World of Warships: Legends ship guide

Wakeful

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 5.7 km detection
  • Avoid: Burning the 5.7 km concealment advantage on guns
Key characteristics
Heavy torpedoesHeavy AP pen2 sigma accuracy10 km gun rangeVisible torps
Community Data

Wakeful Community Stats

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Playstyle

Overview

Wakeful is a Tier III British stealth-leaning destroyer with strong surface detection (5.7 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best smoke duration in T3 DDs (20 s) and top-decile main battery range in T3 DDs (10 km).

Positioning

Hold concealment edges on the contested cap at 5.7 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 5.7 km concealment advantage on guns

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

Signature Traits

Close-range AP brick

180.9 mm AP pen at 1.5 km, best of T3 DDs. Citadels broadside cruisers up close.

Long-range AP brick

58.6 mm AP pen at max range, best of T3 DDs. Threatens citadels even from range.

Long-burning smoke

20.0 s Smoke Generator duration, best of T3 DDs. Holds the smoke shield longer.

Long gun range

10.01 km main battery reach, top decile of T3 DDs.

Heavy torpedoes

11967.0 damage per torpedo, top decile of T3 DDs.

Visible torps

1.2 km torpedo detect, bottom decile of T3 DDs. Easy to dodge if targets are looking.

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.

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

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

Builds Beta

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

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

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Cohort position

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Where Wakeful sits among Tier III DDs (11 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 arming threshold17 mm (1 of 3 tied) Top 10%Main battery range10.01 km (2/11) Top 10%Displacement1,504 t (2/11) Top 10%Torpedo damage11,967 (2/11) Top 25%Rudder shift3.3 s (3/11) Top 25%Main battery reload4.5 s (3/11) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Hit points10,000 HP (10/11) WorstMain battery caliber102 mm (1 of 3 tied) WorstMax armor10 mm (1 of 4 tied) WorstCitadel belt10 mm (1 of 5 tied) WorstEnd plates10 mm (1 of 5 tied / 1 of 5 tied) WorstDeck armor10 mm (1 of 4 tied)
See 23 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) Air detection2.87 km(5/11) Traverse-to-turn ratio4.85 ×(8/11) HE shell damage1,500(7/10) HE fire chance6%(5/10) Fires per minute3.2(5/10) HE DPM80,000(5/10) AP shell damage1,800(7/9) AP DPM96,000(5/9) Main dispersion83.2 m(9/11) AP velocity811 m/s(4/9) HE velocity811 m/s(5/10) Acceleration9.7 s(5/11) Engine power27,000 hp(9/11) Turn-speed retention54 hp/m(6/11) Power-to-weight17.95 hp/t(6/11) AA DPS24(5/11) AA range2.5 km(6/11) AA threat61(4/11) Torpedo range6 km(8/11) Torpedo reload71 s(9/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)

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

Smoke
Survivability
Hit PointsInitial: 8,400 → 10,000
Displacement1,504 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistanceInitial: 6.7% → 10%
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.
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
Main Battery
ModuleArtillery: 102/45 Mk V
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9100/30·(8−0.5)/1000 + 0.5)·30 = 83.2 m
83.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.2 × 0.6 = 50 m
50 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.2 × 0.32 (σ=2) = 26.6 m
26.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,500 → 1,700
HE Velocity811 m/s → 774 m/s
Fire Chance6% → 9%
HE penetration
ƒIn-game data: 20 mm = 102 mm caliber / 5.1 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
Base fires/min
ƒ4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.
4.32
AP shells
AP Damage1,800 → 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(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. Matches the in-game spec card.
215.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.5 km), where the shell has slowed to 294.5 m/s: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 294.5^1.38 = 56.8 mm.
56.8 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 / 5 s base reload = 105,600.
105,600
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 time71 s
Projectile speed59 kt
Range6 km
Maximum simulated damage11,067 (est.)
Alpha damage33,200
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming182 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
66,402
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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.
24
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPS7
Range2.5 km
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed35 kt
Turning circle radius500 m
Engine power multiplier speed threshold32.5 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea5.73 km
Detectability by air2.87 km
Smoke firing penalty2 km
Detect after firing main guns5.73 km
Detect Fire Sea7.73 km
Detect Fire Air5.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Module options (3)

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

HullTrade-off
  • Hit points8,400 → 10,000
  • Rudder shift4.7 → 3.3 s
  • Close-range AA DPS3 → 7
  • Maximum AA range1.2 → 2.5 km
  • Turret traverse10 → 8 °/s
Fire controlUpgrade
  • Main battery range9,100 → 10,010 m
TorpedoesTrade-off
  • Reload62 → 71 s
  • Alpha damage27,300 → 33,200
  • Display damage9,100 → 11,067
  • Speed53 → 59 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 Disp83.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9100/30·(8−0.5)/1000 + 0.5)·30 = 83.2 m
Max Vert Disp50 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.2 × 0.6 = 50 m
Med Horiz Disp26.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.2 × 0.32 (σ=2) = 26.6 m
Med Vert Disp16 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close215.4 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 × 2300 × 28.12^0.69 × 0.12^-1.07 × 774^1.38 = 215.4 mm. Matches the in-game spec card.
AP Pen Far56.8 mm
Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 294.5 m/s: 1e-7 × 2300 × 28.12^0.69 × 0.12^-1.07 × 294.5^1.38 = 56.8 mm.
HE penetration20 mm
In-game data: 20 mm = 102 mm caliber / 5.1 (non-standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE 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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base HE DPM81,600
6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
Base AP DPM105,600
8,800 AP full-salvo alpha x 60 / 5 s base reload = 105,600.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min4.32
4 HE shells x 60 / 5 s reload x 9% fire chance = 4.32.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range39.1 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 damage66,402
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage66,402
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS24
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index61
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Armor

Hull HP 8,40010,000 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 mm1,500 (15% of HP)
Overmatched by 150mm+ (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+ (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 ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 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 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 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Wakeful default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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