World of Warships: Legends ship guide

Burrows

Also called: 布洛士 Beta
U.S.A. · Tier ★ · Destroyer · Tech Tree
Advanced Radar destroyerA radar gunboat: scan the cap yourself and out-trade what you light.
Playstyle
  • Hold a flank position your team can rotate behind, not a center lane your team has to defend you in
  • Avoid: Idling beam-on in an obvious torpedo lane
Key characteristics
Heavy torpedoesHeavy HE shellsLRS Radar 10.0kmStrong AADefensive AAStiff AP fuse
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Community Data

Burrows Community Stats

Across 1,300+ Standard battles from 79 players, Burrows averages a 63% win rate, 46,000 damage and 0.8 kills per battle, and survives 42% of them.

Community Data

Burrows Community Stats

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Playstyle

Overview

Burrows is a Legendary American super-radar destroyer (10 km) and an equal 10 km torpedo-detection radius so the same scan that lights an enemy DD also paints incoming torps. The kit isn't stealth-and-ambush -- the radar IS the kit; she takes caps by lighting up the contest from inside her own scan, not by sneaking in under detection. AA (378 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 2 of 14 in Legendary DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best heavy AP shells in Legendary DDs (3,400, 1st of 11) and best HE alpha in Legendary DDs (2,200, 1st of 14). The trade is worst AP arming threshold in Legendary DDs (23 mm, 11th of 11).

Positioning

Hold a flank position your team can rotate behind, not a center lane your team has to defend you in. Shooting from the cloud gives you away at 2.8 km, and a destroyer here is spotted at about 7.1 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (10 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.9 km) and radar (about 9.9 km) read straight in regardless. With 5 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (25,000 damage against 23,900 HP) is more than your whole health bar. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Surveillance Radar

10 km range, 12 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 3400 damage
  • Heavy HE shells · 2200 damage
  • Close-range AP brick · 304.7 mm
  • Big-caliber AP overmatch · 9.5 mm
  • Long gun range · 11.4 km
  • Long-range AP brick · 110.5 mm
Heavy torpedoes ↗

25000 damage per torpedo, best of Legendary DDs.

Stiff AP fuse ↗

23 mm AP arming threshold, worst of Legendary DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Burrows

Burrows is not researched in the Tech Tree. The game lists no research or credit cost for her. Acquisition path: Event currency.

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

Official WG availability sources
  • July Update: Born to Sail Free Event currency Start: 2026-06-25
    • At the top of the line is another new ship: Legendary Tier destroyer Burrows, which will be available in "
    • Collect Independium through multiple activities across the update, including the campaign and new Calendar, and exchange it for special skins inspired by key eras of U.S. naval history, skins for Early Access destroyers, new Legendary
  • U.S.A. 250: History-Inspired Event & New Alternative Destroyers Event currency Start: 2026-06-26
    • At the top of the line awaits another new ship: the Legendary Tier destroyer Burrows, which you can obtain from "The Righteous Fury" chained bundle, along with special skins for every ship in the line. This bundle is available exclusively for Independium.

Builds

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

Open in Build Tool →

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 Burrows sits among Legendary DDs (13 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.

BestAP shell damage3,400 (1/11) BestMain dispersion75.8 m (1/14) BestAP velocity930 m/s (1/11) BestAP ricochet start60° (1 of 4 tied) BestAP auto-bounce angle67.5° (1 of 4 tied) BestTorpedo damage≈25,000 (1/14) Top 10%Main battery range11.4 km (2/14) Top 10%AP pen at 10 km126 mm (2/11) Top 10%AA DPS378 (2/14) Top 10%AA threat1,671 (2/14) Top 25%Hit points23,900 HP (4/14) Top 25%Main battery caliber137 mm (3/14) Top 25%Torpedo reload80 s (3/14) Bottom 25%Fires per minute4.93 (13/14) Bottom 25%HE DPM120,522 (12/14) Bottom 25%Time to 90% speed17.6 s (11/13) Bottom 25%Acceleration (0-12 kt)5.3 s (11/13) Bottom 25%Effective HE DPM (incl. fire)160,934 (13/14) Bottom 25%Torpedo reaction time8.3 s (12/14) WorstAP arming threshold23 mm (1 of 2 tied) WorstTorpedo speed45 kt (14/14)
See 21 mid-pack stats

Not standouts for Burrows -- 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.

