World of Warships: Legends ship guide

Valkyrie

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.6 km detection
  • Avoid: Burning the 5.6 km concealment advantage on guns
Key characteristics
Heavy torpedoes2 sigma accuracy9 km gun rangeHigh HE / fire outputHigh fire chance
Community Data

Valkyrie Community Stats

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Playstyle

Overview

Valkyrie is a Tier II British stealth-leaning destroyer with strong surface detection (5.6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best smoke duration in T2 DDs (20 s) and best flat AP trajectory in T2 DDs (39.3).

Positioning

Hold concealment edges on the contested cap at 5.6 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 5.6 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Long-burning smoke

20.0 s Smoke Generator duration, best of T2 DDs. Holds the smoke shield longer.

Flat AP trajectory

Retains 39.3% of muzzle velocity at max range, best of T2 DDs. Flatter shots, less lead.

High HP pool

9500.0 HP, top decile of T2 DDs.

HE DPM machine

80000 HE DPM, top decile of T2 DDs. Sustained fire pressure.

High fire pressure

3.2 fires/min, top decile of T2 DDs. Keeps DCP on cooldown.

Gun-boat DD

Main battery DPM in the top quartile for the cohort. Out-trades most DDs in open water.

Acquisition

How to get Valkyrie

Valkyrie is available in the Dueling Destroyers branch of the U.K. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

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

Valkyrie sits in the Dueling Destroyers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Ariadne M. Davis, Grotmaz Smart, and Phillip Vian are useful British destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Ariadne M. DavisGrotmaz SmartPhilip Vian

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Cohort position

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Where Valkyrie sits among Tier II DDs (20 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 10%Hit points9,500 HP (3/20) Top 10%Fires per minute3.2 (3/20) Top 10%HE DPM80,000 (3/20) Top 10%Acceleration9.5 s (3/20) Top 25%Main battery range8.88 km (4/20) Top 25%AP DPM96,000 (4/18) Top 25%Engine power27,000 hp (5/20) Top 25%Torpedo damage10,000 (5/20) Bottom 25%Displacement1,400 t (17/20) WorstMax armor6 mm (1 of 7 tied) WorstCitadel belt6 mm (1 of 7 tied) WorstEnd plates6 mm (1 of 10 tied / 1 of 8 tied) WorstDeck armor6 mm (1 of 8 tied)
See 23 mid-pack stats

Not standouts for Valkyrie -- 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.

Max speed34 kt(12/20) Concealment5.6 km(10/20) Air detection2.8 km(11/20) Rudder shift3.3 s(13/20) Traverse-to-turn ratio4.99 ×(9/20) Main battery caliber102 mm(9/20) Main battery reload4.5 s(9/20) HE shell damage1,500(8/20) HE fire chance6%(9/20) Main dispersion75.5 m(8/20) AP velocity811 m/s(10/18) HE velocity811 m/s(12/20) AP arming threshold17 mm(9/18) Turn-speed retention54 hp/m(7/20) Power-to-weight19.29 hp/t(13/20) AA DPS10(12/20) AA range2.5 km(7/20) AA threat26(10/16) Torpedo range6 km(13/20) Torpedo speed53 kt(11/20) Torpedo reload41 s(14/20) NormAP fuse timer0.01 s(16 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value)

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

Smoke
Survivability
Hit PointsInitial: 8,600 → 9,500
Displacement1,400 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries22
Fire resistanceInitial: 0% → 3.3%
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.
4,800
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.
2,900
Main Battery
ModuleArtillery: 102 mm/45 Mk V
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)8.1 km
Firing range (top fire control)8.9 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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8071/30·(8−0.5)/1000 + 0.5)·30 = 75.5 m
75.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75.5 × 0.6 = 45.3 m
45.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75.5 × 0.319 (σ=2) = 24.1 m
24.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.3 × 0.32 (σ=2) = 14.5 m
14.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,500
HE Velocity811 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 4 broadside guns = 6,000.
6,000
Base HE DPM
ƒ6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.
72,000
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 6% fire chance = 2.88.
2.88
AP shells
AP Damage1,800
AP Velocity811 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 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 × 1374 × 17.35^0.69 × 0.102^-1.07 × 811^1.38 = 117 mm. Matches the in-game spec card.
117 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 318.4 m/s: 1e-7 × 1374 × 17.35^0.69 × 0.102^-1.07 × 318.4^1.38 = 32.2 mm.
32.2 mm
AP full-salvo alpha
ƒ1,800 AP damage x 4 broadside guns = 7,200.
7,200
Base AP DPM
ƒ7,200 AP full-salvo alpha x 60 / 5 s base reload = 86,400.
86,400
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.
3
Torpedoes
ModuleTorpedoes: 533 mm Mk II*
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time41 s
Projectile speed53 kt
Range6 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming164 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
36,400
AA Defense
AA mount points1
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 QF Mark II (upgraded hull only)1×1 40mm
76.2 mm/45 HA Mk IV (stock hull only)1×1 76mm
Medium aura
DPS3
Range2.5 km
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed34 kt
Turning circle radius500 m
Engine power multiplier speed threshold31.6 kt
Traverse-to-turn ratio5.0× drags
Concealment
Detectability by sea5.6 km
Detectability by air2.8 km
Smoke firing penalty2 km
Detect after firing main guns5.6 km
Detect Fire Sea7.6 km
Detect Fire Air5.8 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Module options (3)

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

HullTrade-off
  • Hit points8,600 → 9,500
  • Rudder shift4.7 → 3.3 s
  • Close-range AA DPS1 → 3
  • Maximum AA range3 → 2.5 km
  • Turret traverse10 → 8 °/s
Fire controlUpgrade
  • Main battery range8,071 → 8878.1 m
TorpedoesUpgrade
  • Speed51 → 53 kt

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp75.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (8071/30·(8−0.5)/1000 + 0.5)·30 = 75.5 m
Max Vert Disp45.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 75.5 × 0.6 = 45.3 m
Med Horiz Disp24.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 75.5 × 0.319 (σ=2) = 24.1 m
Med Vert Disp14.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 45.3 × 0.32 (σ=2) = 14.5 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close117 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 × 1374 × 17.35^0.69 × 0.102^-1.07 × 811^1.38 = 117 mm. Matches the in-game spec card.
AP Pen Far32.2 mm
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 318.4 m/s: 1e-7 × 1374 × 17.35^0.69 × 0.102^-1.07 × 318.4^1.38 = 32.2 mm.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,000
1,500 HE damage x 4 broadside guns = 6,000.
AP full-salvo alpha7,200
1,800 AP damage x 4 broadside guns = 7,200.
Base HE DPM72,000
6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.
Base AP DPM86,400
7,200 AP full-salvo alpha x 60 / 5 s base reload = 86,400.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min2.88
4 HE shells x 60 / 5 s reload x 6% fire chance = 2.88.

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
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage36,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage36,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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 range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index26
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.

Armor

Hull HP 8,6009,500 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
Bow6 mm1,400 (15% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm1,100 (12% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 mm≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm400 (4% 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 HP4,800 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.
AA mount (40 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 HP2,900 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.
Exteriors

Skins & permanent camouflages

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

  • Valkyrie 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.