World of Warships: Legends ship guide

Västerås

Also called: 韦斯特罗斯 Beta
Torpedo destroyerBuilt around the torpedo battery: flood lanes with fish and avoid stand-up gun fights.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 10-km torpedoes for a perfect shot
Key characteristics
Long torps (10 km)Engine BoostFast for the classSuper-healQuiet smoke gunneryWeak torpedoes
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Community Data

Västerås Community Stats

Across 6,500+ Standard battles from 290+ players, Västerås averages a 58% win rate, 28,400 damage and 0.9 kills per battle, and survives 40% of them.

Community Data

Västerås Community Stats

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Playstyle

Overview

Västerås is a Tier V European torpedo destroyer reaching 10 km. The torpedoes travel at 65 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. She also packs a Repair Party - rare for a DD - but the kit is torpedoes first. Standout traits: top speed in T5 DDs (38 kt, 5th of 25) and torpedo reload in T5 DDs (55 s, 2nd of 25). The trade is weak torpedoes in T5 DDs (6,833, 25th of 25).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 10 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 8 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Holding 10-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Fast for the class ↗

38 kt, top decile of T5 DDs. Lets you rotate flanks or escape disengagements.

ELITE TORPEDOES ↗
  • Long-range torps · 10 km
  • Fast torp reload · 55 s
Super-heal ↗

Repair Party heals 1%/s, best of T5 DDs. Restores more HP per active second than peers.

Weak torpedoes ↗

6833 damage per torpedo, bottom decile of T5 DDs.

Slow heal cycle ↗

120 s Repair Party reload, worst of T5 DDs. Heals come off cooldown slower than peers.

Acquisition

How to get Västerås

Västerås is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 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 May 2022 – Jun 2022 (temporary crate drops, now ended).

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

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Västerås sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Best listed chance for this ship

Official WG availability sources
  • Sailing United: Pan-European Destroyers Arrive in Early Access Early Access Start: 2022-05-18 · End: 2022-06-15
    • Checking in with the Early Access framework, everything works as it used to—you can get the Pan-European destroyers, from Tier III Klas Horn to Tier VI Skåne, in special crates, both regular and Big ones.
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 Västerås sits among Tier V DDs (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.

BestSmoke fire bloom2.3 km (1/25) BestAP arming threshold20 mm (1 of 5 tied) BestRepair heal rate1 %/s (1 of 2 tied) Top 10%Torpedo range10 km (3/25) Top 10%Torpedo reload55 s (2/25) Top 25%Max speed38 kt (5/25) Top 25%Air detection3.23 km (7/25) Top 25%Rudder shift3 s (7/25) Top 25%AP velocity900 m/s (6/22) Top 25%HE velocity900 m/s (6/25) Top 25%Acceleration (0-12 kt)4.9 s (7/25) Top 25%Displacement1,880 t (6/25) Top 25%Power-to-weight21.81 hp/t (7/25) Top 25%AA threat350 (4/25) Bottom 25%Hit points12,100 HP (23/25) Bottom 25%HE shell damage1,600 (23/25) Bottom 25%Engine power41,000 hp (20/25) WorstMain battery caliber120 mm (1 of 8 tied) WorstTorpedo damage≈6,833 (1 of 2 tied)
See 26 mid-pack stats

Not standouts for Västerås -- 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.

