World of Warships: Legends ship guide

Wakeful

Also called: 清醒 Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Take space aggressively and use your high HE damage to land powerful opening blows
  • Avoid: Wasting smokescreens by not paying attention to your speed is easier in Wakeful than other T3 DDs due to the poor deceleration of British engines.Getting spotted while slow not only makes you an easy target, but is made even worse by her bottom-decile HP
Key characteristics
Heavy torpedoesHeavy AP pen10 km gun rangeSmokeQuick accelerationSlow reload
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Community Data

Wakeful Community Stats

Across 3,200+ Standard battles from 270+ players, Wakeful averages a 57% win rate, 23,700 damage and 1.0 kills per battle, and survives 32% of them.

Community Data

Wakeful Community Stats

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

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Playstyle

Overview

Wakeful is a Tier III British gun-leaning destroyer that rewards aggression with flexible guns, quick smokes, and a slippery hull. Both her AP and HE are effective, and should be used akin to a cruiser. Her torpedoes are best used in combination with her guns to add chaos to the battlefield. Standout traits: most smoke screens in T3 DDs (6) and top-decile main battery HE damage in T3 DDs after hull upgrade (1700).

Positioning

Take space aggressively and use your high HE damage to land powerful opening blows. Push flanks to get advantageous angles and use your many smokescreens to quickly but safely disengage even in open water.

Potato Avoidance

Wasting smokescreens by not paying attention to your speed is easier in Wakeful than other T3 DDs due to the poor deceleration of British engines.Getting spotted while slow not only makes you an easy target, but is made even worse by her bottom-decile HP

Wasting smokescreens by not paying attention to your speed is easier in Wakeful than other T3 DDs due to the poor deceleration of British engines.Getting spotted while slow not only makes you an easy target, but is made even worse by her bottom-decile HP.

Signature Traits

Heavy torpedoes ↗

11067 damage per torpedo, best of T3 DDs.

ELITE MAIN BATTERY ↗
  • Close-range AP brick · 180.9 mm
  • Long-range AP brick · 71.14 mm
  • Long gun range · 10 km
ELITE SMOKE ↗
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
Quick acceleration ↗

~2.1 s from a stop to 12 kt, top decile of T3 DDs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Slow reload ↗

8 s reload, bottom decile of T3 DDs. Salvos punish more, but cycle is slower than peers.

Visible torps ↗

1.2 km torpedo detect, bottom decile of T3 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Wakeful

Wakeful is available in the Dueling Destroyers branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

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

Show U.K. tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Ariadne M. DavisGrotmaz Smart

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 Wakeful sits among Tier III DDs (10 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTurning circle500 m (1 of 3 tied) BestHE fire chance9% (1 of 2 tied) BestTime to 90% speed6.4 s (1/11) BestAcceleration (0-12 kt)2.1 s (1/11) BestTurn speed retained92.9% (1/11) BestTorpedo damage≈11,067 (1/11) Top 10%Main battery range10.01 km (2/11) Top 10%Displacement1,504 t (2/11) Top 25%Rudder shift2.6 s (3/11) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Hit points10,000 HP (10/11) Bottom 25%Main battery reload8 s (10/11) Bottom 25%HE DPM51,000 (9/10) Bottom 25%AP DPM66,000 (8/9) Bottom 25%Main dispersion90.1 m (10/11) Bottom 25%Effective HE DPM (incl. fire)68,715 (9/10) WorstMax armor10 mm (1 of 4 tied) WorstCitadel belt10 mm (1 of 5 tied)
See 21 mid-pack stats

