Błyskawica '44
Also called: 闪电44 · Błyskawica ’44 · Blyskawica '44 Beta- Fight in the band between her 7.01 km detection and her 10.9 km gun range
- Keep islands between her and enemy cruisers, since 18,500 HP is only mid-pack
- Avoid: Burning Engine Boost to charge into a knife fight
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Błyskawica '44 Community Stats
Across 33 Standard battles from 6 players, Błyskawica '44 averages a 73% win rate, 42,700 damage and 1.0 kills per battle, and survives 48% of them.
Błyskawica '44 Community Stats
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Błyskawica '44 Community Stats
Record History
Playstyle
Overview
Błyskawica '44 is a Pan-European Tier VII destroyer built around a fast-firing gun line that shoots AP only. Eight 102 mm barrels, tied for the most in her cohort, on a 4.0 s reload give her 222,000 AP damage per minute, 8th at her tier. Her shells are hard to bounce: they start to ricochet only at 60 degrees (tied best) and always ricochet only at 75 degrees, best at her tier, while a 12 mm fuse threshold, the lowest at her tier, arms them on light plating. The trade is a small 1,850 damage per shell and just 136.9 mm of close-range penetration, near the bottom of her tier.
Positioning
Fight in the band between her 7.01 km detection and her 10.9 km gun range, and aim at superstructures and destroyers rather than battleship belts. Keep islands between her and enemy cruisers, since 18,500 HP is only mid-pack. Sonar reaches ships at 5.0 km, tied 4th among the destroyers that carry it, and runs 100 s on a 120 s reload, so time it for contested caps. Engine Boost adds 9.8 knots to a 39 knot top speed, tied for the 2nd-largest gain, and 12 km torpedoes at 76 knots cover her exit.
Potato Avoidance
Burning Engine Boost to charge into a knife fight
The boost lasts only 60 s, among the shortest at her tier, and once it ends she is sluggish: 19.8 s to reach 90 percent speed is 6th-slowest at her tier and her 4.6 s rudder shift is also 6th-slowest. With 7.01 km detection, worse than the 6.94 km median, and torpedoes that hit for only 9,800 (near the bottom of her tier), she cannot win the close fight she started. Boost to reposition, not to commit.
Signature Traits
+25% speed (about +9.8 kt), 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
39 kt, top quartile of T7 DDs. Lets you rotate flanks or escape disengagements.
28 s Repair Party duration, best of T7 DDs. Restores HP for longer per activation.
- Sensitive AP fuse · arms on 12 mm+ plate
- Wide always-pen zone · 60°
- Late auto-bounce · 75°
2.2 km detect when firing from smoke, top decile of T7 DDs. Shoots from concealment with less bloom than peers.
9800 damage per torpedo, bottom quartile of T7 DDs.
How to get Błyskawica '44
Błyskawica '44 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Event currency.
History: Early Access May 2022 – Jun 2022 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
-
HALLOWEEN 2026: FACE THE UNDEAD AND BRAVE THE UNKNOWN
Event currency
Start: 2026-09-30 · End: 2026-11-02
- Earn Grimshards along the way and trade them for rewards including new commanders or Błyskawica '44—a new, higher-tier version of the Pan-European destroyer Błyskawica.
Builds
Invest first in what feeds her guns: reload and AP damage output, because damage per minute is her main threat and each shell hits for only 1,850. Survivability and concealment come next, since 18,500 HP and 7.01 km detection leave little margin. Torpedo upgrades are a low priority on fish that hit for 9,800. Check current picks in the Build Tool before committing points.
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 Błyskawica '44 sits among Tier VII DDs (41 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.
See 22 mid-pack stats
Not standouts for Błyskawica '44 -- 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.
Peers in this cohort
Compare Tier VII DestroyersShow all 41 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 96 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 18 deg/s traverse speed = 10 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 129.2.AP shells
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floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 349.7 m/s: .ƒ
1,850 AP damage x 8 broadside guns = 14,800.ƒ
Zero upgrades: 14,800 AP full-salvo alpha x 60 / 4 s base reload = 222,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,800 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 239,077.ƒ
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.ƒ
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
29,400 warhead alpha / 3 + 900 blast = 10,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.73 per hit, shown as . Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective 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 60 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 15 raw aura damage × 3.5 × 1 hit probability = 52 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 60 + Medium 52 = 112ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 60 + Medium 52 + Outer Near 37 = 149ƒ
Effective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 60 + Medium 52 + Outer Near 37 + Inner Near 10 = 159ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 190 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 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.ƒ
top speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (35.1 kt of 39.0 kt).ƒ
Time to reach 99% of top speed (38.6 kt of 39.0 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.ƒ
With the rudder hard over the hull turns 8.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 18 − 8.3 = +9.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.01 km x 0.955 = 6.69 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.01 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.69 km.ƒ
Larger of 10.85 km range and 2.21 km smoke firing penalty = 10.85 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 3.51 km + gun-firing bloom 2.04 km = 5.55 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.ƒ
Sea detectability 7.01 km + 2.0 km while burning = 9.01 km.ƒ
Air detectability 3.51 km + 3.0 km while burning = 6.51 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,590 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 18,500 HP = 2,590 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 18,500 HP = 5,180 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 18,500 HP = 92 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar3 charges · 120 s reload · 100 s active · 5 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Engine Boost4 charges · 110 s reload · 60 s active · +25% speed bonus
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
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.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: at 0 m, at m, and at 10852 m. Below the kink: , so .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: at 0 m, at m, and at 10852 m. Above the kink: , so .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 , where 538.8 m/s is the shell's speed when it arrives at 5 km (from 811 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 369.9 m/s is the shell's speed when it arrives at 10 km (from 811 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 811 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (76.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).12000 m / (76.0 kt × 2.6855) = 58.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 2x2 -> 53 DPS @ 3.5 km; 303 Lewis 2x2 -> 10 DPS @ 1 km; 20mm Oerlikon MK4 4x1 -> 37 DPS @ 2 km; Far AA (?) -> 60 DPS @ 5 km.@ 5 km: 60 from one family; @ 3.5 km: 53 + 60 = 113; @ 2 km: 53 + 37 + 60 = 150; @ 1 km: 53 + 10 + 37 + 60 = 160. 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.53 + 10 + 37 + 60 = 160 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).53 × 3.5 + 10 × 1 + 37 × 2 + 60 × 5 = 570. 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.Ship Charts
Background
A large destroyer with powerful armament, built at the British shipyard in Cowes. In World War II, ORP Błyskawica supported Allied actions in Norway and during the Dunkirk evacuation. In May 1942, she defended her home shipyard from a Luftwaffe raid. During the Normandy Landings, the destroyer participated in the Battle of Ushant. Today, ORP Błyskawica is a museum ship at the Naval Museum in Gdynia, Poland.
Armor Beta
Hull HP 18,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 925 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm | ≈ 13,875 (~75% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–20 mm) | ≈ 925 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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. |
| Superstructure | 13 mm primary (range 13–19 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.
Skins & permanent camouflages
Every custom exterior Błyskawica '44 can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