Concealment6.56 km(14/25) Turning circle590 m(11/25) Main battery range10.42 km(15/25) Main battery reload6.5 s(19/25) HE fire chance7%(17/25) Fires per minute3.83(12/25) HE DPM87,652(15/25) AP shell damage2,200(15/22) AP DPM120,522(12/22) Main dispersion93.2 m(13/25) Time to 90% speed16.5 s(15/25) Power / turn radius69.5 hp/m(19/25) AP pen at 10 km53 mm(13/23) Effective HE DPM (incl. fire)116,496(13/25) AA DPS105(10/25) AA range3.5 km(9/25) Torpedo speed65 kt(9/25) Torpedo reaction time8 s(19/25) Max armor16 mm(15/25) NormAP fuse timer0.01 s(17 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormAP auto-bounce angle60°(21 of 22 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value) NormCitadel belt16 mm(24 of 25 tied at this value) NormBow armor16 mm(24 of 25 tied at this value) NormStern armor16 mm(24 of 25 tied at this value)
Survivability
Hit PointsInitial: 11,000 → 12,100
Displacement1,880 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.
107.8 x 10.24 m
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries21
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. 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: 20% → 23.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 12,100 HP = 1,089 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 12,100 HP = 1,210 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
6,100
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.
3,600
Effective HP
ƒBase 12,100 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 10 s × 12,100 HP = 1,210 HP per charge, × 2 charges = 2,420 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.
14,520
Repairable: penetration50%
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 × 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
Casemate 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
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 × 9,100 = 18,200), 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.
9,100
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 × 900 = 1,800), 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.
900
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 × 1,200 = 2,400), 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.
1,200
Main Battery
ModuleArtillery: 120 mm/50 Bofors M1924
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range (base)9.5 km
Firing range (top fire control)10.4 km
Turret traverse8 °/s
Turret armor7 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°, ±145°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
30° off bow / 35° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.4 km) shells land in an ellipse about 93 m wide and 56 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10420.330·8−0.51000+0.5)·30=93.2m
93.2 m at 10.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.2·0.6=55.9m
55.9 m at 10.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93.2·0.62=27.9m
27.9 m at 10.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.9·0.62=16.8m
16.8 m at 10.4 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ6 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 54.8.
54.8
HE shells
HE alpha1,600
HE Velocity900 m/s
Fire Chance7%
HE fire DPM vs T5 BB28880
Effective HE DPM vs T5 BB116533
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,600 HE damage x 6 broadside guns = 9,600.
9,600
HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 87,652.
87,652
Fires/min
ƒ54.8 shells/min × 0.07 (7% fire chance) = 3.83.
3.83
AP shells
AP alpha2,200
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1721·240.69·0.12−1.07·9001.38=177.9mm.
177.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.4 km), where the shell has slowed to 360.9 m/s: P=10−7·1721·240.69·0.12−1.07·360.91.38=50.4mm.
50.4 mm at 10.4 km
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 120,522.
120,522
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time55 s
Projectile speed65.0 kt
RangeInitial: 8.01 km → 10 km
Maximum simulated damage
ƒInitial: 16,500 × 0.333 = 5,500 → 20,500 × 0.333 = 6,833 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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=20,500·0.333=6,833. 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.
Initial: ≈ 5,500 → ≈ 6,833
Maximum damage (ammunition)
ƒ20,500 warhead alpha / 3 + 700 blast = 7,533. 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.
7,533
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.
700
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km65 kt×2.6855=8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.19 per hit, shown as 1.19×100=119%. 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.
119%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
40,998
AA Defense
AA mount points5
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm/60 Bofors M19363×2 40mm
25 mm/64 Bofors M1932 (upgraded hull only)2×1 25mm
20 mm/60 Madsen M1938 (stock hull only)2×1 20mm
Medium aura
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒInitial: 18 × 3.5 × 1 = 63 → 25 × 3.5 × 1 = 88. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 63 → 88
Range3.5 km
Near aura
Guns25 mm/64 Bofors M1932
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
Range2.5 km
Total DPS in Aura
ƒMedium 88 + Near 17 = 105
105
Maneuverability
Engine power41,000 hp
Maximum speed38.0 kt
Turning circle radius590 m
Rudder shift timeInitial: 4.3 s → 3 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 38 / 4 + 4.9 = 14.4 kt. Base value; speed modifiers scale it.
14.4 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.
15.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.2 kt of 38.0 kt).
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.6 kt of 38.0 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.
27.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 8.3 = -0.3°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.3°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.56 km x 0.955 = 6.26 km. Camouflage does not change detectability by air.
6.56 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.56 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.26 km.
6.26 km
Detectability by air3.23 km
Smoke firing penalty2.3 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.56 km) = 10.42 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.42 km
Detect when firing (air)
ƒAir detectability 3.23 km + gun-firing bloom 2.4 km = 5.63 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.63 km
Detect when on fire (sea)
ƒSea detectability 6.56 km + 2.0 km while burning = 8.56 km.
8.56 km
Detect when on fire (air)
ƒAir detectability 3.23 km + 3.0 km while burning = 6.23 km.
6.23 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 10 s active · 1,210 HP (10% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 10 s effective active time = 0.1 of max HP × 12,100 HP = 1,210 HP: up to 10% of max HP restored per charge.
· 2,420 HP (20% of max HP) total heal (all charges)
ƒ0.1 of max HP per charge × 2 charges = 0.2 × 12,100 HP = 2,420 HP: up to 20% of max HP if the whole Repair Party loadout is used.
· 121 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 12,100 HP = 121 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points11,000 → 12,100
  • Rudder shift4.3 → 3 s
  • Close-range AA DPS25 → 30
Fire controlUpgrade
  • Main battery range9,473 → 10420.3 m
TorpedoesUpgrade
  • Range8.01 → 10 km
  • Alpha damage16,500 → 20,500
  • Display damage5,500 → 6,833

