World of Warships: Legends ship guide

Acasta

Beta
Smoke destroyerUse the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Heavy torpedoesLobs over islandsSmokeQuick accelerationHigh-arc HE shellsSlow torp reload
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Community Data

Acasta Community Stats

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Playstyle

Overview

Acasta is a Tier IV British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: top-decile quick acceleration in T4 DDs (6.3 s) and top-decile torpedo alpha in T4 DDs (14,633).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

ELITE SMOKE
  • Extra smoke charges · 6.0 Smoke
  • Fast smoke cycle · 60.0 s
Quick acceleration

~6.3 s to 90% of top speed, top decile of T4 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Heavy torpedoes

14633.0 damage per torpedo, top decile of T4 DDs.

ELITE MAIN BATTERY
  • High-arc HE shells · 38.4°
  • High-arc howitzer
Slow torp reload

106.0 s torpedo reload, worst of T4 DDs. Long wait between drops.

Acquisition

How to get Acasta

Acasta is available in the Dueling Destroyers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

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

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Acasta sits among Tier IV DDs (21 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.

BestAcceleration6.3 s (1/21) Top 10%Torpedo damage≈14,633 (2/21) Top 25%Main battery reload5 s (5/21) Top 25%Fires per minute3.84 (4/21) Top 25%AP arming threshold20 mm (5/19) Top 25%Displacement1,747 t (6/21) Bottom 25%Hit points11,200 HP (17/21) Bottom 25%Max speed35 kt (17/21) Bottom 25%HE shell damage1,700 (17/21) Bottom 25%Engine power34,000 hp (17/21) Bottom 25%AA range2.5 km (17/21) WorstTorpedo reload106 s (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 21 mid-pack stats

Not standouts for Acasta -- 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.

Concealment5.98 km(10/21) Air detection2.99 km(11/21) Rudder shift2.9 s(10/21) Traverse-to-turn ratio5.23 ×(10/21) Main battery caliber120 mm(16/21) Main battery range9.94 km(11/21) HE fire chance8%(11/21) HE DPM81,600(8/21) AP shell damage2,100(13/19) AP DPM100,800(8/19) Main dispersion82.7 m(7/21) AP velocity808 m/s(11/19) HE velocity808 m/s(13/21) Turn-speed retention63 hp/m(15/21) Power-to-weight19.46 hp/t(13/21) AA DPS48(12/21) AA threat103(12/21) Torpedo range6 km(15/21) Torpedo speed59 kt(13/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit PointsInitial: 9,500 → 11,200
Displacement1,747 t
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 QF Mk IX
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse10 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(903230·80.51000+0.5)·30=82.7m
82.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =82.7·0.6=49.6m
49.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =82.7·0.319(σ=2)=26.4m
26.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =49.6·0.321(σ=2)=15.9m
15.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,700
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
Base fires/min
ƒ48 shells/min x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2396·22.680.69·0.121.07·8081.38=205.3mm. Matches the in-game spec card.
205.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.4 km), where the shell has slowed to 238.5 m/s: P=107·2396·22.680.69·0.121.07·238.51.38=38.1mm.
38.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 5 s base reload = 100,800.
100,800
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
8
Torpedoes
ModuleTorpedoes: 533 mm Mk VII
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time106 s
Projectile speed59 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,900·0.333=14,633.
≈ 14,633
Torpedo detectability1.2 km
Flooding chance262%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming182 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.
117,064
AA Defense
AA mount pointsInitial: 2 → 4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (4×3.5×0.95) = 48. 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.
48
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount2×1 40mm
12.7 mm Mk III (upgraded hull only)2×4 13mm
Medium aura
DPSInitial: 7 → 10
Range2.5 km
Near aura
DPS4
Range1.2 km
Total DPS in Aura
ƒMedium 10 + Near 4 = 14
14
Maneuverability
Engine moduleEngine: 34,000 hp
Engine power34,000 hp
Maximum speed35 kt
Turning circle radius540 m
Rudder shift time2.9 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
6.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
17.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144540=1.91°/s, so ratio=ωturretωhull=101.91=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea5.98 km
Detectability by air2.99 km
Smoke firing penalty2.15 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.98 km
Detect Fire Sea7.98 km
Detect Fire Air5.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
Module options (3)

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

HullUpgrade
  • Hit points9,500 → 11,200
  • Rudder shift5.3 → 3.8 s
  • AA mounts2 → 4
  • Close-range AA DPS7 → 14
Fire controlUpgrade
  • Main battery range9,032 → 9935.2 m
TorpedoesTrade-off
  • Reload95 → 106 s
  • Alpha damage33,200 → 43,900
  • Display damage11,067 → 14,633

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp82.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9032}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 82.7\,\text{m}$
Max Vert Disp49.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 82.7 \cdot 0.6 = 49.6\,\text{m}$
Med Horiz Disp26.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.7 \cdot 0.319\;(\sigma = 2) = 26.4\,\text{m}$
Med Vert Disp15.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 49.6 \cdot 0.321\;(\sigma = 2) = 15.9\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close205.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2396 \cdot 22.68^{0.69} \cdot 0.12^{-1.07} \cdot 808^{1.38} = 205.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far38.1 mm
Same formula at the ship's max firing range (12.4 km), where the shell has slowed to 238.5 m/s: $P = 10^{-7}\cdot 2396 \cdot 22.68^{0.69} \cdot 0.12^{-1.07} \cdot 238.5^{1.38} = 38.1\,\text{mm}$.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM81,600
6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
Base AP DPM100,800
8,400 AP full-salvo alpha x 60 / 5 s base reload = 100,800.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min3.84
48 shells/min x 8% fire chance = 3.84.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range39.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage117,064
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.
Per-side salvo damage117,064
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.

AA defense

Close-range AA DPS48
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×1) + (4×3.5×0.95) = 48. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index103
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 range1.2 km

Armor Beta

Hull HP 9,50011,200 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.

Bow & stern10 mm

Overmatched by 134+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,600 (14% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm1,200 (11% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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 mm600 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,400 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Acasta default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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