World of Warships: Legends ship guide

Yukon

Also called: 育空 Beta
Super-heal battleshipAn outsized Repair Party holds trades peers have to disengage from.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle
  • The super-heal lets you hold mid-range trades that a standard BB would lose
  • Avoid: Treating the super-heal as a license to push
Key characteristics
SmokeSpotter planeDeep effective HPFast heal cycleSharp rudderFew heal charges
On this page
Community Data

Yukon Community Stats

Across 350+ Standard battles from 56 players, Yukon averages a 61% win rate, 75,300 damage and 1.2 kills per battle, and survives 47% of them.

Community Data

Yukon Community Stats

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

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Playstyle

Overview

Yukon is a Tier VI Commonwealth battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best deep effective HP in T6 BBs (108,900, 1st of 32) and best fast heal cycle in T6 BBs (24,200 HP, 1st of 32). The trade is few heal charges in T6 BBs (2, 29th of 32).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative. Shooting from the cloud gives you away at 11.3 km, wider than a destroyer's own concealment here (about 6.9 km), so one can watch you shoot for 4.4 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so you would be blind as well as stopped. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. The helm answers quickly (9.8 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Treating the super-heal as a license to push Parking in smoke to trade

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone. Your gunfire shows at 11.3 km while a destroyer at this tier is only spotted at about 6.9 km, so it can sit inside your bloom watching you shoot with no way for you to see it, and the whole point of farming from smoke is that you are stopped and side-on. That is a free torpedo solution on a stationary broadside. Keep moving and use the cloud to break off, not to stand and fight.

Signature Traits

Deep effective HP ↗

108900 effective HP once Repair Party is counted, best of T6 BBs. Absorbs more total punishment than the raw HP pool suggests.

ELITE REPAIR PARTY ↗
  • Fast heal cycle · 24200 HP
  • Super-heal
Sharp rudder ↗

9.8 s rudder shift, top decile of T6 BBs. Snappy weave.

ELITE ARMOR ↗
  • Heavy citadel belt · 381 mm
  • Heavy belt
Few heal charges ↗

2 Repair Party charges, bottom quartile of T6 BBs. Less HP banked across a match.

Slow HE shells ↗

731.5 m/s HE muzzle velocity, bottom decile of T6 BBs. Lobby trajectory, harder to land at range.

Acquisition

How to get Yukon

Yukon is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Bundle.

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

Official WG availability sources
  • Official @WoWs_Legends post Bundle Start: 2025-12-08
    • ✌️🇨🇦 Also, speaking of #Commonwealth lineup: we are beefing it up with battleship #Yukon and destroyer #Huron. You can snag them (plus dedicated commanders and a bunch of other bits and pieces) from the Waves of the North random bundle.

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 Charles Kingsmill

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 Yukon sits among Tier VI BBs (31 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.

BestRudder shift9.8 s (1/32) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Smoke fire bloom11.26 km (4/32) Top 10%Citadel belt381 mm (3/32) Top 25%AP velocity836 m/s (9/32) Bottom 25%Main battery reload31.5 s (25/32) Bottom 25%Secondary DPM (per side)135,830 (27/32) ShorterAP fuse timer0.015 s (27/32) Bottom 25%AA range4.5 km (25/32) WorstHE velocity731.5 m/s (1 of 2 tied) WorstNo torpedoes (26 of 32 in cohort) WorstRepair charges2 (1 of 6 tied)
See 38 mid-pack stats

