World of Warships: Legends ship guide

T-22

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.8 km detection
  • Avoid: Burning the 5.8 km concealment advantage on guns
Key characteristics
Long torps (8 km)2 sigma accuracyHigh AP DPMStrong AASlow
Community Data

T-22 Community Stats

Log in to GamingDiver and upload your data to see Community Data for T-22: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

T-22 is a Tier IV German stealth-leaning destroyer with strong surface detection (5.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. AA (144 AA DPS at 4.5 km) 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 turret traverse rate in T4 DDs (60).

Positioning

Hold concealment edges on the contested cap at 5.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 5.8 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Thick stern plate

16.0 mm stern, best of T4 DDs.

High-arc HE shells

39.3° HE impact angle at max range, top decile of T4 DDs. Lobs over cover.

Sensitive AP fuse

18.0 mm AP arming threshold, top decile of T4 DDs. Arms on thinner plates than peers; fewer over-pens against cruisers.

AP DPM machine

146667 AP DPM, top decile of T4 DDs. Punishes broadsides.

Underpowered engine

32000.0 hp engine, bottom decile of T4 DDs. Less headroom for re-accelerating from a stop and holding speed through turns.

Low fire chance

5.0% fire chance per HE shell, bottom quartile of T4 DDs. AP carries more weight.

Acquisition

How to get T-22

T-22 is available in the Area-Control Destroyers branch of the Germany Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

T-22 sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Build for concealment, torpedo reload, survivability, and basic gun handling. Utility beats raw aggression.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where T-22 sits among Tier IV DDs (21 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.

BestMain battery reload3.6 s (1 of 2 tied) BestAcceleration9.5 s (1 of 2 tied) BestAP arming threshold18 mm (1/19) BestEnd plates16 mm (3/20 / 1 of 2 tied) Top 10%AP DPM146,667 (2/19) Top 10%Main dispersion82 m (3/21) Top 10%AA DPS144 (3/21) Top 10%AA threat427 (2/21) Top 25%Hit points13,000 HP (5/21) Top 25%Stealth profile5.82 km / 2.91 km (5/21 / 5/21) Top 25%AA range4.5 km (4/21) Top 25%Citadel belt16 mm (5/20) Bottom 25%Max speed34.5 kt (19/21) Bottom 25%HE velocity780 m/s (17/21) Bottom 25%Turn-speed retention59.3 hp/m (18/21) Bottom 10%Engine power32,000 hp (20/21) WorstMain battery caliber105 mm (21/21) WorstHE shell damage1,200 (21/21) WorstHE fire chance5% (1 of 4 tied)
See 16 mid-pack stats

Not standouts for T-22 -- 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.

