World of Warships: Legends ship guide

Tátra

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)2 sigma accuracyHigh fire chanceSmokeNo AA
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Community Data

Tátra Community Stats

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Playstyle

Overview

Tátra is a Tier II European torpedo destroyer reaching 8 km. The torpedoes travel at 55 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit.

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 55 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-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

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long-range torps

8.01 km torpedo range, top decile of T2 DDs.

Fast reload

3.1 s reload, top quartile of T2 DDs. Top-tier salvo cycle.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.

Sluggish rudder

3.0 s rudder shift, worst of T2 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Tátra

Tátra is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Pan-European tech-tree branch diagram
Pan-Europe Tech Tree

Tátra sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Builds Beta

Prioritize concealment, torpedo reliability, and destroyer survivability. Build around your best national destroyer commander, then add inspirations that improve concealment, torpedo reload/speed, or emergency disengage tools.

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Cohort position

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Where Tátra sits among Tier II DDs (24 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 reload3.1 s (1 of 3 tied) Top 10%Torpedo range8.01 km (3/24) Top 25%Stealth profile5.45 km / 2.73 km (5/24 / 5/24) Top 25%AP velocity880 m/s (5/22) Top 25%HE velocity880 m/s (5/24) Top 25%Acceleration14.9 s (4/20) Top 25%Displacement850 t (5/24) Top 25%Power-to-weight24.12 hp/t (5/24) Top 25%Torpedo reload30 s (7/24) Bottom 25%Max speed32.5 kt (19/24) Bottom 25%Main battery caliber100 mm (19/24) WorstRudder shift3 s (1 of 2 tied) WorstNo AA (6 of 24 in cohort) WorstTorpedo damage≈5,033 (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 7 tied) WorstDeck armor6 mm (1 of 8 tied)
See 17 mid-pack stats

Not standouts for Tátra -- 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 points8,100 HP(15/24) Traverse-to-turn ratio4.8 ×(15/24) Main battery range8.65 km(15/24) HE shell damage1,450(15/24) HE fire chance6%(11/24) Fires per minute2.32(13/24) HE DPM56,129(14/24) AP shell damage1,650(13/22) AP DPM63,871(11/22) Main dispersion79.9 m(15/24) AP arming threshold17 mm(11/22) Engine power20,500 hp(17/24) Turn-speed retention44.6 hp/m(17/24) Torpedo speed55 kt(9/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormStern armor6 mm(18 of 20 tied at this value)
Survivability
Hit Points8,100
Displacement850 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries21
Fire resistance3.3%
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.
4,000
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.
2,300
Main Battery
ModuleArtillery: 100 mm/50 Škoda K10
Mounts / barrels2 mounts / 2 barrels
Reload time3.5 s
Firing range8.7 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(865030·80.51000+0.5)·30=79.9m
79.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.9·0.6=47.9m
47.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =79.9·0.319(σ=2)=25.5m
25.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =47.9·0.319(σ=2)=15.3m
15.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ2 broadside guns x 60 / 3.5 s base reload = 34.3.
34.3
HE shells
HE Damage1,450
HE Velocity880 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,450 HE damage x 2 broadside guns = 2,900.
2,900
Base HE DPM
ƒ2,900 HE full-salvo alpha x 60 / 3.5 s base reload = 49,714.
49,714
Base fires/min
ƒ2 HE shells x 60 / 3.5 s reload x 6% fire chance = 2.06.
2.06
AP shells
AP Damage1,650
AP Velocity880 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1721·13.750.69·0.1021.07·8801.38=139.8mm. Matches the in-game spec card.
139.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 229.1 m/s: P=107·1721·13.750.69·0.1021.07·229.11.38=21.8mm.
21.8 mm
AP full-salvo alpha
ƒ1,650 AP damage x 2 broadside guns = 3,300.
3,300
Base AP DPM
ƒ3,300 AP full-salvo alpha x 60 / 3.5 s base reload = 56,571.
56,571
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.
3
Torpedoes
ModuleTorpedoes: 450 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time30 s
Projectile speed55 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=15,100·0.333=5,033.
≈ 5,033
Torpedo detectability1.2 km
Flooding chance63%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.
30,198
Maneuverability
Engine moduleEngine: 20,500 hp
Engine power20,500 hp
Maximum speed32.5 kt
Turning circle radius460 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.2 kt of 32.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(20,500850)0.42=3.807; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=14.9s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
14.9 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.2 kt of 32.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=24.9s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
24.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·32.5·0.5144460=2.08°/s, so ratio=ωturretωhull=102.08=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea5.45 km
Detectability by air2.73 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.45 km
Detect Fire Sea7.45 km
Detect Fire Air5.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 109 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

TorpedoesUpgrade
  • Reload20 → 30 s

See all derived stats

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

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 Disp79.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8650}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 79.9\,\text{m}$
Max Vert Disp47.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 79.9 \cdot 0.6 = 47.9\,\text{m}$
Med Horiz Disp25.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 79.9 \cdot 0.319\;(\sigma = 2) = 25.5\,\text{m}$
Med Vert Disp15.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 47.9 \cdot 0.319\;(\sigma = 2) = 15.3\,\text{m}$
AP Pen Close139.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1721 \cdot 13.75^{0.69} \cdot 0.102^{-1.07} \cdot 880^{1.38} = 139.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far21.8 mm
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 229.1 m/s: $P = 10^{-7}\cdot 1721 \cdot 13.75^{0.69} \cdot 0.102^{-1.07} \cdot 229.1^{1.38} = 21.8\,\text{mm}$.
HE penetration17 mm
17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha2
All 2 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha2,900
1,450 HE damage x 2 broadside guns = 2,900.
AP full-salvo alpha3,300
1,650 AP damage x 2 broadside guns = 3,300.
Base HE DPM49,714
2,900 HE full-salvo alpha x 60 / 3.5 s base reload = 49,714.
Base AP DPM56,571
3,300 AP full-salvo alpha x 60 / 3.5 s base reload = 56,571.
Base shells/min34.3
2 broadside guns x 60 / 3.5 s base reload = 34.3.
Base fires/min2.06
2 HE shells x 60 / 3.5 s reload x 6% fire chance = 2.06.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range56 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 damage30,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.
Per-side salvo damage30,198
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Armor Beta

Hull HP 8,100, 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.

Bow & stern6 mm

Overmatched by 104+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,300 (16% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)6 mm6,000 (74% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm800 (10% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm500 (6% 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 HP4,000 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.
Rudder (module)separate HP pool, does not drain ship HP2,300 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Tátra default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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