Not standouts for Yukon -- 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 points60,500 HP(10/32) Max speed28 kt(15/32) Concealment14.48 km(13/32) Air detection11.58 km(14/32) Turning circle790 m(20/32) Main battery caliber381 mm(17/32) Main battery range15.95 km(17/32) Sigma1.9(11/32) HE shell damage5,300(21/31) HE fire chance34%(18/31) Fires per minute5.82(18/31) HE DPM90,652(23/31) AP shell damage11,900(14/32) AP DPM203,538(16/32) Main dispersion219.5 m(17/32) Secondary HE alpha1,900(16/31) Secondary fire chance8%(18/31) Secondary HE pen22 mm(19/31) Time to 90% speed33.7 s(16/32) Acceleration (0-12 kt)14.2 s(17/32) AP arming threshold64 mm(17/32) Engine power111,700 hp(13/32) Power / turn radius141.4 hp/m(15/32) Displacement42,076 t(21/32) Power-to-weight2.65 hp/t(16/32) AP pen at 10 km509 mm(16/32) Effective HE DPM (incl. fire)134,175(22/31) Secondary range5 km(16/32) AA DPS423(16/32) AA threat1,122(15/32) Flak damage per salvo (expected)788(19/32) Max armor381 mm(11/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit Points60,500
Displacement42,076 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.
227.1 x 31.39 m
Armor range13–381 mm
Plate armor thicknesses13, 16, 25, 26, 32, 40, 44, 51, 64, 76, 80, 102, 114, 120, 127, 152, 235, 260, 280, 310, 320, 325, 356, 381 mm
Armor material/layer entries68
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 60,500 HP = 10,890 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 60,500 HP = 12,100 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
30,300
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.
18,200
Effective HP
ƒBase 60,500 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 60,500 HP = 24,200 HP per charge, × 2 charges = 48,400 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
67,222–108,900
Repairable: penetration60%
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 × 4,200 = 8,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,200
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 × 6,700 = 13,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,700
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 × 45,400 = 90,800), 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 ×. 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.
45,400
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 × 3,600 = 7,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,600 = 7,200), 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.
3,600
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
Main Battery
ModuleArtillery: 381 mm/45 Mk VII
Mounts / barrels3 mounts / 9 barrels
Reload time31.5 s
Firing range15.9 km
Turret traverse4 °/s
Turret armor457 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.
±141°, ±143°, ±146°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
37° off bow / 39° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (15.9 km) shells land in an ellipse about 219 m wide and 132 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1594530·12−21000+2)·30=219.5m
219.5 m at 15.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =219.5·0.6=131.7m
131.7 m at 15.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =219.5·0.61.9=69.3m
69.3 m at 15.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =131.7·0.61.9=41.6m
41.6 m at 15.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ9 broadside guns x 60 / 31.571 s (31.5 s = 221 ticks) base reload = 17.1.
17.1
HE shells
HE alpha5,300
HE Velocity731.5 m/s
Fire Chance34%
HE fire DPM vs T6 BB43488
Effective HE DPM vs T6 BB134140
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,300 HE damage x 9 broadside guns = 47,700.
47,700
HE DPM
ƒ47,700 HE full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) base reload = 90,652.
90,652
Fires/min
ƒ17.1 shells/min × 0.34 (34% fire chance) = 5.82.
5.82
AP shells
AP alpha11,900
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP pen max range420 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2250·8790.69·0.381−1.07·8361.38=732.1mm.
732.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.9 km), where the shell has slowed to 558.5 m/s: P=10−7·2250·8790.69·0.381−1.07·558.51.38=419.6mm.
419.6 mm at 15.9 km
AP full-salvo alpha
ƒ11,900 AP damage x 9 broadside guns = 107,100.
107,100
AP DPM
ƒ107,100 AP full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) base reload = 203,538.
203,538
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.
120
AA Defense
AA mount points32
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
4.5 km
40 mm/39 QF Mark VII4×4 40mm
40 mm/39 QF Mark VIII6×8 40mm
20 mm Oerlikon Mk IV22×1 20mm
134 mm/50 QF Mk I (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 134mm
Far aura
Guns134 mm/50 QF Mk I (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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range4.5 km
Medium aura
Guns40 mm/39 QF Mark VII + 40 mm/39 QF Mark VIII
Continuous DPS
ƒEffective DPS: 90 raw aura damage × 3.5 × 0.75 hit probability = 236 - the same in-game units as the Close-range AA DPS headline.
236
Range2.5 km
Total DPS in Aura
ƒFar 63 + Medium 236 = 299
299
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 50 raw aura damage × 3.5 × 0.7 hit probability = 122 - the same in-game units as the Close-range AA DPS headline.
122
Range2 km
Total DPS in Aura
ƒFar 63 + Medium 236 + Near 122 = 421
421
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 210 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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
Mounts8
Firing range5.0 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: 8×2 134 mm (8/side) × 60/6.714 s (6.67 s = 47 ticks) × 1900 = 135,830. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
135,830
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 5.7 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 42,768. 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.
42,768
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 135,830 + secondary fire DPM 42,768 = 178,598: shell damage plus fire damage against one T6 battleship, every shell hitting.
178,598
134 mm/50 QF Mk I (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 134mm
Caliber134 mm
Reload time6.67 s
HE alpha1,900
Muzzle Velocity792 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6.714 s (6.67 s = 47 ticks) × 0.08 (8% fire chance) = 5.7. 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.
5.7
