World of Warships: Legends ship guide

Blazing Dread

Also called: 烈焰恐惧 · Пылающий ужас Beta
Japan · Tier VII · CL Cruiser · Premium
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (11 km)High HE / fire outputSmoke + SonarPunchy HE secondariesSharp rudderWeak AA
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Community Data

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Playstyle

Overview

Blazing Dread is a Tier VII Japanese light cruiser whose 155mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: best fires per minute in T7 CAs (15) and best punchy HE secondaries in T7 CAs (2,100).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

High fire pressure

15.0 fires/min, best of T7 CAs. Keeps DCP on cooldown.

ELITE SECONDARIES
  • Punchy HE · 2100.0 max
  • Burny · 8.0%
ELITE MOBILITY
  • Sharp rudder · 5.7 s
  • Holds speed in turns · 202.7 hp
  • Fast for the class · 34.5 kt
Weak AA

125.0 AA DPS, bottom decile of T7 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Visible torps

1.7 km torpedo detect, bottom decile of T7 CAs. Easy to dodge if targets are looking.

Acquisition

How to get Blazing Dread

Blazing Dread is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Halloween '25 crate 0.5% Tier VII Premium ship Event containers · Halloween '25 crate · 1 of 2 ships
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Blazing Dread sits among Tier VII CAs (55 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 shift5.7 s (1 of 2 tied) BestFires per minute15 (1/48) BestHE alpha2,100 (1 of 4 tied) Top 10%Secondary fire chance8% (5/48) Top 10%Turn-speed retention202.7 hp/m (5/54) Top 25%Max speed34.5 kt (8/55) Top 25%HE DPM230,000 (10/48) Top 25%AP DPM330,000 (13/55) Top 25%Acceleration25.1 s (13/54) Top 25%Engine power152,000 hp (9/54) Top 25%Power-to-weight9.91 hp/t (7/54) Top 25%Torpedo range11.01 km (6/40) Top 25%Torpedo damage≈15,933 (9/40) Bottom 25%Hit points34,200 HP (47/55) Bottom 25%Sigma1.85 (50/55) Bottom 25%Secondary DPM (per side)100,800 (39/48) Bottom 25%AP fuse timer0.01 s (47/55) Bottom 25%Torpedo reload109 s (32/40) Bottom 10%AA threat473 (53/55) Bottom 10%Torpedo speed56 kt (37/40) WorstAA DPS125 (1 of 2 tied)
See 26 mid-pack stats

Not standouts for Blazing Dread -- 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.

