T-22
Beta- 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
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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.
T-22 Community Stats
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T-22 Community Stats
Record History
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
+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.
- AP DPM machine · 132000 AP
- Sensitive AP fuse · arms on 18 mm+ plate
- Fast reload · 4 s
- High-arc shells · 22.99°
144 AA DPS, top quartile of T4 DDs (median 79).
2 km detect when firing from smoke, top decile of T4 DDs. Shoots from concealment with less bloom than peers.
5% fire chance per HE shell, bottom quartile of T4 DDs. AP carries more weight.
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
T-22 sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.
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 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.
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.
Stats & specs
Customize in the Build Tool →ƒ
In 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.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 / 10.5 deg/s traverse speed = 17.1 s.ƒ
4 broadside guns x 60 / 4 s base reload = 60.HE shells
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18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).ƒ
1,200 HE damage x 4 broadside guns = 4,800.ƒ
4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.ƒ
60 shells/min × 0.05 (5% fire chance) = 3.AP shells
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floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (9.8 km), where the shell has slowed to 266.4 m/s: .ƒ
2,200 AP damage x 4 broadside guns = 8,800.ƒ
8,800 AP full-salvo alpha x 60 / 4 s base reload = 132,000.ƒ
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.ƒ
Speed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 61.0 kt.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
38,100 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.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 2.27 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 12,700 = 76,200. 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 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.ƒ
Initial: 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.ƒ
Far 24 + Medium 52 = 76ƒ
Initial: 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.ƒ
Far 24 + Medium 52 + Near 66 = 142ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
top speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 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 (31.1 kt of 34.5 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 5.82 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.56 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 5.82 km + 2.0 km while burning = 7.82 km.ƒ
Air detectability 2.91 km + 3.0 km while burning = 5.91 km.
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
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.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 , 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.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.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
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).7500 m / (62.0 kt × 2.6855) = 45 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 12,700 = 76,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
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.@ 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.53 + 13 + 53 + 25 = 144 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.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.
Overmatched by 136+ 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 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 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. |
| Stern | 10 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. |
| Citadel | 16 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 HP | 6,500 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,900 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior T-22 can equip.
DefaultThe ship’s standard exterior
Cool Wave (T-22)Permanent Camo
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.
