World of Warships: Legends ship guide

Tiger '59

Also called: 虎59 · Tiger ’59 Beta
U.K. · Tier VI · CL Cruiser · Premium
AP-only cruiserEvery shell is AP; punish exposed sides and dodge between salvos.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Radar (8.49 km)Wide always-pen zoneLobs over islandsSmokeThick end platesSlow

Variant of Tiger

This ship shares its hull with Tiger. Specific stat and loadout differences are shown on the Specs tab.

On this page
Community Data

Tiger '59 Community Stats

Across 3,900+ Standard battles from 210+ players, Tiger '59 averages a 68% win rate, 61,200 damage and 1.3 kills per battle, and survives 51% of them.

Community Data

Tiger '59 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Tiger '59: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Tiger '59 is a Tier VI British AP-only cruiser with strong AP DPM (233,739): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (8.5 km, 25 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: end-plate armor in T6 CAs (25 mm, 5th of 44) and best fast heal cycle in T6 CAs (15,888 HP, 1st of 14). The trade is top speed in T6 CAs (30.2 kt, 41st of 44).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Shooting from the cloud gives you away at 5.4 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 1.5 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (590 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 3.2 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Surveillance Radar

8.49 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

Thick end plates

25 mm bow and stern plating, both in the top bracket of T6 CAs. Standard HE under 152 mm shatters on 25 mm; only 380 mm AP and up overmatches it.

ELITE REPAIR PARTY ↗
  • Fast heal cycle · 15888 HP
  • Repairs citadel hits · 50%
  • Super-heal
Long-reach AA ↗

6 km AA reach, best of T6 CAs.

Slow for the class ↗

30.2 kt, bottom decile of T6 CAs. Hard to rotate flanks or disengage; commit positioning early.

Thin armor ↗

83 mm max plate, bottom decile of T6 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get Tiger '59

Tiger '59 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Super VI crate 4% One of the Tier VI Premium ships Event · Super VI crate · 1 of 25 ships
  • Santa Level 5 0.5% Tier VI Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.448718% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 19 containers (16 more)
  • Spectral Vault 4.0 0.195513% Tier VI Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.128205%
    • Spectral Vault 4.0 → Spectral Vault 5.00.067308%
  • Santa Level 4 0.192857% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.142857%
    • Santa Level 4 → Santa Level 50.05%
  • Santa Level 3 0.139643% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.085714%
    • Santa Level 3 → Santa Level 50.025%
    • Santa Level 3 → Santa Level 40.021429%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
  • Winter Big Crate '23 0.133333% Tier VI Premium ship Common · Winter Big Crate '23 · 1 of 3 ships
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Spectral Vault 3.0 0.111891% Tier VI Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.076923%
    • Spectral Vault 3.0 → Spectral Vault 4.00.014103%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013462%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007404%
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Mystic Lantern 0.104651% Tier VI Premium ship Event · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.059161% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 20.028571%
    • Santa Level 2 → Santa Level 30.012857%
    • Santa Level 2 → Santa Level 40.007143%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
  • Spectral Vault 2.0 0.04074% Tier VI Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.00.025641%
    • Spectral Vault 2.0 → Spectral Vault 3.00.007692%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00141%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001346%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.00074%
  • Champion's Box 0.027929% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017143%
    • Champion's Box → Santa Level 3 → Santa Level 50.005%
    • Champion's Box → Santa Level 3 → Santa Level 40.004286%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Santa Level 1 0.010181% Tier VI Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 20.004286%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
    • Santa Level 10.000057%
  • Spectral Vault 1.0 0.004837% Tier VI Premium ship Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 39 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.002308%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000769%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000692%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000141%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000135%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000127%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000121%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000074%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000067%
    • Spectral Vault 1.00.000051%
  • Mystic Box 0.002326% Tier VI Premium ship Event · Mystic Box · 1 of 43 ships
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
  • December Update: The Most Wonderful Tide of the Year Crates Start: 2022-12-08
    • Big season—big crates! A revamped version of our seasonal crate, called Winter Big Crate '23, has chances of dropping a wider selection of ships than any of the big crates before!
    • you can get one of the following Premium ships (ships you own are excluded from possible drops):
    • British Tier VI cruiser Tiger '59
  • Honoring the Battle of Jutland Store / event post Start: 2025-05-19
    • Echoes of Jutland chained bundles, with the final bundle featuring the British Tier VI Premium cruiser Tiger '59 in a new Jutland-themed permanent camouflage.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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Cohort position

