World of Warships: Legends ship guide

Yukon

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
SmokeSpotter planeSlow HE shells
Community Data

Yukon Community Stats

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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.

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.

Potato Avoidance

Treating the super-heal as a license to push

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.

Signature Traits

Super-heal

Repair Party heals 2.0%/s, best of T6 BBs. Restores more HP per active second than peers.

Sharp rudder

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

Heavy citadel belt

381.0 mm citadel belt, top decile of T6 BBs. Citadels through angle are rare.

Bow-tanker

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

Slow HE shells

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

Few heal charges

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

Acquisition

How to get Yukon

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

Builds Beta

Charles Kingsmill is a useful Commonwealth battleship commander direction. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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.

Cohort position

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Where Yukon sits among Tier VI BBs (27 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 shift12.7 s (1/27) BestRepair heal rate2 %/s (1 of 2 tied) Top 10%Citadel belt381 mm (3/26) Top 25%AP velocity836 m/s (7/27) Bottom 25%Secondary DPM (per side)136,732 (23/27) Bottom 25%AP fuse timer0.01 s (23/27) WorstHE velocity731.5 m/s (1 of 2 tied) WorstNo torpedoes (22 of 27 in cohort) WorstRepair charges2 (1 of 4 tied)
See 36 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(10/27) Max speed28 kt(13/27) Concealment14.48 km(11/27) Air detection11.58 km(12/27) Traverse-to-turn ratio3.83 ×(18/27) Main battery caliber381 mm(13/27) Main battery range15.95 km(16/27) Main battery reload28.4 s(21/27) Sigma1.9(10/27) HE shell damage5,300(18/27) HE fire chance34%(15/27) Fires per minute6.46(14/27) HE DPM100,775(19/27) AP shell damage11,900(11/27) AP DPM226,268(12/27) Main dispersion219.5 m(20/27) HE alpha1,900(14/26) Secondary fire chance8%(17/26) Secondary HE pen22 mm(16/26) Acceleration9 s(21/27) AP arming threshold64 mm(15/27) Engine power111,700 hp(11/27) Turn-speed retention141.4 hp/m(13/27) Displacement42,076 t(18/27) Power-to-weight2.65 hp/t(14/27) Secondary range5 km(15/27) AA DPS422(13/27) AA range4.5 km(21/27) AA threat1,119(11/27) Max armor381 mm(9/27) Bow armor26 mm(11/26) Stern armor26 mm(11/26) Deck armor114 mm(11/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value)

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

Repair 2SmokeFighter
Survivability
Hit Points60,500
Displacement42,076 t
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 resistance30%
Fire duration60 s
Torp Reduction22%
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.
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
Main Battery
ModuleArtillery: 381 mm/45 Mk VII
Mounts / barrels3 mounts / 9 barrels
Reload time31.5 s
Firing range15.9 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15945/30·(12−2)/1000 + 2)·30 = 219.5 m
219.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 219.5 × 0.6 = 131.7 m
131.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 219.5 × 0.332 (σ=1.9) = 72.8 m
72.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.7 × 0.332 (σ=1.9) = 43.7 m
43.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 31.5 s base reload = 17.1.
17.1
HE shells
HE Damage5,300
HE Velocity731.5 m/s
Fire Chance34%
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
Base HE DPM
ƒ47,700 HE full-salvo alpha x 60 / 31.5 s base reload = 90,857.
90,857
Base fires/min
ƒ9 HE shells x 60 / 31.5 s reload x 34% fire chance = 5.83.
5.83
AP shells
AP Damage11,900
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2250 × 879^0.69 × 0.381^-1.07 × 836^1.38 = 732.1 mm. Matches the in-game spec card.
732.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 516.8 m/s: 1e-7 × 2250 × 879^0.69 × 0.381^-1.07 × 516.8^1.38 = 377 mm.
377 mm
AP full-salvo alpha
ƒ11,900 AP damage x 9 broadside guns = 107,100.
107,100
Base AP DPM
ƒ107,100 AP full-salvo alpha x 60 / 31.5 s base reload = 204,000.
204,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
120
AA Defense
AA mount points32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (50×3.5×0.7) + (24×3.5×0.75) = 422. 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.
422
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)8×2 134mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range4.5 km
Medium aura
DPS90
Range2.5 km
Total DPS in Aura
ƒFar 24 + Medium 90 = 114
114
Near aura
DPS50
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 90 + Near 50 = 164
164
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 111,700 hp
Engine power111,700 hp
Maximum speed28 kt
Turning circle radius790 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea14.48 km
Detectability by air11.58 km
Smoke firing penalty11.26 km
Detect after firing main guns14.48 km
Detect Fire Sea16.48 km
Detect Fire Air14.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Smoke Generator2 charges · 180 s reload · 15 s emit / 70 s cloud active
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4 → 8 °/s

See all derived stats

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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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp219.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15945/30·(12−2)/1000 + 2)·30 = 219.5 m
Max Vert Disp131.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 219.5 × 0.6 = 131.7 m
Med Horiz Disp72.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 219.5 × 0.332 (σ=1.9) = 72.8 m
Med Vert Disp43.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.7 × 0.332 (σ=1.9) = 43.7 m
AP Pen Close732.1 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 × 2250 × 879^0.69 × 0.381^-1.07 × 836^1.38 = 732.1 mm. Matches the in-game spec card.
AP Pen Far377 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 516.8 m/s: 1e-7 × 2250 × 879^0.69 × 0.381^-1.07 × 516.8^1.38 = 377 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha47,700
5,300 HE damage x 9 broadside guns = 47,700.
AP full-salvo alpha107,100
11,900 AP damage x 9 broadside guns = 107,100.
Base HE DPM90,857
47,700 HE full-salvo alpha x 60 / 31.5 s base reload = 90,857.
Base AP DPM204,000
107,100 AP full-salvo alpha x 60 / 31.5 s base reload = 204,000.
Base shells/min17.1
9 broadside guns x 60 / 31.5 s base reload = 17.1.
Base fires/min5.83
9 HE shells x 60 / 31.5 s reload x 34% fire chance = 5.83.

AA defense

Close-range AA DPS422
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (50×3.5×0.7) + (24×3.5×0.75) = 422. 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 index1119
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
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
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.

Armor

Hull HP 60,500, 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
Bow26 mm primary (range 26–325 mm)4,200 (7% of HP)
Overmatched by 380mm+ (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)16 mm primary (range 13–381 mm)45,400 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
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+ (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 ×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).
Superstructure76 mm primary (range 76–114 mm)3,600 (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 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.
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.

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 Yukon can equip, from in-game data.

  • 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 the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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