World of Warships: Legends ship guide

Weser

Also called: 威悉河 Beta
AP dive-bomber carrierAP bombs citadel broadside heavies; the torpedoes mop up everything else.
Playstyle
  • 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
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Fast torpedoesTough planesFast for the classTighter secondary dispersionLow fire chance secondaries
On this page
Community Data

Weser Community Stats

Across 10,000+ Standard battles from 290+ players, Weser averages a 62% win rate, 52,300 damage and 1.1 kills per battle, and survives 69% of them.

Community Data

Weser Community Stats

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

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Playstyle

Overview

Weser is the Tier V German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 52-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume. Each squadron flies 8 planes and they come back 40 s apiece, so losing a full wave costs 320 seconds of reserves.

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. You are spotted at 12.7 km and run at 32 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out.

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. Replacing a lost aircraft takes 80 s at best, and your most fragile squadron flies at 1,950 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Fast for the class ↗

32 kt, top quartile of T5 CVs. Lets you rotate flanks or escape disengagements.

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 162 m
  • Tighter secondary dispersion
SECONDARY DOWNSIDES ↗
  • Low fire chance · 5%
  • Small-caliber secondaries · 1200 max
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.

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

Show Germany 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 →

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 Weser sits among Tier V CVs (7 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 (1/7) BestTime to 90% speed28.9 s (1/8) BestEngine power132,000 hp (1/8) BestPower / turn radius141.9 hp/m (1/8) BestFlak damage per salvo (expected)1,260 (1/7) BestSquadron HP19,200 HP (1/8) Top 25%Max speed32 kt (2/8) Top 25%Rudder shift10.7 s (3/8) Top 25%Acceleration (0-12 kt)11.2 s (2/8) Top 25%Power-to-weight7.44 hp/t (2/8) Top 25%AA threat1,258 (2/8) Top 25%Air torpedo speed52 kn (2/8) Top 25%Squadron restore time80 s (3/8) Top 25%Plane HP1,950 HP (2/8) Bottom 25%Air torpedo range3 km (7/8) Bottom 25%Hangar capacity16 (7/8) WorstSecondary HE alpha1,200 (7/7) WorstSecondary fire chance5% (7/7) WorstSecondary range4 km (1 of 3 tied) WorstCitadel belt30 mm (1 of 3 tied)
See 17 mid-pack stats

Not standouts for Weser -- here's where she sits on every other ranked stat in the cohort.

Hit points41,000 HP(4/8) Concealment12.72 km(4/8) Air detection8.9 km(4/8) Turning circle930 m(5/8) Secondary DPM (per side)105,000(5/7) Secondary HE pen20 mm(4/7) Displacement17,750 t(5/8) AA DPS386(4/8) AA range4.5 km(5/8) Max armor80 mm(4/8) Bow armor19 mm(4/8) Stern armor19 mm(4/8) Bomb alpha4,650(6/8) Air torpedo alpha4,833(5/8) Air torpedo stealth1.3 km(5/8) Squadron size8(5/8) Deck HP20,400 HP(4/8)
Survivability
Hit PointsInitial: 40,800 → 41,000
Displacement17,750 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.
212.5 x 31 m, draft 6.8 m
Armor range10–80 mm
Plate armor thicknesses10, 16, 19, 20, 21, 25, 30, 40, 70, 80 mm
Armor material/layer entries49
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. 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: 20% → 23.3%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 41,000 HP = 9,840 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 41,000 HP = 3,075 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%
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
Repairable: penetration50%
Repairable: citadel10%
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 × 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 ×. 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
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,500 = 9,000), 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.
4,500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,000 = 12,000), 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.
6,000
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 × 30,800 = 61,600), 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.
30,800
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 × 500 = 1,000), 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 ×. 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.
500
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 × 800 = 1,600), 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.
800
Citadel 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
✈
Squadrons
Total plane capacity58
Flight deck HP20,400
Hangar HP20,400
Dive bomber
Plane HPInitial: 2,200 → 2,400
Cruising speedInitial: 128.0 → 146.0 kt
OrdnanceInitial: AP bomb, 4,200 → 4,650 alpha
Squadron size8 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒInitial: 4 bombs x 4,200 alpha = 16,800 → 4 bombs x 4,650 alpha = 18,600. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 16,800 → 18,600
Hangar max16
Hangar restore+2 every 80 s, start 16
Recovery time80 s
Torpedo bomber
Plane HPInitial: 2,400 → 1,950
Cruising speedInitial: 125.0 → 129.0 kt
Ordnancetorpedo, 4,833 alpha
Squadron sizeInitial: 6 → 8 planes
Planes per drop2
Torpedoes per plane1
Torpedoes per drop
ƒ2 planes per drop x 1 torpedo each = 2.
2
Alpha per drop
ƒ2 torpedoes x 4,833 alpha = 9,666, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
9,666
Flooding chance34%
Torpedo arming time3.5 s
Torpedo arming distance94 m
Hangar maxInitial: 12 → 16
Hangar restoreInitial: +2 every 107 s, start 12 → 80 s, start 16
Recovery timeInitial: 107 → 80 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points17
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.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
5×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 112 from dual-purpose secondaries firing as AA in this range band.
112
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒInitial: 11 × 3.5 × 1 = 38 → 39 × 3.5 × 1 = 136. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 38 → 136
Range3.5 km
Total DPS in Aura
ƒFar 112 + Medium 136 = 248
248
Near aura
Guns20 mm Flakvierling 38
Continuous DPS
ƒInitial: 30 × 3.5 × 0.95 = 100 → 41 × 3.5 × 0.95 = 136. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 100 → 136
Range2 km
Total DPS in Aura
ƒFar 112 + Medium 136 + Near 136 = 384
384
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts5
Firing range4.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 105,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
105,000
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 4.4 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 32,949. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
32,949
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 105,000 + secondary fire DPM 32,949 = 137,949: shell damage plus fire damage against one T5 battleship, every shell hitting.
137,949
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
5×2 105mm
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ5×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 4.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.4
HE Pen20 mm
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 power132,000 hp
Maximum speed32.0 kt
Turning circle radius930 m
Rudder shift timeInitial: 14.9 s → 10.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 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.
33.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
28.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 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.
43.3 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.72 km x 0.955 = 12.15 km. Camouflage does not change detectability by air.
12.72 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.72 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.15 km.
12.15 km
Detectability by air8.9 km
Detect when firing (air)
ƒAir detectability 8.9 km + gun-firing bloom 0 km = 8.9 km. The bloom tracks main-battery caliber x 0.020.
8.9 km
Detect when on fire (sea)
ƒSea detectability 12.72 km + 2.0 km while burning = 14.72 km.
14.72 km
Detect when on fire (air)
ƒAir detectability 8.9 km + 3.0 km while burning = 11.9 km.
11.9 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 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 shift14.9 → 10.7 s
  • Close-range AA DPS41 → 80