Max speed36 kt(9/14) Concealment7.17 km(10/14) Smoke fire bloom2.84 km(10/14) Air detection3.59 km(10/14) Rudder shift5 s(11/14) Turning circle720 m(10/14) Main battery reload6.5 s(11/14) AP DPM186,261(8/11) HE velocity823 m/s(10/14) Engine power72,000 hp(8/13) Power / turn radius100 hp/m(9/13) Displacement4,640 t(11/14) Power-to-weight15.52 hp/t(10/13) AA range5 km(7/14) Flak damage per salvo (expected)1,000(9/11) Torpedo range10 km(10/14) NormSigma2(13 of 14 tied at this value) NormAP fuse timer0.01 s(10 of 11 tied at this value) NormTurn speed retained81%(11 of 14 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points23,900
Displacement4,640 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.
130 x 14.6 m
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries18
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 23,900 HP = 2,151 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 23,900 HP = 2,390 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
7,200
Repairable: penetration50%
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 × 2,400 = 4,800), 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.
2,400
Casemate 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
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 × 17,900 = 35,800), 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.
17,900
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 × 2,600 = 5,200), 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.
2,600
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 × 2,100 = 4,200), 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.
2,100
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 137 mm Mk1
Mounts / barrels3 mounts / 6 barrels
Reload time
patched
  1. baseline6.5
    In-game data
  2. 2026-10-295
    MINISTRY OF BALANCE: BLACK FRIDAY REFIT Main battery reload time reduced from 6.5 to 5 s.
5 s
Firing range11.4 km
Turret traverse15 °/s
Turret armor25 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.
2x ±130°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 130° (the most restricted forward-facing mount's arc) = 50° 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.
30° off bow / 50° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 25% tighter (better) horizontal dispersion and 25% less vertical spread at max range (11.4 km) than a standard destroyer: about 76 m wide × 46 m tall, against 100 m × 60 m. Also on this curve (4): Christopher, Hughes, Kane, Osborne.
Accurate US destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1140030·6−0.41000+0.4)·30=75.8m
75.8 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =75.8·0.6=45.5m
45.5 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =75.8·0.62=22.8m
22.8 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =45.5·0.62=13.7m
13.7 m at 11.4 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 5 s base reload = 72. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 78.8.
Initial: 72 → 78.8
HE shells
HE alpha2,200
HE Velocity823 m/s
Fire Chance9%
HE fire DPM vs T8 BB53118
Effective HE DPM vs T8 BB211518
HE penetration
ƒ23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 5 s base reload = 158,400. All upgrades (Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 173,250.
Initial: 158,400 → 173,250
Fires/min
ƒZero upgrades: 72 shells/min × 0.09 (9% fire chance) = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 78.8 shells/min × 0.09 (9% fire chance) = 7.09.
Initial: 6.48 → 7.09
AP shells
AP alpha3,400
AP Velocity930 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(137 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·3000·340.69·0.137−1.07·9301.38=358.1mm.
358.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 396.8 m/s: P=10−7·3000·340.69·0.137−1.07·396.81.38=110.6mm.
110.6 mm at 11.4 km
AP full-salvo alpha
ƒ3,400 AP damage x 6 broadside guns = 20,400.
20,400
AP DPM
ƒZero upgrades: 20,400 AP full-salvo alpha x 60 / 5 s base reload = 244,800. All upgrades (Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) all-upgrades reload (5 s × 0.9 Main Battery Mod. 3 = 4.5 s) = 267,750.
Initial: 244,800 → 267,750
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: 533 mm quintuple
Launchers / tubes1 launcher × 5 tubes = 5 tubes
Reload time80 s
Projectile speed45.0 kt
Range10 km
Maximum simulated damage
ƒMost 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: Dsim=α·c=37,500·0.667=25,000. 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. This warhead's blast reaches a second section, so a hit lands as either a one-section hit (37,500 / 3 = 12,500) or a two-section hit (12,500 + 12,000 blast = 24,500, the ammunition figure), both before the belt reduction; the two-section hit is the more common outcome.
≈ 25,000
Maximum damage (ammunition)
ƒ37,500 warhead alpha / 3 + 12,000 blast = 24,500. 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. A two-section hit deals this before the belt reduction (see the row above).
24,500
Torpedo module damage
ƒPer-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. The blast also widens the hit: these torpedoes land as either a one-section hit (alpha / 3) or a two-section hit (alpha / 3 + blast), the two-section hit more often; the Torpedoes card above gives this ship's two numbers.
12,000
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km45 kt×2.6855=8.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.59 per hit, shown as 2.59×100=259%. 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.
259%
Torpedo launcher traverse25 °/s
Launch arcscentreline 256°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming151 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %. A one-section hit deals 12,500 instead (see Torpedo module damage).
125,000
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5 km
76.2 mm Mk334×2 76mm
76.2 mm Mk342×1 76mm
20 mm Oerlikon Mk206×2 20mm
Far + Medium aura
Guns76.2 mm Mk33 + 76.2 mm Mk34 + main battery (DP)
Far 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 38 from dual-purpose main battery firing as AA in this range band.
38
Medium continuous DPS
ƒEffective DPS: 76 raw aura damage × 3.5 × 1 hit probability = 266 - the same in-game units as the Close-range AA DPS headline.
266
Range5 km
Total DPS in Aura
ƒFar 38 + Medium 266 = 304
304
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 0.95 hit probability = 73 - the same in-game units as the Close-range AA DPS headline.
73
Range2 km
Total DPS in Aura
ƒFar 38 + Medium 266 + Near 73 = 377
377
Flak
AA explosions
ƒEach ~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 × 250 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
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEvery 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.
100%
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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 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.
2.5-5 km
Maneuverability
Engine power72,000 hp
Maximum speed36.0 kt
Turning circle radius720 m
Rudder shift time5 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 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.
16.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
17.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
29.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 15 − 7.1 = +7.9°/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 (+7.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.17 km x 0.955 = 6.85 km. Camouflage does not change detectability by air.
7.17 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.17 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.85 km.
6.85 km
Detectability by air3.59 km
Smoke firing penalty2.84 km
Detect when firing (sea)
ƒLarger of 11.4 km range and 2.84 km smoke firing penalty = 11.4 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.
11.4 km
Detect when firing (air)
ƒAir detectability 3.59 km + gun-firing bloom 2.74 km = 6.33 km. The bloom tracks main-battery caliber 137 mm × 0.020 = 2.74 km.
6.33 km
Detect when on fire (sea)
ƒSea detectability 7.17 km + 2.0 km while burning = 9.17 km.
9.17 km
Detect when on fire (air)
ƒAir detectability 3.59 km + 3.0 km while burning = 6.59 km.
6.59 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 200 s reload · 30 s emit / 130 s cloud active · 450 m radius
Advanced Radar∞ charges · 150 s reload · 12 s active · 10 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 333×301000=10 km
· 10 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 333×301000=10 km
· 18°/s passive sweep
ƒThe passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s.
· 2.5 s blip duration
ƒA ship caught by the passive sweep stays marked on the Minimap for about 2.5 s after the beam passes.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

