World of Warships: Legends ship guide

Tracy

Also called: 特雷西 Beta
U.S.A. · Tier III · Destroyer · Premium
SAP destroyerMain guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
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 BoostLong-reach AAPattern widens fast with range
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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.

Lingering smoke

112 s smoke cloud linger, best of T3 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Long-reach AA

3 km AA reach, top decile of T3 DDs.

Pattern widens fast with range

Shell pattern widens about 9.14 m per km of range, bottom decile of T3 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Slow acceleration

~17.5 s to 90% of top speed, bottom decile of T3 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

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

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 (10 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%Main dispersion83.4 m (3/11) Top 25%AA range3 km (3/11) Bottom 25%Torpedo range5.04 km (10/11)
See 23 mid-pack stats

Not standouts for Tracy -- 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 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 reload7 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 DPS21(7/11) AA threat32(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) NormTurn speed retained81%(10 of 11 tied at this value)
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
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.
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
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 102 mm Mk14
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range9.1 km
Turret traverse10 °/s
Turret armor12 mm
Shell Grouping (σ)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·0.6σ =83.4·0.62=25m
25 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
SAP shells
SAP Damage1,900
SAP Velocity884 m/s
SAP Pen (mm)29.5
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
7
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 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
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
9,900
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 km56 kt×2.6=7.6 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.59 per hit, shown as 1.59×100=159%. Torpedo flood 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. Not shown on the in-game port screen.
159%
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
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/23 Mk71×1 76mm
12.7 mm Browning M2 mod. 22×1 13mm
Medium aura
Guns76.2 mm/23 Mk7
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒMedium 4 + Near 17 = 21
21
Maneuverability
Engine power27,500 hp
Maximum speed35 kt
Turning circle radius520 m
Rudder shift time2.8 s
Engine power-boost threshold8.8 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
17.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
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 · 24 s emit / 112 s cloud active · 450 m radius
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
Max Horiz Disp83.4 m
Horizontal 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
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp50 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
Med Horiz Disp25 m
50%-hit horizontal radius: σH,50=σH·0.6σ =83.4·0.62=25m
Med Vert Disp15 m
50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
SAP Fragment Radius7
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha6
Barrels that can bear on one beam (6 of 8); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
Shells/min51.4
6 broadside guns x 60 / 7 s base reload = 51.4.

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

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; Browning M2 Mod2 2x1 -> 17 DPS @ 1.2 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range4 DPS @ 3 km, 21 DPS @ 1.2 km
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-blank21
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index32
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 Compare 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 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 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.

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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.