Rudder shift3.8 s(10/21) Traverse-to-turn ratio5.58 ×(8/21) Main battery range9.83 km(16/21) Fires per minute3.33(13/21) HE DPM80,000(11/21) AP shell damage2,200(9/19) AP velocity780 m/s(15/19) Displacement1,754 t(7/21) Power-to-weight18.24 hp/t(15/21) Torpedo range7.5 km(7/21) Torpedo damage13,700(10/21) Torpedo speed62 kt(11/21) Torpedo reload68 s(9/21) Max armor16 mm(9/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 11,500 → 13,000
Displacement1,754 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries23
Fire resistanceInitial: 13.3% → 16.6%
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.
6,500
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.
3,900
Main Battery
ModuleArtillery: 105 mm L/45 MPL C/32ge
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range (base)8.9 km
Firing range (top fire control)9.8 km
Turret traverse10.5 °/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 = (8932/30·(8−0.5)/1000 + 0.5)·30 = 82 m
82 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82 × 0.6 = 49.2 m
49.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82 × 0.32 (σ=2) = 26.2 m
26.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.2 × 0.319 (σ=2) = 15.7 m
15.7 m
Turret turn time
ƒ180 degrees / 10.5 deg/s traverse speed = 17.1 s.
17.1 s
Base shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,200
HE Velocity780 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
Base HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Base fires/min
ƒ4 HE shells x 60 / 4 s reload x 5% fire chance = 3.
3
AP shells
AP Damage2,200
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 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 × 2040 × 15.1^0.69 × 0.105^-1.07 × 780^1.38 = 145.1 mm. Matches the in-game spec card.
145.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.3 km), where the shell has slowed to 237.5 m/s: 1e-7 × 2040 × 15.1^0.69 × 0.105^-1.07 × 237.5^1.38 = 28.1 mm.
28.1 mm
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
Base AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 4 s base reload = 132,000.
132,000
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.
4
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time68 s
Projectile speed62 kt
Range7.5 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
76,200
AA Defense
AA mount pointsInitial: 5 → 7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×1) + (20×3.5×0.95) + (7×3.5×1) = 144. 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.
144
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (2×2) → 37 mm Flak LM/42 (2×2)
20 mm Flakvierling 381×4 20mm
20 mm Flakzwilling 38 (upgraded hull only)4×2 20mm
20 mm Flak 38 (stock hull only)2×1 20mm
Far aura
DPS
ƒIncludes 7 continuous AA damage from dual-purpose main battery firing as AA in this range band.
7
Range4.5 km
Medium aura
DPSInitial: 4 → 15
Range3.5 km
Total DPS in Aura
ƒFar 7 + Medium 15 = 22
22
Near aura
DPSInitial: 12 → 20
Range2 km
Total DPS in Aura
ƒFar 7 + Medium 15 + Near 20 = 42
42
Maneuverability
Engine moduleEngine: 32,000 hp
Engine power32,000 hp
Maximum speed34.5 kt
Turning circle radius540 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.6× slow
Concealment
Detectability by sea5.82 km
Detectability by air2.91 km
Smoke firing penalty2 km
Detect after firing main guns5.82 km
Detect Fire Sea7.82 km
Detect Fire Air5.91 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 57 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points11,500 → 13,000
  • Rudder shift5.3 → 3.8 s
  • AA mounts5 → 7
  • Close-range AA DPS16 → 35
  • Turret traverse10.5 → 60 °/s
Fire controlUpgrade
  • Main battery range8,932 → 9825.2 m
TorpedoesUpgrade
  • Range6.99 → 7.5 km
  • Speed61 → 62 kt

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 Disp82 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8932/30·(8−0.5)/1000 + 0.5)·30 = 82 m
Max Vert Disp49.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82 × 0.6 = 49.2 m
Med Horiz Disp26.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82 × 0.32 (σ=2) = 26.2 m
Med Vert Disp15.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.2 × 0.319 (σ=2) = 15.7 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close145.1 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 × 2040 × 15.1^0.69 × 0.105^-1.07 × 780^1.38 = 145.1 mm. Matches the in-game spec card.
AP Pen Far28.1 mm
Same formula at the ship's max firing range (12.3 km), where the shell has slowed to 237.5 m/s: 1e-7 × 2040 × 15.1^0.69 × 0.105^-1.07 × 237.5^1.38 = 28.1 mm.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius4
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time17.1 s
180 degrees / 10.5 deg/s traverse speed = 17.1 s.
HE full-salvo alpha4,800
1,200 HE damage x 4 broadside guns = 4,800.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base HE DPM72,000
4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
Base AP DPM132,000
8,800 AP full-salvo alpha x 60 / 4 s base reload = 132,000.
Base shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Base fires/min3
4 HE shells x 60 / 4 s reload x 5% fire chance = 3.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range46.5 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 damage76,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage76,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS144
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×1) + (20×3.5×0.95) + (7×3.5×1) = 144. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index427
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

Hull HP 11,50013,000 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
Bow16 mm primary (range 10–16 mm)1,900 (15% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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 13–16 mm)9,800 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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 10–16 mm)900 (7% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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 HP6,500 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 (37 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 HP3,900 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 T-22. Cards are condensed; use each source link for full context.

Buff ×14
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Hull HP increased from 9,400 to 11,500.
  • Bow HP increased from 1,400 to 1,700.
  • Stern HP increased from 600 to 800.
  • Hull HP increased from 7,100 to 8,600.
  • Magazine HP increased from 4,700 to 5,800.
  • Steering Gear HP increased from 2,800 to 3,500.
  • Superstructure HP increased from 800 to 1,000.
  • Upgraded Hull HP increased 11,300 to 13,000.
  • Bow HP increased from 1,700 to 1,900.
  • Stern HP increased from 800 to 900.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior T-22 can equip, from in-game data.

  • T-22 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.