Concealment12.29 km(21/55) Air detection7.37 km(19/55) Traverse-to-turn ratio5.16 ×(42/55) Main battery caliber155 mm(31/55) Main battery range15.31 km(41/55) Main battery reload9 s(27/55) HE shell damage2,300(32/48) AP shell damage3,300(38/55) Main dispersion138.7 m(27/55) Secondary HE pen21 mm(14/48) AP velocity925 m/s(16/55) HE velocity925 m/s(14/48) AP arming threshold26 mm(27/55) Displacement15,332 t(26/55) AA range5 km(29/55) Repair heal rate0.6 %/s(22/54) Max armor140 mm(29/55) Citadel belt140 mm(23/52) Bow armor25 mm(32/52) Stern armor25 mm(32/52) Deck armor50 mm(27/50) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value) NormSecondary range5 km(44 of 48 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points34,200
Displacement15,332 t
Armor range6–140 mm
Plate armor thicknesses6, 12, 16, 25, 30, 35, 40, 50, 60, 65, 100, 140 mm
Armor material/layer entries65
Fire resistance36.6%
Fire duration30 s
Torp Reduction10%
Main Battery
ModuleArtillery: 155 mm 3rd Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time10 s
Firing range15.3 km
Turret traverse7 °/s
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1531430·81.11000+1.1)·30=138.7m
138.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
83.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =138.7·0.337(σ=1.85)=46.8m
46.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83.2·0.338(σ=1.85)=28.1m
28.1 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ15 broadside guns x 60 / 10 s base reload = 90.
90
HE shells
HE Damage2,300
HE Velocity925 m/s
Fire Chance15%
HE penetration
ƒ26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,300 HE damage x 15 broadside guns = 34,500.
34,500
Base HE DPM
ƒ34,500 HE full-salvo alpha x 60 / 10 s base reload = 207,000.
207,000
Installed HE DPM
ƒ34,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 230,000.
230,000
Base fires/min
ƒ90 shells/min x 15% fire chance = 13.5.
13.5
AP shells
AP Damage3,300
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold26 mm
AP overmatch
ƒfloor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2429·55.870.69·0.1551.07·9251.38=355.3mm. Matches the in-game spec card.
355.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 319.8 m/s: P=107·2429·55.870.69·0.1551.07·319.81.38=82mm.
82 mm
AP full-salvo alpha
ƒ3,300 AP damage x 15 broadside guns = 49,500.
49,500
Base AP DPM
ƒ49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000.
297,000
Installed AP DPM
ƒ49,500 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
330,000
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.
16
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time109 s
Projectile speed56 kt
Range11.01 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=47,800·0.333=15,933.
≈ 15,933
Torpedo detectability1.7 km
Flooding chance287%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.
127,464
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×0.9) + (6×3.5×0.85) + (20×3.5×0.9) = 125. 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.
125
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 14×2 25mm
13 mm Type932×2 13mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
20
Range5 km
Medium aura
DPS14
Range3.1 km
Total DPS in Aura
ƒFar 20 + Medium 14 = 34
34
Near aura
DPS6
Range1.2 km
Total DPS in Aura
ƒFar 20 + Medium 14 + Near 6 = 40
40
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 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: 152,000 hp
Engine power152,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift time5.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
40.5 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·34.5·0.5144750=1.36°/s, so ratio=ωturretωhull=71.36=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea12.29 km
Detectability by air7.37 km
Smoke firing penalty5.99 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.29 km
Detect Fire Sea14.29 km
Detect Fire Air10.37 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
Smoke Generator2 charges · 240 s reload · 20 s emit / 65 s cloud active
Repair Party2 charges · 60 s reload · 28 s active · 5,746 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 11,492 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 205 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (34,200 HP) per second = 205 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)1.85
Max Horiz Disp138.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15314}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 138.7\,\text{m}$
Shell scatter width @ 10 km102 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.
Max Vert Disp83.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 138.7 \cdot 0.6 = 83.2\,\text{m}$
Shell scatter height @ 10 km54.1 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.
Med Horiz Disp46.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 138.7 \cdot 0.337\;(\sigma = 1.85) = 46.8\,\text{m}$
Med Vert Disp28.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.2 \cdot 0.338\;(\sigma = 1.85) = 28.1\,\text{m}$
AP Pen Close355.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2429 \cdot 55.87^{0.69} \cdot 0.155^{-1.07} \cdot 925^{1.38} = 355.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far82 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 319.8 m/s: $P = 10^{-7}\cdot 2429 \cdot 55.87^{0.69} \cdot 0.155^{-1.07} \cdot 319.8^{1.38} = 82\,\text{mm}$.
HE penetration26 mm
26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha34,500
2,300 HE damage x 15 broadside guns = 34,500.
AP full-salvo alpha49,500
3,300 AP damage x 15 broadside guns = 49,500.
Base HE DPM207,000
34,500 HE full-salvo alpha x 60 / 10 s base reload = 207,000.
Base AP DPM297,000
49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000.
Installed HE DPM230,000
34,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 230,000.
Installed AP DPM330,000
49,500 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
Base shells/min90
15 broadside guns x 60 / 10 s base reload = 90.
Installed shells/min100
15 broadside guns x 60 / 9 s installed Artillery reload = 100.
Base fires/min13.5
90 shells/min x 15% fire chance = 13.5.
Installed fires/min15
100 shells/min x 15% fire chance = 15.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time11.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range75.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage254,928
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,933 = 254,928.
Per-side salvo damage127,464
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.

AA defense

Close-range AA DPS125
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×0.9) + (6×3.5×0.85) + (20×3.5×0.9) = 125. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index473
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

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)100,800
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: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 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 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 34,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,710 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 16–100 mm)≈ 25,650 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)≈ 1,710 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 12–140 mm)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.
Superstructure6 mm primary (range 6–100 mm)no cap
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).

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
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Blazing Dread default exterior
    DefaultThe ship’s standard exterior
  • Suzuya Hw24 preview
    Suzuya Hw24Halloween

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