World of Warships: Legends ship guide

Thunderer

Also called: 雷神 Beta
U.K. · Tier ★ · Battleship · Premium
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Pressing the secondary booster before you have somewhere to be
Key characteristics
457 mm overmatchHeavy HE shellsHigh HE / fire outputImproved HE penStrong AAShort gun range
On this page
Community Data

Thunderer Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Thunderer is a Legendary British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. AA (781 AA DPS at 5.2 km, +100% Defensive AA flak burst) ranks 3 of 22 in Legendary BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best HE alpha in Legendary BBs (8,200) and best fires per minute in Legendary BBs (12.9). One honest caveat on the fire crown: Conqueror matches her fire output through volume (12.8 expected fires per minute to her 12.9, twelve shells per salvo at 48% against eight at 63%) and out-DPMs her on HE, so Thunderer's edge over the volume option is the weight behind each shell (the cohort's heaviest HE alpha plus 114 mm of HE pen), not a faster burn.

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 29.5 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start.

Potato Avoidance

Pressing the secondary booster before you have somewhere to be

It is a beacon: everything inside secondary range now knows exactly where you are, and the ships already shooting at you do not stop. Pick the position before you press it, not after. Keeping every secondary in the fight also means showing more of the ship than you want to, so the price of full secondary coverage is an exposed broadside. Her citadel also punishes broadside work harder than Conqueror's, per early community reviews, so reposition angled or after breaking detection rather than turning out mid-trade.

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, shared by 8/22 Legendary BBs.

ELITE MAIN BATTERY
  • Heavy HE shells · 8200 damage
  • High fire chance · 63%
  • High fire pressure · 12.92 fires
  • Tight pattern at max range · 187.1 m
Sharp rudder

10.4 s rudder shift, top decile of Legendary BBs. Snappy weave.

Short gun range

16.56 km main battery reach, bottom decile of Legendary BBs. Outranged by peers; close distance or lean on terrain.

Slow heal cycle

90 s Repair Party reload, bottom decile of Legendary BBs. Heals come off cooldown slower than peers.

Acquisition

How to get Thunderer

Thunderer is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Marathon.

Official WG availability sources

Builds

John Fisher is the natural fit: his base trait extends battleship main-battery range and shortens reload, and Master Mechanic adds up to two extra Repair Party charges (five heals on this hull) plus up to 10% more HP per second, stretching sustain through a long HE trade. Round the build out with fire-focused skills like Fight Fire With Fire, and reload and HE-damage inspirations to pull the 26 s reload toward 21.5 s.

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 Thunderer sits among Legendary BBs (21 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.

BestRudder shift10.4 s (1/22) BestFires per minute12.92 (1/21) BestMain dispersion187.1 m (1/22) Top 10%Stealth profile15.4 km / 12.32 km (3/22 / 3/22) Top 10%Main battery reload23.4 s (3/22) Top 10%Effective HE DPM (incl. fire)274,113 (3/21) Top 10%AA DPS781 (3/22) Top 25%HE DPM168,205 (4/21) Top 25%Secondary HE alpha1,900 (5/20) Top 25%AA threat2,784 (4/22) Bottom 25%HE velocity757 m/s (19/21) Bottom 25%Turn-speed retention144.3 hp/m (19/22) Bottom 10%Engine power135,650 hp (21/22) Bottom 10%Flak per wave (expected)1,260 (21/22) WorstMain battery range16.56 km (22/22) WorstSecondary DPM (per side)136,732 (1 of 2 tied) WorstNo torpedoes (17 of 22 in cohort)
See 28 mid-pack stats

Not standouts for Thunderer -- 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 points82,900 HP(15/22) Max speed29.5 kt(16/22) Traverse-to-turn ratio5.41 ×(10/22) Main battery caliber457 mm(9/22) Sigma1.85(15/22) AP shell damage14,900(7/22) AP DPM305,641(11/22) Secondary fire chance8%(11/20) Secondary HE pen22 mm(11/20) AP velocity762 m/s(15/22) Acceleration38.7 s(17/22) AP arming threshold76 mm(15/22) Displacement60,679 t(7/22) Power-to-weight2.24 hp/t(15/22) AP pen at 10 km642 mm(7/22) AA range5.2 km(7/22) Repair charges3(9/22) Repair heal rate0.6 %/s(7/22) Max armor416 mm(13/22) Citadel belt406 mm(11/22) Deck armor51 mm(11/21) NormSecondary dispersion bracket57(16 of 22 tied at this value) NormAP fuse timer0.03 s(20 of 22 tied at this value) NormAP ricochet start45°(19 of 22 tied at this value) NormAP auto-bounce angle60°(19 of 22 tied at this value) NormSecondary range5 km(12 of 22 tied at this value) NormBow armor32 mm(18 of 22 tied at this value) NormStern armor32 mm(18 of 22 tied at this value)
Survivability
Hit Points82,900
Displacement60,679 t
Armor range19–416 mm
Plate armor thicknesses19, 28, 32, 38, 45, 50, 51, 57, 63, 76, 89, 127, 152, 178, 228, 229, 242, 267, 279, 403, 406, 416 mm
Armor material/layer entries85
Fire resistance40%
Fire duration60 s
Torp Reduction28%
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.
41,500
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.
24,900
Effective HP
ƒBase 82,900 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 13,927 HP per charge, x3 charges = 41,782 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
124,682
Repairable: penetration60%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 457 mm/45 Mk II
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.6 km
Turret traverse5 °/s
Turret armor456 mm
AP pen max range547 mm
HE fire DPM vs T8 BB95340
Effective HE DPM vs T8 BB246724
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1656030·101.61000+1.6)·30=187.1m
187.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =187.1·0.6=112.3m
112.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =187.1·0.61.85=60.7m
60.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =112.3·0.61.85=36.4m
36.4 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 23.4 s all-upgrades reload = 20.5.
Initial: 18.5 → 20.5
HE shells
HE Damage8,200
HE Velocity757 m/s
Fire Chance63%
HE penetration
ƒ114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
114 mm
HE full-salvo alpha
ƒ8,200 HE damage x 8 broadside guns = 65,600.
65,600
HE DPM
ƒZero upgrades: 65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385. All upgrades (Main Battery Mod. 3 = -10% reload): 65,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 168,205.
Initial: 151,385 → 168,205
Fires/min
ƒZero upgrades: 18.5 shells/min x 63% fire chance = 11.63. All upgrades (Main Battery Mod. 3 = -10% reload): 20.5 shells/min x 63% fire chance = 12.92.
Initial: 11.63 → 12.92
AP shells
AP Damage14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2485·15060.69·0.4571.07·7621.38=849.2mm. Matches the in-game spec card.
849.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.7 km), where the shell has slowed to 535 m/s: P=107·2485·15060.69·0.4571.07·5351.38=521.2mm.
521.2 mm
AP full-salvo alpha
ƒ14,900 AP damage x 8 broadside guns = 119,200.
119,200
AP DPM
ƒZero upgrades: 119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077. All upgrades (Main Battery Mod. 3 = -10% reload): 119,200 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 305,641.
Initial: 275,077 → 305,641
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.
400
AA Defense
AA mount points31
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.
5.2 km
40 mm Bofors Mk VI7×6 40mm
40 mm STAAG12×2 40mm
40 mm Bofors Mk VII8×1 40mm
20 mm Oerlikon Mk V4×2 20mm
134 mm/50 Mk I (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 134mm
Far aura
Guns134 mm/50 Mk I (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 58 from dual-purpose secondaries firing as AA in this range band.
58
Range5.2 km
Medium aura
Guns40 mm Bofors Mk VI + 40 mm Bofors Mk VII + 40 mm STAAG
Continuous DPS
ƒEffective DPS: 263 raw aura damage × 3.5 × 0.75 hit probability = 690 - the same in-game units as the Close-range AA DPS headline.
690
Range3.5 km
Total DPS in Aura
ƒFar 58 + Medium 690 = 748
748
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.7 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
Total DPS in Aura
ƒFar 58 + Medium 690 + Near 32 = 780
780
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
134 mm/50 Mk I (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 134mm
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
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 power135,650 hp
Maximum speed29.5 kt
Turning circle radius940 m
Rudder shift time10.4 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.6 kt of 29.5 kt), from our in-house acceleration model.
38.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
63.3 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·29.5·0.5144940=0.92°/s, so ratio=ωturretωhull=50.92=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea15.4 km
Detectability by air12.32 km
Smoke firing penalty15.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.4 km
Detect Fire Sea17.4 km
Detect Fire Air15.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 90 s reload · 28 s active · 13,927 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 41,781 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 497 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (82,900 HP) per second = 497 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

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)1.85
Max Horiz Disp187.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1656030·101.61000+1.6)·30=187.1m
Shell scatter width @ 5 km90 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp112.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =187.1·0.6=112.3m
Shell scatter height @ 10 km68.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16560=8280 m, and radiusOnMax=0.6 at 16560 m. Above the kink: k=0.5+(0.60.5)·100008280165608280=0.5208, so σV=σH·k=132·0.5208=68.7m.
Med Horiz Disp60.7 m
50%-hit horizontal radius: σH,50=σH·0.6σ =187.1·0.61.85=60.7m
Med Vert Disp36.4 m
50%-hit vertical radius: σV,50=σV·0.6σ =112.3·0.61.85=36.4m
AP Pen Close849.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2485·15060.69·0.4571.07·7621.38=849.2mm. Matches the in-game spec card.
AP Pen Far521.2 mm
Same formula at the ship's max firing range (20.7 km), where the shell has slowed to 535 m/s: P=107·2485·15060.69·0.4571.07·5351.38=521.2mm.
AP pen 5 km737 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km642 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km566 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.19 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2897·0.45728·1814=1.31×105. That runs from a 757 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.24 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2897·0.45728·1506=1.58×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration114 mm
114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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) - 0.249 in this case. Lets HE pen ~114mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha65,600
8,200 HE damage x 8 broadside guns = 65,600.
AP full-salvo alpha119,200
14,900 AP damage x 8 broadside guns = 119,200.
HE DPMInitial: 151,385 → 168,205
Zero upgrades: 65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385. All upgrades (Main Battery Mod. 3 = -10% reload): 65,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 168,205.
AP DPMInitial: 275,077 → 305,641
Zero upgrades: 119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077. All upgrades (Main Battery Mod. 3 = -10% reload): 119,200 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 305,641.
Shells/minInitial: 18.5 → 20.5
Zero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 23.4 s all-upgrades reload = 20.5.
Fires/minInitial: 11.63 → 12.92
Zero upgrades: 18.5 shells/min x 63% fire chance = 11.63. All upgrades (Main Battery Mod. 3 = -10% reload): 20.5 shells/min x 63% fire chance = 12.92.

AA defense

AA DPS at max range58
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MK VI 7x6 -> 179 DPS @ 3.5 km; STAAG MarkV 12x2 -> 307 DPS @ 3.5 km; 40mm Bofors Mark VII single 8x1 -> 205 DPS @ 3.5 km; 20mm Oerlikon MK V 4x2 -> 32 DPS @ 2 km; 5 25in 50 RP10 Mk Istar 8x2 -> 58 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range58 DPS @ 5.2 km, 749 DPS @ 3.5 km, 781 DPS @ 2 km
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-blank781
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2784
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 Beta

Hull HP 82,900, 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 & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel406 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–267 mm)5,400 (7% 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)57 mm primary (range 19–416 mm)62,200 (75% of HP)
No common caliber overmatches57 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–242 mm)5,100 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 19–406 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.
Superstructure19 mm5,100 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP41,500 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.
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.
Rudder (module)separate HP pool, does not drain ship HP24,900 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

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.