Tátra
Beta- 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
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Tátra Community Stats
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Tátra Community Stats
Record History
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
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
8.01 km torpedo range, top decile of T2 DDs.
3.1 s reload, top quartile of T2 DDs. Top-tier salvo cycle.
1.2 km torpedo detect, worst of T2 DDs. Easy to dodge if targets are looking.
3.0 s rudder shift, worst of T2 DDs. Hard to dodge incoming AP; lean on island cover.
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
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
2 broadside guns x 60 / 3.5 s base reload = 34.3.HE shells
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17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).ƒ
1,450 HE damage x 2 broadside guns = 2,900.ƒ
2,900 HE full-salvo alpha x 60 / 3.5 s base reload = 49,714.ƒ
2 HE shells x 60 / 3.5 s reload x 6% fire chance = 2.06.AP shells
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floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 229.1 m/s: .ƒ
1,650 AP damage x 2 broadside guns = 3,300.ƒ
3,300 AP full-salvo alpha x 60 / 3.5 s base reload = 56,571.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
Estimate 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: .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 5,033 = 30,198.ƒ
Time 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: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time 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 . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8650}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 79.9\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 79.9 \cdot 0.6 = 47.9\,\text{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}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 47.9 \cdot 0.319\;(\sigma = 2) = 15.3\,\text{m}$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.Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 229.1 m/s: $P = 10^{-7}\cdot 1721 \cdot 13.75^{0.69} \cdot 0.102^{-1.07} \cdot 229.1^{1.38} = 21.8\,\text{mm}$.17 mm ≈ 100 mm caliber / 6 (standard HE penetration ratio).floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).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.All 2 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.1,450 HE damage x 2 broadside guns = 2,900.1,650 AP damage x 2 broadside guns = 3,300.2,900 HE full-salvo alpha x 60 / 3.5 s base reload = 49,714.3,300 AP full-salvo alpha x 60 / 3.5 s base reload = 56,571.2 broadside guns x 60 / 3.5 s base reload = 34.3.2 HE shells x 60 / 3.5 s reload x 6% fire chance = 2.06.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.AA defense
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).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.
Overmatched by 104+ 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 3%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm | 1,300 (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 mm | 6,000 (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. |
| Stern | 6 mm | 800 (10% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 6 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). |
| Superstructure | 6 mm | 500 (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 HP | 4,000 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 2,300 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Tátra can equip, from in-game data.
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.
