World of Warships: Legends ship guide

Tiger

Also called: 虎 Beta
Fast battleshipMobility rotates flanks battleship-fast and picks fights with the first salvo.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 29-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (6 km)Engine BoostBurny secondariesFast turret traverseTight pattern at max rangeLow AP DPM
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Community Data

Tiger Community Stats

Across 2,500+ Standard battles from 280+ players, Tiger averages a 59% win rate, 51,900 damage and 1.1 kills per battle, and survives 34% of them.

Community Data

Tiger Community Stats

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Playstyle

Overview

Tiger is a Tier IV British fast battleship at 29 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best burny secondaries in T4 BBs (12, 2nd of 23) and best big torpedo salvo in T4 BBs (2, 1st of 3). The trade is AP DPM in T4 BBs (151,200, 22nd of 24).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 29 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. The helm answers quickly (11.5 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Using the 29-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.3 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in T4 BBs.

ELITE SECONDARIES ↗
  • Burny secondaries · 12%
  • Tighter secondary dispersion
ELITE TORPEDOES ↗
  • Big torpedo salvo · 2 tubes
  • Many torpedo launchers · 4 launchers
ELITE MAIN BATTERY ↗
  • Fast turret traverse · 6°/s
  • Tight pattern at max range · 169.8 m
MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 151200 AP
  • Loose grouping
Acquisition

How to get Tiger

Tiger is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Oct 2023 – Nov 2023 (temporary crate drops, now ended).

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

Show U.K. tech-tree branch diagram

Best listed chance for this ship

Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 25% off British Tech Tree ships: Queen Elizabeth, Tiger, Caledon, Orion
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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Tiger sits among Tier IV BBs (23 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 dispersion169.8 m (1/24) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1 of 3 tied) Top 10%HE fire chance39% (3/24) Top 25%Hit points49,600 HP (6/24) Top 25%Max speed29 kt (5/24) Top 25%Stealth profile12.95 km / 10.36 km (6/24 / 6/24) Top 25%Rudder shift11.5 s (4/24) Top 25%Time to 90% speed32.8 s (6/24) Top 25%Acceleration (0-12 kt)13.5 s (5/24) Top 25%Engine power108,000 hp (4/24) Top 25%Power / turn radius145.9 hp/m (4/24) Top 25%Power-to-weight3.29 hp/t (5/24) Top 25%Secondary range4.5 km (7/24) Bottom 25%Turning circle740 m (19/24) Bottom 25%Main battery range14.5 km (21/24) Bottom 25%HE DPM80,800 (20/24) Bottom 25%AP DPM151,200 (22/24) Bottom 25%AP velocity787 m/s (19/24) Bottom 25%HE velocity787 m/s (19/24) Bottom 25%Displacement32,800 t (20/24) Bottom 25%AP pen at 10 km301 mm (19/24) Bottom 25%Max armor254 mm (20/24) Bottom 25%Citadel belt152 mm (19/24) WorstSigma1.6 (1 of 4 tied) WorstAA range3 km (1 of 8 tied) WorstEnd plates16 mm (1 of 3 tied / 1 of 3 tied)
See 19 mid-pack stats

Not standouts for Tiger -- 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.