HE Pen22 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power111,700 hp
Maximum speed28.0 kt
Turning circle radius790 m
Rudder shift time9.8 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 = 28 / 4 + 4.9 = 11.9 kt. Base value; speed modifiers scale it.
11.9 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.
37.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28.0 kt).
33.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28.0 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.
53.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.0 = +0.0°/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 (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.48 km x 0.955 = 13.83 km. Camouflage does not change detectability by air.
14.48 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.83 km.
13.83 km
Detectability by air11.58 km
Smoke firing penalty11.26 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.48 km) = 15.95 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.95 km
Detect when firing (air)
ƒAir detectability 11.58 km + gun-firing bloom 7.62 km = 19.2 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
19.2 km
Detect when on fire (sea)
ƒSea detectability 14.48 km + 2.0 km while burning = 16.48 km.
16.48 km
Detect when on fire (air)
ƒAir detectability 11.58 km + 3.0 km while burning = 14.58 km.
14.58 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 24,200 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 60,500 HP = 24,200 HP: up to 40% of max HP restored per charge.
· 48,400 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 60,500 HP = 48,400 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 1,210 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 60,500 HP = 1,210 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator2 charges · 180 s reload · 35 s emit / 70 s cloud active · 450 m radius
Choose one
Catapult Fighter4 charges · 80 s reload · 60 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
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km42.7 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=0.5·15945=7972 m, and radiusOnMax=0.6 at 15945 m. Below the kink: k=0.2+(0.5−0.2)·50007972=0.3881, so σV=σH·k=110·0.3881=42.7m.
Shell scatter height @ 10 km84.1 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=0.5·15945=7972 m, and radiusOnMax=0.6 at 15945 m. Above the kink: k=0.5+(0.6−0.5)·10000−797215945−7972=0.5254, so σV=σH·k=160·0.5254=84.1m.
Shell scatter height @ 15 km123.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15945=7972 m, and radiusOnMax=0.6 at 15945 m. Above the kink: k=0.5+(0.6−0.5)·15000−797215945−7972=0.5881, so σV=σH·k=210·0.5881=123.5m.
AP pen 5 km609 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 =10−7·2250·8790.69·0.381−1.07·731.21.38=609mm, where 731.2 m/s is the shell's speed when it arrives at 5 km (from 836 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 km509 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 =10−7·2250·8790.69·0.381−1.07·642.31.38=509mm, where 642.3 m/s is the shell's speed when it arrives at 10 km (from 836 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 15 km432 mm
AP penetration at a fixed 15 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 =10−7·2250·8790.69·0.381−1.07·570.51.38=432mm, where 570.5 m/s is the shell's speed when it arrives at 15 km (from 836 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 km5.68 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·0.3379·0.38128·879=2.19×10−5. That runs from a 731.5 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 km4.96 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·0.3379·0.38128·879=2.19×10−5. That runs from a 836 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,250
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 mass879 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 coefficient0.3379
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity836 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity731.5 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range63
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 4x4 -> 95 DPS @ 2.5 km; 2 pdr MkVIII 8barrel 6x8 -> 142 DPS @ 2.5 km; 20mm Oerlikon MK4 22x1 -> 123 DPS @ 2 km; 5 25in 50 QF MK I 8x2 -> 63 DPS @ 4.5 km.
AA DPS layered by range63 DPS @ 4.5 km, 300 DPS @ 2.5 km, 423 DPS @ 2 km
@ 4.5 km: 63 from one family; @ 2.5 km: 95 + 142 + 63 = 300; @ 2 km: 95 + 142 + 123 + 63 = 423. 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-blank423
95 + 142 + 123 + 63 = 423 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1122
95 × 2.5 + 142 × 2.5 + 123 × 2 + 63 × 4.5 = 1122. 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 alpha1900
The only family (134 mm): 1900. Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
The only family (134 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 mm
The only family (134 mm): 22 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: 22 mm from the 134 mm family.
Open in Charting Tool

Ship Charts

Background

A project variant for a 35,000-ton battleship armed with nine 381 mm main battery guns developed in Great Britain in 1935. While World War II was raging, the Canadian fleet saw a rapid period of growth. If history had taken a different course, such a battleship could have been transferred to the Royal Canadian Navy in 1944.

Armor Beta

Hull HP 60,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel381 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–325 mm)4,200 (7% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 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)320 mm primary (range 13–381 mm)45,400 (75% of HP)
No common AP caliber overmatches320 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–310 mm)3,600 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 26–381 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.
Superstructure16 mm3,600 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP30,300 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.
Secondary mount (134 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 (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 HP18,200 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 Yukon can equip.

  • Yukon 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 balance history and community data where available.

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