World of Warships: Legends ship guide

Visby

Also called: 维斯比 Beta
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (8 km)Strong AAEngine BoostFast for the classSuper-healFragile
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Community Data

Visby Community Stats

Across 3,900+ Standard battles from 310+ players, Visby averages a 57% win rate, 25,700 damage and 0.9 kills per battle, and survives 38% of them.

Community Data

Visby Community Stats

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Playstyle

Overview

Visby is a Tier IV European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. With no smoke to reset a bad trade, her positioning has to do the work the consumable would. Her 120mm guns reload in 6.5 s. She also packs the super-heal (1%/s, for 10 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (152 AA DPS at 3.5 km) ranks 2 of 21 in T4 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: top speed in T4 DDs (39 kt, 3rd of 21) and torpedo range in T4 DDs (8 km, 3rd of 21). The trade is hit points in T4 DDs (9,600 HP, 21st of 21).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 9.9 km of reach against 5.9 km of detection leaves about 4.1 km in which you can shoot before the answer arrives. 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. She is genuinely evasive in both phases of a turn, answering the helm in 2.5 s and carving a 540 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 9,600 HP is the whole budget.

Signature Traits

Engine Boost

+8% speed (about +3.1 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.

Top-tier AA ↗

152 AA DPS, top decile of T4 DDs (median 79).

Fast for the class ↗

39 kt, top decile of T4 DDs. Lets you rotate flanks or escape disengagements.

Super-heal ↗

Repair Party heals 1%/s, best of T4 DDs. Restores more HP per active second than peers.

Fragile HP pool ↗

9600 HP, bottom decile of T4 DDs. Trade hits sparingly.

Weak torpedoes ↗

5500 damage per torpedo, bottom decile of T4 DDs.

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.

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

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
  • 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.

Open in Build Tool →

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 Visby sits among Tier IV 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.

