World of Warships: Legends ship guide

T-22

Beta
Gun-and-torpedo destroyerA true hybrid: trade gunfire on the caps and torpedo the turns it forces.
Playstyle
  • Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer
  • Avoid: Playing her as only one kind of destroyer
Key characteristics
Long torps (7.5 km)High AP DPMStrong AALobs over islandsSmokeSlow
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Community Data

T-22 Community Stats

Across 9,400+ Standard battles from 380+ players, T-22 averages a 55% win rate, 26,200 damage and 0.9 kills per battle, and survives 33% of them.

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.

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Playstyle

Overview

T-22 is a Tier IV German gun-and-torpedo destroyer (5.8 km surface detection and 7.5 km torpedoes): her guns and torpedoes rank close together against her tier's destroyers, so neither carries her alone. Contest caps with gunfire and use the torpedoes to punish the turns and retreats that pressure forces. Standout traits: AP DPM in T4 DDs (132,000, 2nd of 19) and sensitive AP fuse in T4 DDs (18 mm, 1st of 19). The trade is HE fire chance in T4 DDs (5, 19th of 21).

Positioning

Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer, with torpedo lanes covering the routes the enemy must take to turn or retreat. Go dark between trades so the next salvo or wave is on your terms, and leave before the radar or spot timer matters. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Playing her as only one kind of destroyer

Holding the torpedoes to keep a gun duel going, or skipping gun trades while you wait for a perfect torpedo window, leaves half the kit idle; she wins fights by using both.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 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.

LOBBING BATTERY ↗
  • AP DPM machine · 132000 AP
  • Sensitive AP fuse · arms on 18 mm+ plate
  • Fast reload · 4 s
  • High-arc shells · 22.99°
Top-tier AA ↗

144 AA DPS, top quartile of T4 DDs (median 79).

Quiet smoke gunnery ↗

2 km detect when firing from smoke, top decile of T4 DDs. Shoots from concealment with less bloom than peers.

Low fire chance ↗

5% 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Germany tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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 T-22 sits among Tier IV DDs (20 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.