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 DD25% tighter H · 25% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard destroyer curve, both evaluated at this ship's max range (11.4 km) with the same model as Max Horiz/Vert Disp: horizontal 76 / 100 m − 1 = -25%, vertical 46 / 60 m − 1 = -25%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km40 m
(166.7 × (6 − 0.4) / 1000 + 0.4) × 30 = 40 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 km68 m
(333.3 × (6 − 0.4) / 1000 + 0.4) × 30 = 68 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 height @ 5 km18.5 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=0.5·11400=5700 m, and radiusOnMax=0.6 at 11400 m. Below the kink: k=0.2+(0.5−0.2)·50005700=0.4632, so σV=σH·k=40·0.4632=18.5m.
Shell scatter height @ 10 km39.1 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=0.5·11400=5700 m, and radiusOnMax=0.6 at 11400 m. Above the kink: k=0.5+(0.6−0.5)·10000−570011400−5700=0.5754, so σV=σH·k=68·0.5754=39.1m.
AP pen 5 km209 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 =10−7·3000·340.69·0.137−1.07·629.71.38=209mm, where 629.7 m/s is the shell's speed when it arrives at 5 km (from 930 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 km126 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 =10−7·3000·340.69·0.137−1.07·435.21.38=126mm, where 435.2 m/s is the shell's speed when it arrives at 10 km (from 930 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 km6.11 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·0.2377·0.13728·34=5.15×10−5. That runs from a 823 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 km5.87 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·0.2941·0.13728·34=6.38×10−5. That runs from a 930 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)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)3,000
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 mass34 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 coefficient0.2941
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity930 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity823 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius6
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.4
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.

Torpedoes

Estimated torpedo reaction time8.3 s
1000 m / (45.0 kt × 2.6855) = 8.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed45.0 kt
Travel time to max range82.8 s
10000 m / (45.0 kt × 2.6855) = 82.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count5
1 launcher × 5 tubes.
Per-side salvo5 torpedoes
1 launcher × 5 tubes = 5, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage125,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %. A one-section hit deals 12,500 instead (see Torpedo module damage).

AA defense

AA DPS at max range305
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 MK34 Radar 2x1 -> 70 DPS @ 5 km; 3in50 Twin Mark 33 4x2 -> 196 DPS @ 5 km; 20mm Oerlikon Twin 6x2 -> 73 DPS @ 2 km; Far AA (?) -> 39 DPS @ 5 km.
AA DPS layered by range305 DPS @ 5 km, 378 DPS @ 2 km
@ 5 km: 70 + 196 + 39 = 305; @ 2 km: 70 + 196 + 73 + 39 = 378. 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-blank378
70 + 196 + 73 + 39 = 378 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1671
70 × 5 + 196 × 5 + 73 × 2 + 39 × 5 = 1671. 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
Open in Charting Tool

Ship Charts

Background

A large post-war destroyer armed with 5.4-inch (137 mm) main battery guns. She represents a further development of the universal warship concept, designed to support squadrons with rapid-firing artillery and powerful AA defenses.

Armor Beta

Hull HP 23,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,195 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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≈ 17,925 (~75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 1,195 (~5% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 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.
Superstructure19 mmno 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.

Balance History

Balance updates affecting Burrows. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×1Torpedo ×1
2026-10-29

MINISTRY OF BALANCE: BLACK FRIDAY REFIT

  • Main battery reload time reduced from 6.5 to 5 s.
  • Torpedo speed increased from 45 to 48 kts.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Burrows can equip.

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.