Smoke fire bloom10.91 km(13/24) Main battery caliber343 mm(11/24) Main battery reload30 s(13/24) Fires per minute6.24(9/24) AP shell damage9,450(15/24) Secondary DPM (per side)158,400(13/24) Secondary HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) AP fuse timer0.015 s(16/24) AP arming threshold57 mm(13/24) Effective HE DPM (incl. fire)125,951(13/24) AA DPS129(15/23) AA threat334(15/23) Repair charges3(11/24) NormTurn speed retained81%(23 of 24 tied at this value) NormTorpedo damage≈9,100(2 of 3 tied at this value) NormTorpedo reaction time7.7 s(2 of 3 tied at this value) NormTorpedo reload95 s(2 of 3 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 43,600 → 49,600
Displacement32,800 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.
214.7 x 27.58 m
Armor range13–254 mm
Plate armor thicknesses13, 16, 19, 25, 30, 38, 51, 64, 76, 102, 127, 140, 152, 229, 254 mm
Armor material/layer entries85
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 49,600 HP = 8,928 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 49,600 HP = 9,920 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
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.
24,800
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.
14,900
Effective HP
ƒBase 49,600 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 49,600 HP = 6,944 HP per charge, × 3 charges = 20,832 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.
55,111–70,432
Repairable: penetration60%
Repairable: citadel10%
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 × 2,300 = 4,600), 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.
2,300
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,200 = 18,400), 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.
9,200
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 × 37,200 = 74,400), 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.
37,200
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 × 1,800 = 3,600), 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.
1,800
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 × 1,500 = 3,000), 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.
1,500
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
ModuleArtillery: 343 mm/45 Mk.II**
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 33 s → 30 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverseInitial: 5.5 °/s → 6 °/s
Turret armor229 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, 2x ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
32° off bow / 30° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (14.5 km) than a standard battleship: about 170 m wide × 102 m tall, against 205 m × 123 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1449830·10−1.61000+1.6)·30=169.8m
169.8 m at 14.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =169.8·0.6=101.9m
101.9 m at 14.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =169.8·0.61.6=63.7m
63.7 m at 14.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =101.9·0.61.6=38.2m
38.2 m at 14.5 km
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 33 s base reload = 14.5. All upgrades (top gun): 8 broadside guns x 60 / 30 s all-upgrades reload = 16.
Initial: 14.5 → 16
HE shells
HE alpha5,050
HE Velocity787 m/s
Fire Chance39%
HE fire DPM vs T4 BB45151
Effective HE DPM vs T4 BB125951
HE penetration
ƒ57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ5,050 HE damage x 8 broadside guns = 40,400.
40,400
HE DPM
ƒZero upgrades: 40,400 HE full-salvo alpha x 60 / 33 s base reload = 73,455. All upgrades (top gun): 40,400 HE full-salvo alpha x 60 / 30 s all-upgrades reload = 80,800.
Initial: 73,455 → 80,800
Fires/min
ƒZero upgrades: 14.5 shells/min × 0.39 (39% fire chance) = 5.67. All upgrades (top gun): 16 shells/min × 0.39 (39% fire chance) = 6.24.
Initial: 5.67 → 6.24
AP shells
AP alpha9,450
AP Velocity787 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2145·5670.69·0.343−1.07·7871.38=531mm.
531 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.5 km), where the shell has slowed to 445.6 m/s: P=10−7·2145·5670.69·0.343−1.07·445.61.38=242.2mm.
242.2 mm at 14.5 km
AP full-salvo alpha
ƒ9,450 AP damage x 8 broadside guns = 75,600.
75,600
AP DPM
ƒZero upgrades: 75,600 AP full-salvo alpha x 60 / 33 s base reload = 137,455. All upgrades (top gun): 75,600 AP full-salvo alpha x 60 / 30 s all-upgrades reload = 151,200.
Initial: 137,455 → 151,200
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.
55
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time95 s
Projectile speed53.0 kt
Range6 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=27,300·0.333=9,100. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,100
Maximum damage (ammunition)
ƒ27,300 warhead alpha / 3 + 900 blast = 10,000. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
10,000
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km53 kt×2.6855=7.7 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.7 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
160%
Torpedo launcher traverse12 °/s
Launch arcscentreline 0.2°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming172 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 9,100 = 18,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
18,200
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/45 HA Mk IV6×1 76mm
40 mm/39 QF Mark II (upgraded hull only)10×1 40mm
7.7 mm Maxim machine gun Mk I (stock hull only)10×1 8mm
Outer Medium aura
Guns76.2 mm/45 HA Mk IV
Continuous DPS
ƒInitial: 13 × 3.5 × 0.75 = 34 → 9 × 3.5 × 0.75 = 24. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 34 → 24
Range3 km
Inner Medium aura
Guns40 mm/39 QF Mark II
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.75 hit probability = 105 - the same in-game units as the Close-range AA DPS headline.
105
Range2.5 km
Total DPS in Aura
ƒOuter Medium 24 + Inner Medium 105 = 129
129
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×1 152 mm (6/side) × 60/5 s × 2200 = 158,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
158,400
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 8.6 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 62,517. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
62,517
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 158,400 + secondary fire DPM 62,517 = 220,917: shell damage plus fire damage against one T4 battleship, every shell hitting.
220,917
152 mm/45 BL PVIII12×1 152mm
Caliber152 mm
Reload time5 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 5 s × 0.12 (12% fire chance) = 8.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
8.6
HE Pen25 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 33 + 30 = 178.5 m.
178.5 m
Maneuverability
Engine power108,000 hp
Maximum speed29.0 kt
Turning circle radius740 m
Rudder shift timeInitial: 17 s → 11.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 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.
42.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
32.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
51.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5.5 − 4.5 = +1.0°/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 (+1.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.95 km x 0.955 = 12.37 km. Camouflage does not change detectability by air.
12.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.37 km.
12.37 km
Detectability by air10.36 km
Smoke firing penalty10.91 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.95 km) = 14.5 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.5 km
Detect when firing (air)
ƒAir detectability 10.36 km + gun-firing bloom 6.86 km = 17.22 km. The bloom tracks main-battery caliber 343 mm × 0.020 = 6.86 km.
17.22 km
Detect when on fire (sea)
ƒSea detectability 12.95 km + 2.0 km while burning = 14.95 km.
14.95 km
Detect when on fire (air)
ƒAir detectability 10.36 km + 3.0 km while burning = 13.36 km.
13.36 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,944 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 49,600 HP = 6,944 HP: up to 14% of max HP restored per charge.
· 20,832 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 49,600 HP = 20,832 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 248 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 49,600 HP = 248 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullUpgrade
  • Hit points43,600 → 49,600
  • Rudder shift17 → 11.5 s
  • Close-range AA DPS34 → 49
  • Turret traverse5.5 → 6 °/s
Fire controlUpgrade
  • Main battery range13,180 → 14,498 m
ArtilleryUpgrade
  • Base reload33 → 30 s