BestSmoke fire bloom2 km (1/21) BestMain battery reload4 s (1 of 2 tied) BestAP arming threshold18 mm (1/19) Top 10%AP DPM132,000 (2/19) Top 10%AA threat430 (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%Turning circle540 m (4/21) Top 25%Main dispersion88.7 m (6/21) Top 25%AA DPS144 (4/21) Top 25%AA range4.5 km (4/21) Top 25%Citadel belt16 mm (6/21) Bottom 25%Max speed34.5 kt (19/21) Bottom 25%HE velocity780 m/s (17/21) Bottom 25%Acceleration (0-12 kt)5.2 s (17/21) Bottom 25%Power / turn radius59.3 hp/m (18/21) Bottom 25%Torpedo reaction time7.8 s (17/21) 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 19 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 shift2.9 s(10/21) Main battery range9.83 km(16/21) Fires per minute3(14/21) HE DPM72,000(11/21) AP shell damage2,200(9/19) AP velocity780 m/s(15/19) Time to 90% speed16.1 s(9/21) Displacement1,754 t(7/21) Power-to-weight18.24 hp/t(15/21) Effective HE DPM (incl. fire)93,707(12/21) Flak damage per salvo (expected)280(4/7) Torpedo range7.5 km(7/21) Torpedo damage≈12,700(11/21) 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) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 11,500 → 13,000
Displacement1,754 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
102.7 x 10.2 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries23
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 13,000 HP = 1,170 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 13,000 HP = 1,300 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,800 = 19,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
9,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
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
Turret armor13 mm
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.8 km) shells land in an ellipse about 89 m wide and 53 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(9825.230·8−0.51000+0.5)·30=88.7m
88.7 m at 9.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =88.7·0.6=53.2m
53.2 m at 9.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =88.7·0.62=26.6m
26.6 m at 9.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.2·0.62=16m
16 m at 9.8 km
Turret turn time
ƒ180 degrees / 10.5 deg/s traverse speed = 17.1 s.
17.1 s
Shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE alpha1,200
HE Velocity780 m/s
Fire Chance5%
HE fire DPM vs T4 BB21707
Effective HE DPM vs T4 BB93707
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
HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Fires/min
ƒ60 shells/min × 0.05 (5% fire chance) = 3.
3
AP shells
AP alpha2,200
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2040·15.10.69·0.105−1.07·7801.38=145.1mm.
145.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.8 km), where the shell has slowed to 266.4 m/s: P=10−7·2040·15.10.69·0.105−1.07·266.41.38=32.9mm.
32.9 mm at 9.8 km
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
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 speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 61.0 kt.
Initial: 61 kt → 62 kt
RangeInitial: 7 km → 7.5 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=38,100·0.333=12,700. 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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. 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.
13,700
Torpedo module damage
ƒPer-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.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcscentreline 270°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
76,200
AA Defense
AA mount pointsInitial: 5 → 7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 24 from dual-purpose main battery firing as AA in this range band.
24
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒInitial: 4 × 3.5 × 1 = 14 → 15 × 3.5 × 1 = 52. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 14 → 52
Range3.5 km
Total DPS in Aura
ƒFar 24 + Medium 52 = 76
76
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒInitial: 12 × 3.5 × 0.95 = 40 → 20 × 3.5 × 0.95 = 66. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 40 → 66
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 52 + Near 66 = 142
142
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 140 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
140
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
Maneuverability
Engine power32,000 hp
Maximum speed34.5 kt
Turning circle radius540 m
Rudder shift timeInitial: 4.1 s → 2.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 kt
Crash stop
ƒSeconds 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.
15 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
16.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
26.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10.5 − 8.3 = +2.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.82 km x 0.955 = 5.56 km. Camouflage does not change detectability by air.
5.82 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.82 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.56 km.
5.56 km
Detectability by air2.91 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.82 km) = 9.83 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.83 km
Detect when firing (air)
ƒAir detectability 2.91 km + gun-firing bloom 2.1 km = 5.01 km. The bloom tracks main-battery caliber 105 mm × 0.020 = 2.1 km.
5.01 km
Detect when on fire (sea)
ƒSea detectability 5.82 km + 2.0 km while burning = 7.82 km.
7.82 km
Detect when on fire (air)
ƒAir detectability 2.91 km + 3.0 km while burning = 5.91 km.
5.91 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 57 s cloud active · 450 m radius
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 shift4.1 → 2.9 s
  • AA mounts5 → 7
  • Close-range AA DPS16 → 35
Fire controlUpgrade
  • Main battery range8,932 → 9825.2 m
TorpedoesUpgrade
  • Range6.99 → 7.5 km
  • Speed61 → 62 kt

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(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.
AP pen 5 km64 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2040·15.10.69·0.105−1.07·4321.38=64mm, where 432 m/s is the shell's speed when it arrives at 5 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,040
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass15.1 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3392
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity780 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range45 s
7500 m / (62.0 kt × 2.6855) = 45 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage76,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range25
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 2x2 -> 53 DPS @ 3.5 km; 20mm Flack 38 quad 1x4 -> 13 DPS @ 2 km; 20mm Flak 38 4x2 -> 53 DPS @ 2 km; Far AA (?) -> 25 DPS @ 4.5 km.
AA DPS layered by range25 DPS @ 4.5 km, 78 DPS @ 3.5 km, 144 DPS @ 2 km
@ 4.5 km: 25 from one family; @ 3.5 km: 53 + 25 = 78; @ 2 km: 53 + 13 + 53 + 25 = 144. 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.
AA DPS at point-blank144
53 + 13 + 53 + 25 = 144 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index430
53 × 3.5 + 13 × 2 + 53 × 2 + 25 × 4.5 = 430. 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
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Ship Charts

Background

This multipurpose ship was capable of performing a wide range of tasks, from escorting capital ships, to carrying out reconnaissance operations. In the German Navy, she was officially classified as a "fleet destroyer." While the ship boasted powerful torpedo armament, her artillery armament was relatively weak.

Armor Beta

Hull HP 11,500 → 13,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–16 mm)1,900 (15% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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+ AP (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.
Stern10 mm primary (range 10–16 mm)900 (7% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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: 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP6,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

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.
  • Hull HP increased from 8,500 to 9,800.
  • Magazine HP increased from 5,700 to 6,500.
  • Steering Gear HP increased from 3,400 to 3,900.
  • Superstructure HP increased from 1,000 to 1,100.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior T-22 can equip.

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.