World of Warships: Legends ship guide

Temeraire

Beta
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
High HE / fire outputImproved HE penSpotter planeDefensive AASlow heal cycle
Community Data

Temeraire Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Temeraire is a Tier VIII British battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AA reach in T8 BBs (5.2 km).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/25 T8 BBs.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Super-heal

Repair Party heals 1.6%/s, best of T8 BBs. Restores more HP per active second than peers.

Flat AP trajectory

Retains 72.6% of muzzle velocity at max range, best of T8 BBs. Flatter shots, less lead.

Heavy HE shells

6900.0 damage per HE shell, top decile of T8 BBs. Punishes superstructure and modules harder than peers.

Slow heal cycle

120.0 s Repair Party reload, worst of T8 BBs. Heals come off cooldown slower than peers.

Acquisition

How to get Temeraire

Temeraire is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,875,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Temeraire sits in the Flamethrowing Battleships branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for accuracy, reload, survivability, concealment, and repair value. Secondary range is helpful but not the main plan.

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 Temeraire sits among Tier VIII BBs (25 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.

BestAA range5.2 km (1 of 7 tied) BestRepair heal rate1.6 %/s (1 of 4 tied) Top 10%Fires per minute10.22 (3/25) Top 10%HE DPM153,333 (3/25) Top 25%Concealment15.35 km (4/25) Top 25%Main battery reload24.3 s (7/25) Top 25%Displacement48,309 t (4/25) Top 25%Citadel belt381 mm (5/25) Bottom 25%Hit points67,900 HP (22/25) Bottom 25%Traverse-to-turn ratio3.82 × (23/25) Bottom 25%HE velocity792 m/s (23/25) Bottom 25%Engine power130,000 hp (23/25) Bottom 25%Turn-speed retention156.6 hp/m (22/25) WorstSecondary DPM (per side)136,732 (1 of 2 tied) WorstAP velocity747 m/s (1 of 3 tied) WorstAP fuse timer0.01 s (1 of 3 tied) WorstSecondary range5 km (1 of 12 tied) WorstNo torpedoes (18 of 25 in cohort) WorstRepair charges2 (1 of 7 tied)
See 24 mid-pack stats

Not standouts for Temeraire -- 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.

Max speed29.5 kt(17/25) Air detection12.55 km(13/25) Rudder shift20.7 s(8/25) Main battery caliber406 mm(14/25) Main battery range17.01 km(19/25) Sigma1.8(15/25) AP shell damage12,600(13/25) AP DPM280,000(10/25) Main dispersion214.7 m(10/25) HE alpha1,900(15/23) Secondary fire chance8%(15/23) Secondary HE pen22 mm(18/23) Acceleration8.85 s(8/25) AP arming threshold68 mm(15/25) Power-to-weight2.69 hp/t(17/25) AA DPS533(13/25) AA threat1,866(15/25) Max armor381 mm(13/25) Bow armor32 mm(13/25) Deck armor114 mm(17/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Repair 2Def-AAFighter
Survivability
Hit PointsInitial: 58,600 → 67,900
Displacement48,309 t
Armor range19–381 mm
Plate armor thicknesses19, 32, 38, 44, 50, 51, 76, 102, 114, 127, 152, 220, 260, 280, 305, 340, 381 mm
Armor material/layer entries66
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
34,000
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.
20,400
Main Battery
ModuleArtillery: 419 mm/45 Mk II
Mounts / barrels3 mounts / 9 barrels
Reload time27 s
Firing range (base)15.5 km
Firing range (top fire control)17 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15465/30·(12−2)/1000 + 2)·30 = 214.7 m
214.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.7 × 0.6 = 128.8 m
128.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.7 × 0.344 (σ=1.8) = 73.8 m
73.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.8 × 0.344 (σ=1.8) = 44.3 m
44.3 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 27 s base reload = 20.
20
HE shells
HE Damage6,900 → 7,200
HE Velocity792 m/s
Fire Chance46% → 48%
HE penetration
ƒIn-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).
105 mm
HE full-salvo alpha
ƒ7,200 HE damage x 9 broadside guns = 64,800.
64,800
Base HE DPM
ƒ64,800 HE full-salvo alpha x 60 / 27 s base reload = 144,000.
144,000
Installed HE DPM
ƒ64,800 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
160,000
Base fires/min
ƒ9 HE shells x 60 / 27 s reload x 48% fire chance = 9.6.
9.6
AP shells
AP Damage12,600 → 13,000
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2548 × 1157^0.69 × 0.419^-1.07 × 747^1.38 = 775 mm. Matches the in-game spec card.
775 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 541.4 m/s: 1e-7 × 2548 × 1157^0.69 × 0.419^-1.07 × 541.4^1.38 = 497 mm.
497 mm
AP full-salvo alpha
ƒ13,000 AP damage x 9 broadside guns = 117,000.
117,000
Base AP DPM
ƒ117,000 AP full-salvo alpha x 60 / 27 s base reload = 260,000.
260,000
Installed AP DPM
ƒ117,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 288,889.
288,889
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.
300
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (154×3.5×0.75) + (28×3.5×0.7) + (23×3.5×0.75) = 533. 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.
533
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk II (upgraded hull only)2×4 40mm
40 mm Bofors Mk VI (upgraded hull only)10×6 40mm
20 mm Oerlikon Mk V10×2 20mm
40 mm Vickers 2-pdr. Mk VIII (stock hull only)10×8 40mm
40 mm Bofors Mk IV (stock hull only)2×2 40mm
134 mm/50 Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range5.2 km
Medium aura
DPSInitial: 22 → 154
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 154 = 177
177
Near aura
DPSInitial: 40 → 28
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 154 + Near 28 = 205
205
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed29.5 kt
Turning circle radius830 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea15.35 km
Detectability by air12.55 km
Smoke firing penalty14.75 km
Detect after firing main guns15.35 km
Detect Fire Sea17.35 km
Detect Fire Air15.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.6% heal per second · 32% of max HP total heal
Choose one
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points58,600 → 67,900
  • Rudder shift29 → 20.7 s
  • Close-range AA DPS159 → 182
  • Turret traverse4 → 10 °/s
Fire controlUpgrade
  • Main battery range15,465 → 17011.5 m