Not standouts for Wakeful -- 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 speed35 kt(5/11) Concealment5.73 km(6/11) Smoke fire bloom2 km(5/11) Air detection2.87 km(5/11) Main battery caliber120 mm(5/11) HE shell damage1,700(4/10) Fires per minute2.7(6/10) AP shell damage2,200(5/9) AP velocity774 m/s(5/9) HE velocity774 m/s(6/10) AP arming threshold20 mm(6/9) Engine power27,000 hp(9/11) Power / turn radius54 hp/m(6/11) Power-to-weight17.95 hp/t(6/11) AA DPS25(5/11) AA range2.5 km(6/11) AA threat62(4/11) Torpedo range6 km(8/11) Torpedo reaction time7.6 s(9/11) Torpedo reload71 s(9/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)
Survivability
Hit PointsInitial: 8,400 → 10,000
Displacement1,504 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.
95.1 x 9 m (ship-model figure)
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. 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: 6.7% → 10%
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 × 10,000 HP = 900 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 × 10,000 HP = 1,000 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.
5,000
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.
3,000
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 × 7,500 = 15,000), 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.
7,500
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 × 400 = 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.
400
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: 102/45 Mk V
Mounts / barrels4 mounts / 4 barrels
Reload timeInitial: 5 s → 8 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse10 °/s
Turret armorInitial: 3 mm → 6 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 ±139°, 2x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 139° (the most restricted forward-facing mount's arc) = 41° 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.
35° off bow / 41° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.0 km) shells land in an ellipse about 90 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 =(1001030·8−0.51000+0.5)·30=90.1m
90.1 m at 10 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.1·0.6=54m
54 m at 10 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =90.1·0.62=27m
27 m at 10 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54·0.62=16.2m
16.2 m at 10 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 5 s base reload = 48. All upgrades (top gun): 4 broadside guns x 60 / 8 s all-upgrades reload = 30.
Initial: 48 → 30
HE shells
HE alpha1,500 → 1,700
HE Velocity811 m/s → 774 m/s
Fire Chance6% → 9%
HE fire DPM vs T3 BB11810
Effective HE DPM vs T3 BB56810
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,500 HE damage x 4 broadside guns = 6,000. All upgrades (top gun): 1,700 HE damage x 4 broadside guns = 6,800.
Initial: 6,000 → 6,800
HE DPM
ƒZero upgrades: 6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000. All upgrades (top gun): 6,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 51,000.
Initial: 72,000 → 51,000
Fires/min
ƒZero upgrades: 48 shells/min × 0.09 (9% fire chance) = 4.32. All upgrades (top gun): 30 shells/min × 0.09 (9% fire chance) = 2.7.
Initial: 4.32 → 2.7
AP shells
AP alpha1,800 → 2,200
AP Velocity811 m/s → 774 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 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 =10−7·2300·28.120.69·0.12−1.07·7741.38=215.4mm.
215.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10 km), where the shell has slowed to 342.4 m/s: P=10−7·2300·28.120.69·0.12−1.07·342.41.38=69.9mm.
69.9 mm at 10 km
AP full-salvo alpha
ƒZero upgrades: 1,800 AP damage x 4 broadside guns = 7,200. All upgrades (top gun): 2,200 AP damage x 4 broadside guns = 8,800.
Initial: 7,200 → 8,800
AP DPM
ƒZero upgrades: 7,200 AP full-salvo alpha x 60 / 5 s base reload = 86,400. All upgrades (top gun): 8,800 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 66,000.
Initial: 86,400 → 66,000
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 Mk V
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 62 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 71×0.85=60.4 s.
Initial: 62 s → 71 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 59.0 kt); the stock torpedo module runs 53.0 kt.
Initial: 53 kt → 59 kt
Range6 km
Maximum simulated damage
ƒInitial: 27,300 × 0.333 = 9,100 → 33,200 × 0.333 = 11,067 (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=33,200·0.333=11,067. 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: ≈ 9,100 → ≈ 11,067
Maximum damage (ammunition)
ƒ33,200 warhead alpha / 3 + 900 blast = 11,967. 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.
11,967
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.
900
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.96 per hit, shown as 1.96×100=196%. 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.
196%
Torpedo launcher traverse25 °/s
Launch arcscentreline 238°, 250°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
66,402
AA Defense
AA mount points2
Maximum AA range
ƒInitial: 1.2 km → 2.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
Initial: 1.2 km → 2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount (upgraded hull only)2×1 40mm
12.7 mm Mk III (stock hull only)2×4 13mm
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 1 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
24
Range2.5 km
Maneuverability
Engine power27,000 hp
Maximum speed35.0 kt
Turning circle radius500 m
Rudder shift timeInitial: 3.6 s → 2.6 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
15.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
6.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
16.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 9.5 = +0.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.73 km x 0.955 = 5.47 km. Camouflage does not change detectability by air.
5.73 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.73 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.47 km.
5.47 km
Detectability by air2.87 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.73 km) = 10.01 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.01 km
Detect when firing (air)
ƒAir detectability 2.87 km + gun-firing bloom 2.04 km = 4.91 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.
4.91 km
Detect when on fire (sea)
ƒSea detectability 5.73 km + 2.0 km while burning = 7.73 km.
7.73 km
Detect when on fire (air)
ƒAir detectability 2.87 km + 3.0 km while burning = 5.87 km.
5.87 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Module options (4)