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.

AA defense

AA DPS at max range112
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 7x2 -> 137 DPS @ 3.5 km; 20mm Flak 38 C35 9x4 -> 123 DPS @ 2 km; 20mm Flack 38 quad 1x4 -> 14 DPS @ 2 km; 105mm SKC 33 5x2 -> 112 DPS @ 4.5 km.
AA DPS layered by range112 DPS @ 4.5 km, 249 DPS @ 3.5 km, 386 DPS @ 2 km
@ 4.5 km: 112 from one family; @ 3.5 km: 137 + 112 = 249; @ 2 km: 137 + 123 + 14 + 112 = 386. 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-blank386
137 + 123 + 14 + 112 = 386 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1258
137 × 3.5 + 123 × 2 + 14 × 2 + 112 × 4.5 = 1258. 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 firepower

Max HE alpha1200
The only family (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
The only family (105 mm): 5%. 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
The only family (105 mm): 20 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.
Open in Charting Tool

Ship Charts

Background

A project created during World War II to convert an Admiral Hipper-class heavy cruiser into an aircraft carrier. Weser inherited the high speed and strong armor protection of her prototype, while also outmatching the power of her AA defenses to a certain degree.

Armor Beta

Hull HP 40,800 → 41,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 91+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–40 mm)600 (1% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 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.
Hull (midship)30 mm primary (range 19–80 mm)30,800 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–70 mm)800 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–30 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 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 ×19Buff ×14Rework ×3Airstrike ×6Torpedo ×10
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • 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.
  • Dive bombers:
  • 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

  • Stock Dive Bombers:
  • 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.
  • Upgraded Dive Bombers:
  • Bombs per aircraft increased from 1 to 2.
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 3,800 to 2,700 (squadron HP reduced from 22,800 to 21,600).
  • Base speed increased from 140 to 155 knots.
  • Maximum flight range set to 28 kilometers.
  • Bomb damage reduced from 7,000 to 4,650.
  • AP bomb penetration multiplier reduced by 7.5%.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restored increased from 1 to 2.
  • Aircraft restoration time reduced from 68 to 57 seconds.
  • Stock Torpedo Bombers:
  • Maximum HP per aircraft reduced from 2,625 to 2,400 (squadron HP reduced from 15,750 to 14,400).
  • Now share the same torpedoes as upgraded torpedo bombers.
  • Base speed increased from 120 to 132 knots.
  • Maximum flight range set to 23 kilometers.
  • Maximum & starting hangar aircraft increased from 10 to 12.
  • Aircraft restoration time increased from 74 to 76 seconds.
  • Aircraft restored increased from 1 to 2.
  • Upgraded Torpedo Bombers:
  • Number of aircraft in squadron increased from 6 to 8.
  • Maximum HP per aircraft reduced from 2,770 to 1,950 (squadron HP reduced from 16,620 to 15,600).
  • Base speed increased from 123 to 135 knots.
  • Maximum flight range set to 26 kilometers.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restoration time reduced from 73 to 57 seconds.
  • Aircraft restored increased from 1 to 2.
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.

  • 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.