World of Warships: Legends ship guide

Weser

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Fast torpedoesTough planes
Community Data

Weser Community Stats

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Playstyle

Overview

Weser is a Tier V German all-rounder carrier: balanced strike across bombers and torpedoes without a cohort-best plane trait. The kit rewards reading the enemy AA map and picking the squadron that fits the next strike, rather than committing to one bomber type. Standout traits: best engine power in T5 CVs (132,000 HP) and best power per turn radius in T5 CVs (141.9 HP).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Heavy powerplant

132000.0 hp engine, best of T5 CVs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

141.9 hp per metre of turn radius, best of T5 CVs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Tight secondaries

Improved secondary dispersion bracket (slope 33.0), top quartile of T5 CVs. The bracket determines per-meter-of-range dispersion; lower slope = tighter cone.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

All-Weather

No stat falls into the cohort's bottom decile across T5 CVs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Weser

Weser is available in the Atlantic Carriers branch of the Germany Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Weser sits in the Atlantic Carriers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Build around aircraft survivability, AP-bomb consistency, speed, and restoration. Current advice should account for post-balance AP bomb damage, aircraft HP, speed, restoration, and detectability.

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Cohort position

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Where Weser sits among Tier V CVs (6 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.

BestSecondary dispersion bracket33 (1/5) BestEngine power132,000 hp (1/6) BestTurn-speed retention141.9 hp/m (1/6) BestAA threat1,254 (1/6) Top 25%Max speed32 kt (2/6) Top 25%Secondary HE pen20 mm (2/5) Top 25%Power-to-weight7.44 hp/t (2/6) Top 25%Air torpedo speed52 kn (2/6) Top 25%Squadron restore time80 s (2/6) Top 25%Plane HP1,950 HP (2/6) WorstHE alpha1,200 (1 of 2 tied) WorstSecondary range4 km (1 of 2 tied) WorstCitadel belt30 mm (1 of 2 tied)
See 20 mid-pack stats

Not standouts for Weser -- 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.

Hit points41,000 HP(3/6) Concealment12.72 km(3/6) Air detection8.9 km(3/6) Rudder shift13.9 s(3/6) Secondary DPM (per side)107,463(4/5) Secondary fire chance5%(4/5) Acceleration9.6 s(3/6) Displacement17,750 t(4/6) AA DPS385(3/6) AA range4.5 km(5/6) Max armor80 mm(4/6) Deck armor30 mm(3/6) Bomb damage4,650(5/6) Air torpedo damage5,433(3/6) Air torpedo range3 km(5/6) Air torpedo stealth1.3 km(4/6) Squadron size16(5/6) Deck HP20,400 HP(3/6) NormBow armor30 mm(5 of 6 tied at this value) NormStern armor30 mm(4 of 6 tied at this value)

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

Survivability
Hit PointsInitial: 40,800 → 41,000
Displacement17,750 t
Armor range10–80 mm
Plate armor thicknesses10, 16, 19, 20, 21, 25, 30, 40, 70, 80 mm
Armor material/layer entries49
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction0%
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.
12,300
Squadrons
Total plane capacity58
Flight deck HP20,400
Hangar HP20,400
Dive bomber
Plane HP2,200
OrdnanceAP bomb, 4,200 dmg
Hangar max16
Hangar restore+2 every 80 s, start 16
Torpedo bomber
Plane HP2,400
Ordnancetorpedo, 5,433 dmg
Hangar max12
Hangar restore+2 every 107 s, start 12
Dive bomber
Plane HP2,400
OrdnanceAP bomb, 4,650 dmg
Hangar max16
Hangar restore+2 every 80 s, start 16
Torpedo bomber
Plane HP1,950
Ordnancetorpedo, 5,433 dmg
Hangar max16
Hangar restore+2 every 80 s, start 16
AA Defense
AA mount points17
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (41×3.5×0.95) + (32×3.5×1) = 385. 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.
385
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (7×2) → 37 mm Flak LM/42 (7×2)
20 mm Flakvierling 38 (upgraded hull only)9×4 20mm
20 mm Flakvierling 38 (upgraded hull only)1×4 20mm
20 mm Flakzwilling 38 (stock hull only)10×2 20mm
105 mm L/65 Dop. L. C/31 (DP)5×2 105mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range4.5 km
Medium aura
DPSInitial: 11 → 39
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 39 = 71
71
Near aura
DPSInitial: 30 → 41
Range2 km
Total DPS in Aura
ƒFar 32 + Medium 39 + Near 41 = 112
112
S
Secondary Battery
Mounts5
Firing range4.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4 km
ƒ4 km × 33 + 30 = 162 m.
162 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed32 kt
Turning circle radius930 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea12.72 km
Detectability by air8.9 km
Detect after firing main guns12.72 km
Detect Fire Sea14.72 km
Detect Fire Air11.9 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points40,800 → 41,000
  • Rudder shift19.4 → 13.9 s
  • Close-range AA DPS41 → 80

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.

AA defense

Close-range AA DPS385
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (41×3.5×0.95) + (32×3.5×1) = 385. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1254
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

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km162 m
4 km × 33 + 30 = 162 m.

Secondary battery firepower

Secondary DPM (per side)107,463
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 5×2 105 mm (5/side) × 60/3.35 × 1200 = 107,463. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 20 mm from the 105 mm family.

Armor

Hull HP 40,80041,000 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
Bow30 mm primary (range 19–40 mm)600 (1% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 19–80 mm)30,800 (75% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–70 mm)800 (2% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 20–30 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure10 mm primary (range 10–30 mm)500 (1% 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).
Secondary mount (105 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP12,300 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 Weser. Cards are condensed; use each source link for full context.

Nerf ×14Buff ×10Rework ×3Airstrike ×4Torpedo ×7
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Stock torpedo bomber restoration time increased from 76 to 107 s.
  • Stock torpedo bomber base speed reduced from 132 to 125 kts.
  • Upgraded torpedo bomber restoration time increased from 57 to 80 s.
  • Upgraded torpedo bomber base speed reduced from 135 to 129 kts.
  • Stock dive bomber restoration time increased from 57 to 80 s.
  • Stock dive bomber maximum HP per aircraft reduced from 2,500 to 2,200.
  • Upgraded dive bomber restoration time increased from 57 to 80 s.
  • Upgraded dive bomber maximum HP per aircraft reduced from 2,700 to 2,400.
  • Upgraded dive bomber base speed reduced from 155 to 146 kts.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 1 to 2.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 3,650 to 2,500 (squadron HP reduced from 21,900 to 20,000).
  • Base speed increased from 116 to 128 knots.
  • Maximum flight range set to 26 kilometers.
  • Bomb damage reduced from 6,200 to 4,200.
  • AP bomb penetration multiplier reduced by 7.5%.
  • Bomb falling speed reduced to match upgraded dive bombers.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • No two ways about it, Weser is one of the best carriers at Tier V and almost always has been. There’s also a fair amount of feedback concerning this ship, so we have nerfed her primary damage dealer—AP bombs.
  • Stock AP bomb damage decreased from 6,400 to 6,200.
  • Upgraded AP bomb damage decreased from 7,200 to 7,000.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 11.7 to 12.7 km; air detectability range changed from 8.2 to 8.9 km.
  • Stock dive bomber HP changed from 3,550 to 3,650; stock torpedo bomber HP changed from 2,550 to 2,625.
  • Upgraded dive bomber HP changed from 3,700 to 3,800; upgraded torpedo bomber HP changed from 2,690 to 2,770.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 9.6 to 11.8 km.
  • Detectability range by air increased from 7.6 to 8.2 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Weser 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.