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

HullUpgrade
  • Hit points8,400 → 10,000
  • Rudder shift3.6 → 2.6 s
  • Close-range AA DPS3 → 7
  • Maximum AA range1.2 → 2.5 km
Fire controlUpgrade
  • Main battery range9,100 → 10,010 m
ArtilleryUpgrade
  • Base reload5 → 8 s
TorpedoesTrade-off
  • Reload62 → 71 s
  • Alpha damage27,300 → 33,200
  • Display damage9,100 → 11,067
  • Speed53 → 59 kt

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 km26.2 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=0.5·10010=5005 m, and radiusOnMax=0.6 at 10010 m. Below the kink: k=0.2+(0.5−0.2)·50005005=0.4997, so σV=σH·k=52.5·0.4997=26.2m.
Shell scatter height @ 10 km54 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=0.5·10010=5005 m, and radiusOnMax=0.6 at 10010 m. Above the kink: k=0.5+(0.6−0.5)·10000−500510010−5005=0.5998, so σV=σH·k=90·0.5998=54m.
AP pen 5 km63 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 =10−7·1374·17.350.69·0.102−1.07·516.71.38=63mm, where 516.7 m/s is the shell's speed when it arrives at 5 km (from 811 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 km36 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 =10−7·1374·17.350.69·0.102−1.07·342.61.38=36mm, where 342.6 m/s is the shell's speed when it arrives at 10 km (from 811 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 km7.59 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·0.3142·0.10228·15.88=8.08×10−5. That runs from a 811 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 km7.23 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·0.3142·0.10228·17.35=7.4×10−5. That runs from a 811 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)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,374
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 mass17.35 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 coefficient0.3142
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity811 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity811 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 time7.6 s
1200 m / (59.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range37.9 s
6000 m / (59.0 kt × 2.6855) = 37.9 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 damage66,402
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range25
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 2x1 -> 25 DPS @ 2.5 km.
AA DPS layered by range25 DPS @ 2.5 km
@ 2.5 km: 25 from one family. 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-blank25
25 = 25 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index62
25 × 2.5 = 62. 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.
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Ship Charts

Background

A W-class destroyer of the Admiralty project, a next step in the development of the V-class destroyer flotilla leaders. She was armed with triple torpedo tubes. One of the variants of her modernization assumed strengthening of her artillery by shifting to 120 mm main battery guns.

Armor Beta

Hull HP 8,400 → 10,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,500 (15% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm primary (range 6–10 mm)1,100 (11% of HP)
Overmatched by 150mm+ AP (Java, Taranto)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.
Superstructure6 mm primary (range 6–10 mm)400 (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 HP5,000 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 HP3,000 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Wakeful can equip.

  • Wakeful default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision