Thunderer
Beta- Anchor a flank at 14-17 km with bow toward the closest threat
- Avoid: Leading the push alone
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Thunderer Community Stats
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Thunderer Community Stats
Record History
Playstyle
Overview
Thunderer is a Legendary British battleship with 457mm guns at 16.6 km on a 23.4-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. 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 HE alpha in Legendary BBs (8,200) and best HE fire chance in Legendary BBs (63).
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.
Potato Avoidance
Leading the push alone
A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.
Signature Traits
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 6/20 Legendary BBs.
8200.0 damage per HE shell, best of Legendary BBs. Punishes superstructure and modules harder than peers.
63.0% fire chance per HE shell, best of Legendary BBs.
12.92 fires/min, best of Legendary BBs. Keeps DCP on cooldown.
187.1 m max horizontal dispersion, top decile of Legendary BBs. Accurate at range.
16.56 km main battery reach, bottom decile of Legendary BBs. Outranged by peers; close distance or lean on terrain.
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
- Thunderer Marathon Is Starting! Marathon Start: 2026-06-01 · End: 2026-08-30 Multi-patch Marathon event: free-to-earn by completing daily missions over the marathon window (typically several months across multiple updates).
- June Update: The Ages Betwixt Store price varies 2026-05-28
Builds Beta
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.
Cohort position
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Where Thunderer sits among Legendary BBs (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 25 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.
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 / 5 deg/s traverse speed = 36 s.ƒ
8 broadside guns x 60 / 26 s base reload = 18.5.HE shells
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114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
8,200 HE damage x 8 broadside guns = 65,600.ƒ
65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385.ƒ
65,600 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 168,205.ƒ
8 HE shells x 60 / 26 s reload x 63% fire chance = 11.63.AP shells
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floor(457 mm caliber / 14.3) = 31 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 (20.7 km), where the shell has slowed to 535 m/s: .ƒ
14,900 AP damage x 8 broadside guns = 119,200.ƒ
119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077.ƒ
119,200 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 305,641.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (263×3.5×0.75) + (13×3.5×0.7) + (22×3.5×0.75) = 780. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 22 + Medium 263 = 285ƒ
Far 22 + Medium 263 + Near 13 = 298ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (26.6 kt of 29.5). 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 (29.2 kt of 29.5). 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 · 80 s reload · 15 s active
Repair Party3 charges · 90 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal ƒ
Heal per second (0.6%) x active time (28 s) = up to 16.8% of max HP restored per charge if the consumable runs its full duration.
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% grouping · -50% dispersion
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16560}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 187.1\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 187.1 \cdot 0.6 = 112.3\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 187.1 \cdot 0.338\;(\sigma = 1.85) = 63.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 112.3 \cdot 0.337\;(\sigma = 1.85) = 37.9\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2485 \cdot 1506^{0.69} \cdot 0.457^{-1.07} \cdot 762^{1.38} = 849.2\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (20.7 km), where the shell has slowed to 535 m/s: $P = 10^{-7}\cdot 2485 \cdot 1506^{0.69} \cdot 0.457^{-1.07} \cdot 535^{1.38} = 521.2\,\text{mm}$.114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(457 mm caliber / 14.3) = 31 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 8 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.8,200 HE damage x 8 broadside guns = 65,600.14,900 AP damage x 8 broadside guns = 119,200.65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385.119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077.65,600 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 168,205.119,200 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 305,641.8 broadside guns x 60 / 26 s base reload = 18.5.8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.8 HE shells x 60 / 26 s reload x 63% fire chance = 11.63.8 HE shells x 60 / 23.4 s installed reload x 63% fire chance = 12.92.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (263×3.5×0.75) + (13×3.5×0.7) + (22×3.5×0.75) = 780. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.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.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.
Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 406 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. |
| Superstructure | 19 mm | 5,100 (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 HP | 41,500 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. |
| Secondary mount (134 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 24,900 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Thunderer 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.
