Burrows
Also called: 布洛士 Beta- 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
On this page
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.
Burrows Community Stats
Log in to GamingDiver and upload your data to see Community Data for Burrows: community win rate, damage, survival, spotting, and your own comparison.
Burrows Community Stats
Record History
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
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.
- 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
25000 damage per torpedo, best of Legendary DDs.
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.
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
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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
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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.
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.
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.
Peers in this cohort
Compare Legendary DestroyersShow all 13 peers
Stats & specs
Customize in the Build Tool →patched
- baseline6.5In-game data
- 2026-10-295MINISTRY OF BALANCE: BLACK FRIDAY REFIT Main battery reload time reduced from 6.5 to 5 s.
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How 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.ƒ
180° − 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.ƒ
In 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.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 / 15 deg/s traverse speed = 12 s.ƒ
Zero 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.HE shells
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23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 6 broadside guns = 13,200.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(137 mm caliber / 14.3) = 9 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 (11.4 km), where the shell has slowed to 396.8 m/s: .ƒ
3,400 AP damage x 6 broadside guns = 20,400.ƒ
Zero 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.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. 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.ƒ
37,500 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).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. 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.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 2.59 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 = 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).ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 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 38 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 76 raw aura damage × 3.5 × 1 hit probability = 266 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 266 = 304ƒ
Effective DPS: 22 raw aura damage × 3.5 × 0.95 hit probability = 73 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 266 + Near 73 = 377ƒ
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 × 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.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 = 36 / 4 + 4.9 = 13.9 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 (32.4 kt of 36.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 7.17 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.85 km.ƒ
Larger 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.ƒ
Air 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.ƒ
Sea detectability 7.17 km + 2.0 km while burning = 9.17 km.ƒ
Air detectability 3.59 km + 3.0 km while burning = 6.59 km.
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 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):ƒ
The passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s.ƒ
A 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 ƒ
Repeats 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
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.(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.(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.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 11400 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 11400 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 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 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 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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 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.3 mounts × 2 barrels = 6; all 6 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.Starting speed of the HE shell; sets its flight time and lead.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
1000 m / (45.0 kt × 2.6855) = 8.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).10000 m / (45.0 kt × 2.6855) = 82.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).1 launcher × 5 tubes.1 launcher × 5 tubes = 5, all to either side (centreline launchers train across - full salvo to either side).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
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.@ 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.70 + 196 + 73 + 39 = 378 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.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.
Overmatched by 76+ 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 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 19 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. |
| 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 | 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.
Balance History
Balance updates affecting Burrows. Cards are condensed; use each source link for full context.
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.
Skins & permanent camouflages
Every custom exterior Burrows can equip.
DefaultThe ship’s standard exterior
The WantedDecorative
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.