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Where Tiger '59 sits among Tier VI CAs (43 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 reload3.2 s (1/44) BestMain dispersion66.4 m (1/44) BestTime to 90% speed8.3 s (1/44) BestAP arming threshold12 mm (1 of 3 tied) BestAP ricochet start60° (1 of 6 tied) BestAP auto-bounce angle75° (1 of 3 tied) BestTurn speed retained100% (1/44) BestAA range6 km (1/44) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Turning circle590 m (5/44) Top 10%Acceleration (0-12 kt)3.1 s (3/44) Top 10%End plates25 mm (5/44 / 7/44) Top 25%Smoke fire bloom5.4 km (10/44) Top 25%AA threat1,269 (9/44) Bottom 25%Engine power80,000 hp (35/44) Bottom 25%Citadel belt83 mm (34/44) Bottom 10%Max speed30.2 kt (41/44) Bottom 10%AP velocity768 m/s (41/43) Bottom 10%Max armor83 mm (42/44) WorstNo secondaries (5 of 44 in cohort) ShortestAP fuse timer0.005 s (1 of 3 tied) WorstNo torpedoes (10 of 44 in cohort)
See 16 mid-pack stats

Not standouts for Tiger '59 -- 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 points33,100 HP(26/44) Concealment11.53 km(16/44) Air detection6.92 km(14/44) Rudder shift8.9 s(24/44) Main battery caliber152 mm(32/44) Main battery range14.68 km(32/44) Sigma2(24/44) AP shell damage3,200(33/43) AP DPM233,739(18/43) Power / turn radius135.6 hp/m(30/44) Displacement11,700 t(16/44) Power-to-weight6.84 hp/t(31/44) AP pen at 10 km134 mm(30/43) AA DPS243(33/44) Flak damage per salvo (expected)900(16/43) NormRepair charges2(11 of 14 tied at this value)
Survivability
Hit Points33,100
Displacement11,700 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
168.9 x 20.1 m (ship-model figure)
Armor range13–83 mm
Plate armor thicknesses13, 16, 25, 27, 40, 51, 83 mm
Armor material/layer entries45
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 33,100 HP = 2,979 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 33,100 HP = 3,310 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
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.
16,600
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.
9,900
Effective HP
ƒBase 33,100 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 33,100 HP = 13,240 HP per charge, × 2 charges = 26,480 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
59,580
Repairable: penetration60%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,000 = 2,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,000
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,500 = 9,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,500
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 24,800 = 49,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
24,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels2 mounts / 4 barrels
Reload time3.2 s
Firing range14.7 km
Turret traverse38 °/s
Turret armor101 mm
Guns to bear
ƒ180° − 155° (the most restricted aft-facing mount's arc) = 25° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
25° off bow / 35° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 51% tighter (better) horizontal dispersion and 51% less vertical spread at max range (14.7 km) than a standard cruiser: about 66 m wide × 40 m tall, against 134 m × 81 m. Also on this curve (5): Elbing, Felix Schultz, Gustav Julius Maerker, Sovremenny, Z-31.
Pinpoint destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1467830·4−0.51000+0.5)·30=66.4m
66.4 m at 14.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =66.4·0.6=39.8m
39.8 m at 14.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =66.4·0.62=19.9m
19.9 m at 14.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =39.8·0.62=11.9m
11.9 m at 14.7 km
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Shells/min
ƒ4 broadside guns x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 73.
73
AP shells
AP alpha3,200
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2672·58.850.69·0.152−1.07·7681.38=320mm.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.7 km), where the shell has slowed to 331.3 m/s: P=10−7·2672·58.850.69·0.152−1.07·331.31.38=100.3mm.
100.3 mm at 14.7 km
AP full-salvo alpha
ƒ3,200 AP damage x 4 broadside guns = 12,800.
12,800
AP DPM
ƒ12,800 AP full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) base reload = 233,739.
233,739
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.
15
AA Defense
AA mount points3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm/70 Mk VI3×2 76mm
Far aura
Gunsmain battery (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 54 from dual-purpose main battery firing as AA in this range band.
54
Range6 km
Medium aura
Guns76.2 mm/70 Mk VI
Continuous DPS
ƒEffective DPS: 60 raw aura damage × 3.5 × 0.9 hit probability = 189 - the same in-game units as the Close-range AA DPS headline.
189
Range5 km
Total DPS in Aura
ƒFar 54 + Medium 189 = 243
243
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-6 km
Maneuverability
Engine power80,000 hp
Maximum speed30.2 kt
Turning circle radius590 m
Rudder shift time8.9 s
Engine power-boost threshold30.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30.2 / 4 + 4.9 = 12.5 kt. Base value; speed modifiers scale it.
12.5 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
26.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.2 kt of 30.25 kt).