Under the hood

Show ▾

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 km25.6 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=0.5·10420.3=5210 m, and radiusOnMax=0.6 at 10420.3 m. Below the kink: k=0.2+(0.5−0.2)·50005210=0.4879, so σV=σH·k=52.5·0.4879=25.6m.
Shell scatter height @ 10 km53.3 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=0.5·10420.3=5210 m, and radiusOnMax=0.6 at 10420.3 m. Above the kink: k=0.5+(0.6−0.5)·10000−521010420.3−5210=0.5919, so σV=σH·k=90·0.5919=53.3m.
AP pen 5 km95 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 =10−7·1721·240.69·0.12−1.07·569.81.38=95mm, where 569.8 m/s is the shell's speed when it arrives at 5 km (from 900 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 km53 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 =10−7·1721·240.69·0.12−1.07·372.51.38=53mm, where 372.5 m/s is the shell's speed when it arrives at 10 km (from 900 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 km6.54 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·0.3177·0.1228·24=7.49×10−5. That runs from a 900 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 km6.54 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·0.3177·0.1228·24=7.49×10−5. That runs from a 900 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)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)1,721
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 mass24 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 coefficient0.3177
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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 time8 s
1400 m / (65.0 kt × 2.6855) = 8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range57.3 s
10000 m / (65.0 kt × 2.6855) = 57.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage40,998
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 6,833 = 40,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range88
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 3x2 -> 88 DPS @ 3.5 km; 25mm Bofors M32 1barrels SW 2x1 -> 17 DPS @ 2.5 km.
AA DPS layered by range88 DPS @ 3.5 km, 105 DPS @ 2.5 km
@ 3.5 km: 88 from one family; @ 2.5 km: 88 + 17 = 105. 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-blank105
88 + 17 = 105 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index350
88 × 3.5 + 17 × 2.5 = 350. 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 range2.5 km
Open in Charting Tool

Ship Charts

Background

The design of a large, fast-moving, and well-armed destroyer, developed by Swedish shipbuilders for the Polish Navy. All of her main battery artillery was placed in twin mounts.

Armor Beta

Hull HP 11,000 → 12,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,500 (12% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)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)16 mm9,100 (75% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,200 (10% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure16 mm900 (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 HP6,100 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 (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 HP3,600 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 Västerås. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2022-08-25

Autumn Update: In the Shadow of Leaves

  • Main battery reload time decreased from 7.5 s to 6.5 s.
  • Torpedo launcher reload time decreased from 59 s to 55 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Västerås can equip.

  • Västerås 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.