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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.5 km) with the same model as Max Horiz/Vert Disp: horizontal 170 / 205 m − 1 = -17%, vertical 102 / 123 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km36.6 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=0.5·14498=7249 m, and radiusOnMax=0.6 at 14498 m. Below the kink: k=0.2+(0.5−0.2)·50007249=0.4069, so σV=σH·k=90·0.4069=36.6m.
Shell scatter height @ 10 km71 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=0.5·14498=7249 m, and radiusOnMax=0.6 at 14498 m. Above the kink: k=0.5+(0.6−0.5)·10000−724914498−7249=0.538, so σV=σH·k=132·0.538=71m.
AP pen 5 km397 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 =10−7·2145·5670.69·0.343−1.07·637.41.38=397mm, where 637.4 m/s is the shell's speed when it arrives at 5 km (from 787 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 km301 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 =10−7·2145·5670.69·0.343−1.07·521.71.38=301mm, where 521.7 m/s is the shell's speed when it arrives at 10 km (from 787 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.72 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·0.4232·0.34328·567=3.45×10−5. That runs from a 787 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.
AP flight time @ 10 km5.72 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·0.4232·0.34328·567=3.45×10−5. That runs from a 787 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,145
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 mass567 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 coefficient0.4232
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity787 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity787 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.

Torpedoes

Estimated torpedo reaction time7.7 s
1100 m / (53.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed53.0 kt
Travel time to max range42.2 s
6000 m / (53.0 kt × 2.6855) = 42.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
4 launchers × 1 tubes.
Per-side salvo2 torpedoes
4 wing tubes / 2 = 2: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage36,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range24
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 40mm 2pdr QF MKII PomPom 10x1 -> 105 DPS @ 2.5 km; 3in HA 12PDR 6x1 -> 24 DPS @ 3 km.
AA DPS layered by range24 DPS @ 3 km, 129 DPS @ 2.5 km
@ 3 km: 24 from one family; @ 2.5 km: 105 + 24 = 129. 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-blank129
105 + 24 = 129 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index334
105 × 2.5 + 24 × 3 = 334. 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 firepower

Max HE alpha2200
The only family (152 mm): 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
The only family (152 mm): 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
The only family (152 mm): 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

In January 1911, Japan ordered the development and construction of a battlecruiser in Great Britain that received the name "Kongō." It turned out to be better than the current British ships, and because of that, a similar project was selected to build a new battlecruiser within the 1911 program. HMS Tiger was laid down in 1912 and commissioned in 1914 as a part of the 1st Battlecruiser Squadron. She participated in the Battle of Dogger Bank and Battle of Jutland, taking 21 hits in total without suffering crippling damage.

Armor Beta

Hull HP 43,600 → 49,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–140 mm)2,300 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)152 mm primary (range 19–229 mm)37,200 (75% of HP)
No common AP caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–102 mm)1,500 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–152 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.
Superstructure13 mm primary (range 13–254 mm)1,800 (4% 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 HP24,800 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 (152 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 (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 HP14,900 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. Cards are condensed; use each source link for full context.

Buff ×2
2026-10-01

MINISTRY OF BALANCE: ALL HALLOWS' OVERHAUL

  • Stock hull rudder-shift time reduced from 24.78 to 22.15 seconds.
  • Upgraded hull rudder-shift time reduced from 17.7 to 15.0 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Tiger can equip.

  • Tiger 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.