 0.319 (σ=2) = 40.1 m
Med Vert Disp24.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.4 × 0.32 (σ=2) = 24.1 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close403.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 814^1.38 = 403.3 mm. Matches the in-game spec card.
AP Pen Far133.1 mm
Same formula at the ship's max firing range (18.5 km), where the shell has slowed to 364.6 m/s: 1e-7 × 2650 × 116.1^0.69 × 0.203^-1.07 × 364.6^1.38 = 133.1 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha26,400
3,300 HE damage x 8 broadside guns = 26,400.
AP full-salvo alpha36,000
4,500 AP damage x 8 broadside guns = 36,000.
Base HE DPM121,846
26,400 HE full-salvo alpha x 60 / 13 s base reload = 121,846.
Base AP DPM166,154
36,000 AP full-salvo alpha x 60 / 13 s base reload = 166,154.
Base shells/min36.9
8 broadside guns x 60 / 13 s base reload = 36.9.
Base fires/min6.28
8 HE shells x 60 / 13 s reload x 17% fire chance = 6.28.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage118,136
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage59,068
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS420
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.9) + (48×3.5×0.85) + (22×3.5×0.9) = 420. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1152
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.

Armor

Hull HP 30,70035,300 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–85 mm)3,700 (10% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
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 16–140 mm)26,500 (75% of HP)
Overmatched by 283mm+ (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.
Stern30 mm primary (range 16–85 mm)2,300 (7% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–152 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).
Superstructure6 mm primary (range 6–102 mm)1,900 (5% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP17,700 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.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP10,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Buff ×1
Exteriors

Skins & permanent camouflages

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

  • Surrey default exterior
    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.