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp214.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15465/30·(12−2)/1000 + 2)·30 = 214.7 m
Max Vert Disp128.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.7 × 0.6 = 128.8 m
Med Horiz Disp73.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.7 × 0.344 (σ=1.8) = 73.8 m
Med Vert Disp44.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.8 × 0.344 (σ=1.8) = 44.3 m
AP Pen Close775 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 × 2548 × 1157^0.69 × 0.419^-1.07 × 747^1.38 = 775 mm. Matches the in-game spec card.
AP Pen Far497 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 541.4 m/s: 1e-7 × 2548 × 1157^0.69 × 0.419^-1.07 × 541.4^1.38 = 497 mm.
HE penetration105 mm
In-game data: 105 mm = 406 mm caliber / 3.87 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius300
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha64,800
7,200 HE damage x 9 broadside guns = 64,800.
AP full-salvo alpha117,000
13,000 AP damage x 9 broadside guns = 117,000.
Base HE DPM144,000
64,800 HE full-salvo alpha x 60 / 27 s base reload = 144,000.
Base AP DPM260,000
117,000 AP full-salvo alpha x 60 / 27 s base reload = 260,000.
Installed HE DPM160,000
64,800 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
Installed AP DPM288,889
117,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 288,889.
Base shells/min20
9 broadside guns x 60 / 27 s base reload = 20.
Installed shells/min22.2
9 broadside guns x 60 / 24.3 s installed Artillery reload = 22.2.
Base fires/min9.6
9 HE shells x 60 / 27 s reload x 48% fire chance = 9.6.
Installed fires/min10.67
9 HE shells x 60 / 24.3 s installed reload x 48% fire chance = 10.67.

AA defense

Close-range AA DPS533
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (154×3.5×0.75) + (28×3.5×0.7) + (23×3.5×0.75) = 533. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1866
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 134 mm family.

Armor

Hull HP 58,60067,900 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
Bow32 mm primary (range 32–305 mm)5,200 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–381 mm)50,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–305 mm)4,300 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 38–381 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure76 mm primary (range 76–114 mm)3,400 (5% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.75
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 HP34,000 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.
Secondary mount (134 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 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.
Engine (module, research)engine coefficient (unconfirmed)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP20,400 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 Temeraire. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×2
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock main battery reload time reduced from 30 to 27 seconds.
  • Upgraded main battery reload time reduced from 30 to 27 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Temeraire 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.