8.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.9 kt of 30.25 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.
9.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 38 − 6.2 = +31.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+31.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.53 km x 0.955 = 11.01 km. Camouflage does not change detectability by air.
11.53 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.53 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.01 km.
11.01 km
Detectability by air6.92 km
Smoke firing penalty5.4 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.53 km) = 14.68 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.68 km
Detect when firing (air)
ƒAir detectability 6.92 km + gun-firing bloom 3.04 km = 9.96 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
9.96 km
Detect when on fire (sea)
ƒSea detectability 11.53 km + 2.0 km while burning = 13.53 km.
13.53 km
Detect when on fire (air)
ƒAir detectability 6.92 km + 3.0 km while burning = 9.92 km.
9.92 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 13,240 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 33,100 HP = 13,240 HP: up to 40% of max HP restored per charge.
· 26,480 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 33,100 HP = 26,480 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 662 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 33,100 HP = 662 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator2 charges · 240 s reload · 15 s emit / 103 s cloud active · 600 m radius
Choose one
Surveillance Radar2 charges · 180 s reload · 25 s active · 8.49 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 283×301000=8.49 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser51% tighter H · 51% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (14.7 km) with the same model as Max Horiz/Vert Disp: horizontal 66 / 134 m − 1 = -51%, vertical 40 / 81 m − 1 = -51%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km32.5 m
(166.7 × (4 − 0.5) / 1000 + 0.5) × 30 = 32.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km50 m
(333.3 × (4 − 0.5) / 1000 + 0.5) × 30 = 50 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 height @ 5 km13.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·14678=7339 m, and radiusOnMax=0.6 at 14678 m. Below the kink: k=0.2+(0.5−0.2)·50007339=0.4044, so σV=σH·k=32.5·0.4044=13.1m.
Shell scatter height @ 10 km26.8 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=0.5·14678=7339 m, and radiusOnMax=0.6 at 14678 m. Above the kink: k=0.5+(0.6−0.5)·10000−733914678−7339=0.5363, so σV=σH·k=50·0.5363=26.8m.
AP pen 5 km204 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2672·58.850.69·0.152−1.07·5541.38=204mm, where 554 m/s is the shell's speed when it arrives at 5 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km134 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2672·58.850.69·0.152−1.07·409.11.38=134mm, where 409.1 m/s is the shell's speed when it arrives at 10 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.65 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·0.3475·0.15228·58.85=5.36×10−5. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,672
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass58.85 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3475
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity768 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius4
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range54
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mk6 3x2 -> 189 DPS @ 5 km; Far AA (?) -> 54 DPS @ 6 km.
AA DPS layered by range54 DPS @ 6 km, 243 DPS @ 5 km
@ 6 km: 54 from one family; @ 5 km: 189 + 54 = 243. 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-blank243
189 + 54 = 243 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (5 km).
AA threat index1269
189 × 5 + 54 × 6 = 1269. 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.
Open in Charting Tool

Ship Charts

Background

One of the ultimate all-gun cruisers of the Royal Navy, armed with the most advanced and powerful guns Great Britain had at its disposal in the 1950s.

Armor Beta

Hull HP 33,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel83 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,000 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm24,800 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–40 mm)1,200 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel83 mm primary (range 13–83 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.
Superstructure16 mm primary (range 16–83 mm)3,300 (10% 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 HP16,600 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.
AA mount (76 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 HP9,900 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.

Balance History

Balance updates affecting Tiger '59. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Tiger has a great ability to control Key Areas, but she can barely resist any ship that pushes her. We're giving her better chances by improving the accuracy of her main guns to match that of German alternative destroyers like Z-31 and Elbing.
  • Main battery dispersion improved by 49.5%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Tiger '59 can equip.

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.