World of Warships: Legends ship guide

Tiger

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Long torps (6 km)High fire chanceEngine BoostSlow acceleration
Community Data

Tiger Community Stats

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Playstyle

Overview

Tiger is a Tier IV British super-cruiser: a battleship-sized hull with a 343mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best high HP pool in T4 CAs (49,600 HP) and best HE alpha in T4 CAs (5,050).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 3 charges before the cooldown completes.

Signature Traits

Fast turret traverse

5.5°/s turret traverse, best of T4 BBs. Tracks fast-rotating targets peers can't keep up with.

Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), best of T4 BBs. Stacks fires faster than peers in a brawl.

Tight dispersion

158.7 m max horizontal dispersion, top decile of T4 BBs. Accurate at range.

High fire chance

39.0% fire chance per HE shell, top decile of T4 BBs.

Slow acceleration

~9.75 s to max forward speed, worst of T4 BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Low AP DPM

152727 AP DPM, bottom decile of T4 BBs. Citadel windows matter more than spam.

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.

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

Tiger sits in the Pursuit Battlecruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy/reload, speed, survivability, and secondary or torpedo utility as preferred. Engine Boost and Repair Party support active positioning.

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Cohort position

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Where Tiger sits among Tier IV BBs (24 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.

BestTraverse-to-turn ratio4.76 × (1/24) BestMain dispersion158.7 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%Engine power108,000 hp (4/24) Top 25%Turn-speed retention145.9 hp/m (4/24) Top 25%Power-to-weight3.29 hp/t (5/24) Top 25%Secondary range4.5 km (7/24) Bottom 25%Rudder shift17.7 s (19/24) Bottom 25%Main battery range14.5 km (21/24) Bottom 25%Main battery reload29.7 s (19/24) Bottom 25%HE DPM81,616 (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%AA range3 km (19/24) Bottom 25%Max armor254 mm (20/24) Bottom 10%Deck armor51 mm (22/23) WorstSigma1.6 (1 of 4 tied) WorstAP DPM152,727 (24/24) WorstAcceleration9.75 s (24/24)
See 17 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.

Main battery caliber343 mm(12/24) Fires per minute6.3(11/24) AP shell damage9,450(15/24) Secondary DPM (per side)158,400(10/24) HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) AP fuse timer0.01 s(16/24) AP arming threshold57 mm(13/24) AA DPS129(14/24) AA threat333(14/23) Repair charges3(11/24) Citadel belt152 mm(18/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) NormTorpedo damage10,000(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)

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

Repair 3Engine Boost
Survivability
Hit PointsInitial: 43,600 → 49,600
Displacement32,800 t
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 resistanceInitial: 13.3% → 16.6%
Fire duration60 s
Torp Reduction13%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 343 mm/45 Mk.II**
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverse5.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13180/30·(10−1.6)/1000 + 1.6)·30 = 158.7 m
158.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 158.7 × 0.6 = 95.2 m
95.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 158.7 × 0.369 (σ=1.6) = 58.6 m
58.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 95.2 × 0.369 (σ=1.6) = 35.1 m
35.1 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Base shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE Damage5,050
HE Velocity787 m/s
Fire Chance39%
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
Base HE DPM
ƒ40,400 HE full-salvo alpha x 60 / 33 s base reload = 73,455.
73,455
Base fires/min
ƒ8 HE shells x 60 / 33 s reload x 39% fire chance = 5.67.
5.67
AP shells
AP Damage9,450
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 787^1.38 = 531 mm. Matches the in-game spec card.
531 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 405.1 m/s: 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 405.1^1.38 = 212.4 mm.
212.4 mm
AP full-salvo alpha
ƒ9,450 AP damage x 8 broadside guns = 75,600.
75,600
Base AP DPM
ƒ75,600 AP full-salvo alpha x 60 / 33 s base reload = 137,455.
137,455
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 kt
Range6 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
18,200
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.75) + (9×3.5×0.75) = 129. 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.
129
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPSInitial: 13 → 9
Range3 km
Inner Medium aura
DPS40
Range2.5 km
Total DPS in Aura
ƒOuter Medium 9 + Inner Medium 40 = 49
49
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
Caliber152 mm
Reload time5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 108,000 hp
Engine power108,000 hp
Maximum speed29 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea12.95 km
Detectability by air10.36 km
Smoke firing penalty10.91 km
Detect after firing main guns12.95 km
Detect Fire Sea14.95 km
Detect Fire Air13.36 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullTrade-off
  • Hit points43,600 → 49,600
  • Rudder shift24.8 → 17.7 s
  • Close-range AA DPS34 → 49
  • Turret traverse5.5 → 3 °/s
Fire controlUpgrade
  • Main battery range13,180 → 14,498 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.6
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp158.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13180/30·(10−1.6)/1000 + 1.6)·30 = 158.7 m
Max Vert Disp95.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 158.7 × 0.6 = 95.2 m
Med Horiz Disp58.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 158.7 × 0.369 (σ=1.6) = 58.6 m
Med Vert Disp35.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 95.2 × 0.369 (σ=1.6) = 35.1 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close531 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 787^1.38 = 531 mm. Matches the in-game spec card.
AP Pen Far212.4 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 405.1 m/s: 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 405.1^1.38 = 212.4 mm.
HE penetration57 mm
57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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 time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha40,400
5,050 HE damage x 8 broadside guns = 40,400.
AP full-salvo alpha75,600
9,450 AP damage x 8 broadside guns = 75,600.
Base HE DPM73,455
40,400 HE full-salvo alpha x 60 / 33 s base reload = 73,455.
Base AP DPM137,455
75,600 AP full-salvo alpha x 60 / 33 s base reload = 137,455.
Base shells/min14.5
8 broadside guns x 60 / 33 s base reload = 14.5.
Base fires/min5.67
8 HE shells x 60 / 33 s reload x 39% fire chance = 5.67.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage36,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage18,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS129
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.75) + (9×3.5×0.75) = 129. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index333
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

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km178.5 m
4.5 km × 33 + 30 = 178.5 m.

Secondary battery firepower

Secondary DPM (per side)158,400
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: 12×1 152 mm (6/side) × 60/5 × 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).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
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
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.

Armor

Hull HP 43,60049,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–140 mm)2,300 (5% of HP)
Overmatch not possible at T VAngle bounces 410mm30 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)152 mm primary (range 19–229 mm)37,200 (75% of HP)
No common caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–102 mm)1,500 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 19–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Tiger. 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 can equip, from in-game data.

  • 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.