World of Warships: Legends ship guide

Tracy

Beta
U.S.A. · Tier III · Destroyer · Premium
Stealth destroyerOpen detection windows peers can't match; contest caps from concealment edges.
Playstyle
  • Work near capture edges and island exits where you can spot without being trapped
  • Avoid: Do not overstay after being detected
Key characteristics
SmokeEngine BoostSlow reload
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Community Data

Tracy Community Stats

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Playstyle

Overview

Tracy is a U.S. Tier III premium destroyer surfaced from in-game data. Play her as a low-tier destroyer fundamentals ship: scout early, contest only with support, and use the large torpedo broadside to punish predictable pushes.

Positioning

Work near capture edges and island exits where you can spot without being trapped. Keep escape routes open, use smoke and speed to reset fights, and launch torpedoes into committed battleship paths rather than forcing close-range trades.

Potato Avoidance

Overstay after being detected

Tracy's value comes from repeated spotting and torpedo windows, not from trying to duel every destroyer in open water.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long-reach AA

3.0 km AA reach, top decile of T3 DDs.

Slow reload

6.3 s reload, bottom decile of T3 DDs. Salvos punish more, but cycle is slower than peers.

Wide dispersion

83.4 m max horizontal dispersion, bottom decile of T3 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Tracy

Tracy is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

Use an American destroyer commander focused on concealment, torpedo uptime, and survivability; inspirations for concealment or torpedo reload are safe defaults until player data matures.

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Cohort position

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Where Tracy sits among Tier III DDs (11 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.

Top 25%AA range3 km (3/11) Bottom 25%Main dispersion83.4 m (10/11) Bottom 25%Torpedo range5.04 km (10/11)
See 22 mid-pack stats

Not standouts for Tracy -- here's where she sits on every other ranked stat in the cohort.

Hit points10,900 HP(4/11) Max speed35 kt(5/11) Concealment5.92 km(9/11) Air detection2.96 km(9/11) Rudder shift2.8 s(7/11) Traverse-to-turn ratio5.04 ×(7/11) Main battery caliber120 mm(5/11) Main battery range9.12 km(9/11) Main battery reload6.3 s(9/11) Acceleration17.5 s(9/11) Engine power27,500 hp(7/11) Turn-speed retention52.9 hp/m(9/11) Displacement1,700 t(8/11) Power-to-weight16.18 hp/t(9/11) AA DPS20(7/11) AA threat30(9/11) Torpedo damage≈9,000(8/11) Torpedo speed56 kt(8/11) Torpedo reload70 s(8/11) Max armor13 mm(6/11) Citadel belt13 mm(5/11) Deck armor13 mm(5/11)

Stats & specs

Survivability
Hit Points10,900
Displacement1,700 t
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistance10%
Fire duration30 s
Torp Reduction0%
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.
5,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
3,300
Main Battery
ModuleArtillery: 102 mm Mk14
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range9.1 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(912130·80.51000+0.5)·30=83.4m
83.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
50 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =83.4·0.32(σ=2)=26.7m
26.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50·0.32(σ=2)=16m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ2 broadside guns x 60 / 7 s base reload = 17.1.
17.1
HE shells
HE penetration
ƒfloor(120 mm caliber / 6): standard HE penetration.
20 mm
SAP shells
SAP Damage1,900
SAP Velocity884 m/s
SAP Pen (mm)29.5
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time70 s
Projectile speed56 kt
Range5.04 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=27,000·0.333=9,000.
≈ 9,000
Torpedo detectability1.1 km
Flooding chance159%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 9,000 = 108,000.
108,000
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (5×3.5×0.95) = 20. 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.
20
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/23 Mk71×1 76mm
12.7 mm Browning M2 mod. 22×1 13mm
Medium aura
DPS1
Range3 km
Near aura
DPS5
Range1.2 km
Total DPS in Aura
ƒMedium 1 + Near 5 = 6
6
Maneuverability
Engine moduleEngine: 27,500 hp
Engine power27,500 hp
Maximum speed35 kt
Turning circle radius520 m
Engine power-boost threshold8.8 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (31.5 kt of 35). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(27,5001,700)0.42=3.2191; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<8.75 ktP(t)+drag(v)v8.75 kt; the engine ramps over τ=Tup2.61=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.5s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
17.5 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (34.6 kt of 35). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=30.2s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
30.2 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144520=1.98°/s, so ratio=ωturretωhull=101.98=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea5.92 km
Detectability by air2.96 km
Smoke firing penalty1.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.92 km
Detect Fire Sea7.92 km
Detect Fire Air5.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 112 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp83.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9121}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 83.4\,\text{m}$
Max Vert Disp50 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 83.4 \cdot 0.6 = 50\,\text{m}$
Med Horiz Disp26.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.4 \cdot 0.32\;(\sigma = 2) = 26.7\,\text{m}$
Med Vert Disp16 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 50 \cdot 0.32\;(\sigma = 2) = 16\,\text{m}$
HE penetration20 mm
floor(120 mm caliber / 6): standard HE penetration.
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha2
Barrels that can bear on one beam (2 of 8); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
Base shells/min17.1
2 broadside guns x 60 / 7 s base reload = 17.1.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range34.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage108,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,000 = 108,000.
Per-side salvo damage108,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 9,000 = 108,000.

AA defense

Close-range AA DPS20
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (5×3.5×0.95) = 20. 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 index30
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor Beta

Hull HP 10,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 95+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)1,600 (15% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm900 (8% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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.
Superstructure6 mm primary (range 6–13 mm)800 (7% of HP)
Any HE ≥16 mm pens at full damage
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 HP5,500 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.
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 HP3,300 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Tracy 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.