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 shift2.5 s (3/21) Top 10%Power-to-weight26.87 hp/t (2/21) Top 10%AA DPS152 (2/21) Top 10%Torpedo range8.01 km (3/21) Top 25%Smoke fire bloom2.11 km (6/21) Top 25%Turning circle540 m (4/21) Top 25%Acceleration (0-12 kt)4.7 s (4/21) Top 25%AP arming threshold20 mm (5/19) Top 25%AA range3.5 km (5/21) Top 25%AA threat403 (4/21) Top 25%Torpedo reload55 s (5/21) Bottom 25%Torpedo reaction time8 s (19/21) Bottom 10%HE shell damage1,600 (20/21) WorstHit points9,600 HP (21/21) WorstTorpedo damage≈5,500 (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied)
See 19 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 reload6.5 s(11/21) HE fire chance7%(16/21) Fires per minute3.2(9/21) HE DPM73,043(10/21) AP shell damage2,200(9/19) AP DPM100,435(9/19) Main dispersion89.5 m(11/21) Time to 90% speed15.8 s(7/21) Engine power36,000 hp(14/21) Power / turn radius66.7 hp/m(14/21) Effective HE DPM (incl. fire)96,198(10/21) Torpedo speed65 kt(8/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 8,900 → 9,600
Displacement1,340 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.
98.5 x 9 m (ship-model figure)
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries20
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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: 13.3% → 16.6%
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 × 9,600 HP = 864 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 × 9,600 HP = 960 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.
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
Effective HP
ƒBase 9,600 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 10 s × 9,600 HP = 960 HP per charge, × 2 charges = 1,920 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.
11,520
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 × 1,100 = 2,200), 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.
1,100
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 × 7,200 = 14,400), 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.
7,200
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 × 600 = 1,200), 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 ×. 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.
600
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 × 1,100 = 2,200), 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.
1,100
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
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.
±144°, ±160°, ±148°
Guns to bear
ƒ180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.
36° off bow / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.9 km) shells land in an ellipse about 89 m wide and 54 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 =(9929.730·8−0.51000+0.5)·30=89.5m
89.5 m at 9.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.5·0.6=53.7m
53.7 m at 9.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89.5·0.62=26.8m
26.8 m at 9.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.7·0.62=16.1m
16.1 m at 9.9 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 36.5. All upgrades (top gun, 5-gun broadside): 5 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 45.7.
Initial: 36.5 → 45.7
HE shells
HE alpha1,600
HE Velocity900 m/s
Fire Chance7%
HE fire DPM vs T4 BB18498
Effective HE DPM vs T4 BB76933
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,600 HE damage x 4 broadside guns = 6,400. All upgrades (top gun, 5-gun broadside): 1,600 HE damage x 5 broadside guns = 8,000.
Initial: 6,400 → 8,000
HE DPM
ƒZero upgrades: 6,400 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 58,435. All upgrades (top gun, 5-gun broadside): 8,000 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 73,043.
Initial: 58,435 → 73,043
Fires/min
ƒZero upgrades: 36.5 shells/min × 0.07 (7% fire chance) = 2.56. All upgrades (top gun, 5-gun broadside): 45.7 shells/min × 0.07 (7% fire chance) = 3.2.
Initial: 2.56 → 3.2
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 (9.9 km), where the shell has slowed to 374.5 m/s: P=10−7·1721·240.69·0.12−1.07·374.51.38=53.1mm.
53.1 mm at 9.9 km
AP full-salvo alpha
ƒZero upgrades: 2,200 AP damage x 4 broadside guns = 8,800. All upgrades (top gun, 5-gun broadside): 2,200 AP damage x 5 broadside guns = 11,000.
Initial: 8,800 → 11,000
AP DPM
ƒZero upgrades: 8,800 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 80,348. All upgrades (top gun, 5-gun broadside): 11,000 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 100,435.
Initial: 80,348 → 100,435
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 59 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 55×0.85=46.8 s.
Initial: 59 s → 55 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 65.0 kt); the stock torpedo module runs 60.0 kt.
Initial: 60 kt → 65 kt
Range8.01 km
Maximum simulated damage
ƒMost 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=16,500·0.333=5,500. 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.
≈ 5,500
Maximum damage (ammunition)
ƒ16,500 warhead alpha / 3 + 700 blast = 6,200. 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.
6,200
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 0.95 per hit, shown as 0.95×100=95%. 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.
95%
Torpedo launcher traverse25 °/s
Launch arcscentreline 280°, 282°
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 5,500 = 33,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
33,000
AA Defense
AA mount points11
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 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
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒInitial: 17 × 3.5 × 1 = 60 → 19 × 3.5 × 1 = 66. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 66
Range3.5 km
Near aura
Guns20 mm/60 Madsen M1938
Continuous DPS
ƒInitial: 27 × 3.5 × 0.95 = 90 → 26 × 3.5 × 0.95 = 86. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 90 → 86
Range2 km
Total DPS in Aura
ƒMedium 66 + Near 86 = 152
152
Maneuverability
Engine power36,000 hp
Maximum speed39.0 kt
Turning circle radius540 m
Rudder shift timeInitial: 3.5 s → 2.5 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 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.
14.7 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.
14.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39.0 kt).
15.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39.0 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.
26.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 9.1 = -1.1°/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 1.1°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.87 km x 0.955 = 5.61 km. Camouflage does not change detectability by air.
5.87 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.87 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.61 km.
5.61 km
Detectability by air2.94 km
Smoke firing penalty2.11 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.87 km) = 9.93 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.93 km
Detect when firing (air)
ƒAir detectability 2.94 km + gun-firing bloom 2.4 km = 5.34 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.34 km
Detect when on fire (sea)
ƒSea detectability 5.87 km + 2.0 km while burning = 7.87 km.
7.87 km
Detect when on fire (air)
ƒAir detectability 2.94 km + 3.0 km while burning = 5.94 km.
5.94 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 · 960 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 × 9,600 HP = 960 HP: up to 10% of max HP restored per charge.
· 1,920 HP (20% of max HP) total heal (all charges)
ƒ0.1 of max HP per charge × 2 charges = 0.2 × 9,600 HP = 1,920 HP: up to 20% of max HP if the whole Repair Party loadout is used.
· 96 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 9,600 HP = 96 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 points8,900 → 9,600
  • Rudder shift3.5 → 2.5 s
  • Close-range AA DPS44 → 45
Fire controlUpgrade
  • Main battery range9,027 → 9929.7 m
TorpedoesUpgrade
  • Reload59 → 55 s
  • Speed60 → 65 kt

Under the hood

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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.
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.
Guns per full salvo (alpha, DPM)Initial: 4 → 5
Counted from each mount's firing arc. Stock guns: 4 of 4 barrels bear at once. Top guns: 5 of 5. Alpha and DPM pair each configuration's salvo with its own reload.

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 range45.9 s
8010 m / (65.0 kt × 2.6855) = 45.9 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 damage33,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,500 = 33,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range66
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 SW 1x2 -> 22 DPS @ 3.5 km; 40mm Bofors M36 1barrels SW 2x1 -> 44 DPS @ 3.5 km; 20mm Madsen M38 SW 8x1 -> 86 DPS @ 2 km.
AA DPS layered by range66 DPS @ 3.5 km, 152 DPS @ 2 km
@ 3.5 km: 22 + 44 = 66; @ 2 km: 22 + 44 + 86 = 152. 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-blank152
22 + 44 + 86 = 152 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index403
22 × 3.5 + 44 × 3.5 + 86 × 2 = 403. 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
Open in Charting Tool

Ship Charts

Background

A further development of the "standard" destroyers of the Swedish Navy. The ship was faster than her predecessors, had a different main-gun-mount arrangement, and carried reinforced anti-aircraft armament.

Armor Beta

Hull HP 8,900 → 9,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,100 (11% of HP)
Overmatched by 150mm+ AP (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+ AP (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: 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.
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 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 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.

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.

  • 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.