World of Warships: Legends ship guide

Visby

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)Strong AAEngine BoostFragile
Community Data

Visby Community Stats

Log in to GamingDiver and upload your data to see Community Data for Visby: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Visby is a Tier IV European torpedo destroyer reaching 8 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. AA (153 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP shell velocity in T4 DDs (900) and best flat HE shells in T4 DDs (900).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 8 km reach at 65 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 8-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

Flat AP shells

900.0 m/s AP muzzle velocity, best of T4 DDs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

900.0 m/s HE muzzle velocity, best of T4 DDs. Flatter trajectory, easier to land at range.

Super-heal

Repair Party heals 1.0%/s, best of T4 DDs. Restores more HP per active second than peers.

Long-range torps

8.01 km torpedo range, top decile of T4 DDs.

Slow heal cycle

120.0 s Repair Party reload, worst of T4 DDs. Heals come off cooldown slower than peers.

Fragile HP pool

9600.0 HP, bottom decile of T4 DDs. Trade hits sparingly.

Acquisition

How to get Visby

Visby is available in the Area-Denial Destroyers branch of the Pan-Europe 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 Pan-European tech-tree branch diagram
Pan-Europe Tech Tree

Visby 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
Show direct source rows

Builds Beta

Build for concealment, torpedo uptime, speed/Engine Boost value, and survivability. Add gun or AA utility only after the scouting job is covered.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Visby sits among Tier IV DDs (21 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.

BestAP velocity900 m/s (1/19) BestHE velocity900 m/s (1/21) BestDisplacement1,340 t (1/21) BestRepair heal rate1 %/s (1/3) Top 10%Max speed39 kt (3/21) Top 10%Rudder shift3.2 s (3/21) Top 10%Power-to-weight26.87 hp/t (2/21) Top 10%AA DPS153 (2/21) Top 10%AA threat406 (3/21) Top 10%Torpedo range8.01 km (3/21) Top 25%AP arming threshold20 mm (5/19) Top 25%AA range3.5 km (5/21) Top 25%Torpedo reload55 s (5/21) Bottom 25%Traverse-to-turn ratio3.76 × (17/21) Bottom 25%Fires per minute2.85 (17/21) Bottom 25%Acceleration11.7 s (19/21) Bottom 10%HE shell damage1,600 (20/21) WorstHit points9,600 HP (21/21) WorstTorpedo damage6,200 (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstEnd plates10 mm (1 of 10 tied / 1 of 10 tied)
See 16 mid-pack stats

Not standouts for Visby -- 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.

Concealment5.87 km(7/21) Air detection2.94 km(7/21) Main battery caliber120 mm(16/21) Main battery range9.93 km(12/21) Main battery reload5.9 s(11/21) HE fire chance7%(16/21) HE DPM65,085(16/21) AP shell damage2,200(9/19) AP DPM89,492(12/19) Main dispersion82.7 m(7/21) Engine power36,000 hp(14/21) Turn-speed retention66.7 hp/m(14/21) Torpedo speed65 kt(7/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormDeck armor10 mm(10 of 19 tied at this value)

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

Repair 2Engine Boost
Survivability
Hit PointsInitial: 8,900 → 9,600
Displacement1,340 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries20
Fire resistanceInitial: 13.3% → 16.6%
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: 120 mm/50 Bofors M1924
Mounts / barrels3 mounts / 4 barrels
Reload time6.5 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse8 °/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 = (9027/30·(8−0.5)/1000 + 0.5)·30 = 82.7 m
82.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.7 × 0.6 = 49.6 m
49.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.7 × 0.319 (σ=2) = 26.4 m
26.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.321 (σ=2) = 15.9 m
15.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ4 broadside guns x 60 / 6.5 s base reload = 36.9.
36.9
HE shells
HE Damage1,600
HE Velocity900 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,600 HE damage x 4 broadside guns = 6,400.
6,400
Base HE DPM
ƒ6,400 HE full-salvo alpha x 60 / 6.5 s base reload = 59,077.
59,077
Base fires/min
ƒ4 HE shells x 60 / 6.5 s reload x 7% fire chance = 2.58.
2.58
AP shells
AP Damage2,200
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
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 × 1721 × 24^0.69 × 0.12^-1.07 × 900^1.38 = 177.9 mm. Matches the in-game spec card.
177.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.4 km), where the shell has slowed to 316 m/s: 1e-7 × 1721 × 24^0.69 × 0.12^-1.07 × 316^1.38 = 42 mm.
42 mm
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
Base AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 6.5 s base reload = 81,231.
81,231
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 kt
Range8.01 km
Maximum simulated damage5,500 (est.)
Alpha damage16,500
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
33,000
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×1) + (26×3.5×0.95) = 153. 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.
153
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/60 Bofors M1936Initial: 3×2 → 1×2 40mm
40 mm/60 Bofors M1936Initial: 3×1 → 2×1 40mm
20 mm/60 Madsen M19388×1 20mm
Medium aura
DPSInitial: 17 → 19
Range3.5 km
Near aura
DPSInitial: 27 → 26
Range2 km
Total DPS in Aura
ƒMedium 19 + Near 26 = 45
45
Maneuverability
Engine moduleEngine: 36,000 hp
Engine power36,000 hp
Maximum speed39 kt
Turning circle radius540 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea5.87 km
Detectability by air2.94 km
Smoke firing penalty2.11 km
Detect after firing main guns5.87 km
Detect Fire Sea7.87 km
Detect Fire Air5.94 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% heal per second · 10% of max HP total heal
Module options (3)

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

HullUpgrade
  • Hit points8,900 → 9,600
  • Rudder shift4.5 → 3.2 s
  • Close-range AA DPS44 → 45
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range9,027 → 9929.7 m
TorpedoesUpgrade
  • Reload59 → 55 s
  • Speed60 → 65 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 Disp82.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9027/30·(8−0.5)/1000 + 0.5)·30 = 82.7 m
Max Vert Disp49.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 82.7 × 0.6 = 49.6 m
Med Horiz Disp26.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 82.7 × 0.319 (σ=2) = 26.4 m
Med Vert Disp15.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 49.6 × 0.321 (σ=2) = 15.9 m
AP Pen Close177.9 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 × 1721 × 24^0.69 × 0.12^-1.07 × 900^1.38 = 177.9 mm. Matches the in-game spec card.
AP Pen Far42 mm
Same formula at the ship's max firing range (12.4 km), where the shell has slowed to 316 m/s: 1e-7 × 1721 × 24^0.69 × 0.12^-1.07 × 316^1.38 = 42 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha6,400
1,600 HE damage x 4 broadside guns = 6,400.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base HE DPM59,077
6,400 HE full-salvo alpha x 60 / 6.5 s base reload = 59,077.
Base AP DPM81,231
8,800 AP full-salvo alpha x 60 / 6.5 s base reload = 81,231.
Base shells/min36.9
4 broadside guns x 60 / 6.5 s base reload = 36.9.
Base fires/min2.58
4 HE shells x 60 / 6.5 s reload x 7% fire chance = 2.58.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage33,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage33,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS153
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×1) + (26×3.5×0.95) = 153. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index406
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 km

Armor

Hull HP 8,9009,600 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
Bow10 mm1,100 (11% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)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 mm1,100 (11% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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).
Superstructure10 mm600 (6% 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.

Balance History

Balance updates affecting Visby. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2022-08-25

Autumn Update: In the Shadow of Leaves

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

Skins & permanent camouflages

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

  • Visby 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.