World of Warships: Legends ship guide

Burrows

Also called: 布洛士 Beta
U.S.A. · Tier ★ · Destroyer · Tech Tree
Advanced Radar destroyerAdvanced Radar plus heavy guns; own the cap from inside your own detection.
Playstyle
  • Hold a flank position your team can rotate behind, not a center lane your team has to defend you in
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy torpedoesHeavy HE shellsLRS Radar 10.0kmWide always-pen zoneStrong AAStiff AP fuse
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Community Data

Burrows Community Stats

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Playstyle

Overview

Burrows is a Legendary American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. AA (378 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best close-range AP pen in Legendary DDs (253.8 mm) and top-decile long-range AP brick in Legendary DDs (72.3 mm).

Positioning

Hold a flank position your team can rotate behind, not a center lane your team has to defend you in. 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

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Surveillance Radar

10 km range, 18 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Close-range AP brick · 304.7 mm
  • Long-range AP brick · 88.7 mm
  • Heavy HE shells · 2200.0 damage
  • Flat AP shells · 930.0 m
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 67.5°
Stiff AP fuse

23.0 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 a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Official chance for this ship

Official WG availability sources

Builds Beta

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

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Cohort position

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Where Burrows sits among Legendary DDs (12 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 (1/10) BestMain dispersion75.8 m (1/12) BestAP velocity930 m/s (1/10) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) BestTorpedo damage≈25,000 (1/12) BestTorpedo reload80 s (1 of 2 tied) Top 10%Main battery range11.4 km (2/12) Top 10%AA DPS378 (2/12) Top 10%AA threat1,669 (2/12) Top 25%Hit points23,900 HP (3/12) Top 25%Main battery caliber137 mm (3/12) Bottom 25%Rudder shift5 s (10/12) Bottom 25%Fires per minute5.49 (11/12) Bottom 25%HE DPM134,237 (10/12) Bottom 25%HE velocity823 m/s (10/12) Bottom 25%Displacement4,640 t (10/12) Bottom 25%Power-to-weight15.52 hp/t (10/11) WorstAP arming threshold23 mm (1 of 2 tied) WorstTorpedo speed45 kt (12/12)
See 16 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(9/12) Concealment7.17 km(9/12) Air detection3.59 km(9/12) Traverse-to-turn ratio10.18 ×(8/12) Main battery reload5.9 s(9/12) AP DPM207,458(8/10) Acceleration18.6 s(9/11) Engine power72,000 hp(8/11) Turn-speed retention100 hp/m(8/11) AA range5 km(6/12) Torpedo range10 km(8/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points23,900
Displacement4,640 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries18
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 137 mm Mk1
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range11.4 km
Turret traverse15 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1140030·60.41000+0.4)·30=75.8m
75.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =75.8·0.6=45.5m
45.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =75.8·0.319(σ=2)=24.2m
24.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =45.5·0.319(σ=2)=14.5m
14.5 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
HE shells
HE Damage2,200
HE Velocity823 m/s
Fire Chance9%
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
Base HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
121,846
Installed HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 134,237.
134,237
Base fires/min
ƒ55.4 shells/min x 9% fire chance = 4.98.
4.98
AP shells
AP Damage3,400
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·3000·340.69·0.1371.07·9301.38=358.1mm. Matches the in-game spec card.
358.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 338.2 m/s: P=107·3000·340.69·0.1371.07·338.21.38=88.7mm.
88.7 mm
AP full-salvo alpha
ƒ3,400 AP damage x 6 broadside guns = 20,400.
20,400
Base AP DPM
ƒ20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308.
188,308
Installed AP DPM
ƒ20,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 207,458.
207,458
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 launchers × 5 tubes = 5 tubes
Reload time80 s
Projectile speed45 kt
Range10 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=37,500·0.667=25,000.
≈ 25,000
Torpedo detectability1 km
Flooding chance259%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming139 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.
125,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (56×3.5×1) + (22×3.5×0.95) + (11×3.5×1) = 378. 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.
378
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
76.2 mm Mk334×2 76mm
76.2 mm Mk342×1 76mm
20 mm Oerlikon Mk206×2 20mm
Far + Medium aura
Far DPS
ƒIncludes 11 continuous AA damage from dual-purpose main battery firing as AA in this range band.
11
Medium DPS76
Range5 km
Total DPS in Aura
ƒFar 11 + Medium 76 = 87
87
Near aura
DPS22
Range2 km
Total DPS in Aura
ƒFar 11 + Medium 76 + Near 22 = 109
109
Maneuverability
Engine moduleEngine: 72,000 hp
Engine power72,000 hp
Maximum speed36 kt
Turning circle radius720 m
Rudder shift time5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
18.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
32 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·36.0·0.5144720=1.47°/s, so ratio=ωturretωhull=151.47=10.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
10.2× ok
Concealment
Detectability by sea7.17 km
Detectability by air3.59 km
Smoke firing penalty2.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.17 km
Detect Fire Sea9.17 km
Detect Fire Air6.59 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
Long-Range Surveillance Radar∞ charges · 150 s reload · 18 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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp75.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11400}{30}\cdot\dfrac{6-0.4}{1000} + 0.4\right)\cdot 30 = 75.8\,\text{m}$
Shell scatter width @ 10 km68 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 Disp45.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 75.8 \cdot 0.6 = 45.5\,\text{m}$
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.
Med Horiz Disp24.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.8 \cdot 0.319\;(\sigma = 2) = 24.2\,\text{m}$
Med Vert Disp14.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 45.5 \cdot 0.319\;(\sigma = 2) = 14.5\,\text{m}$
AP Pen Close358.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 3000 \cdot 34^{0.69} \cdot 0.137^{-1.07} \cdot 930^{1.38} = 358.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far88.7 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 338.2 m/s: $P = 10^{-7}\cdot 3000 \cdot 34^{0.69} \cdot 0.137^{-1.07} \cdot 338.2^{1.38} = 88.7\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 137 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(137 mm caliber / 14.3) = 9 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha20,400
3,400 AP damage x 6 broadside guns = 20,400.
Base HE DPM121,846
13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
Base AP DPM188,308
20,400 AP full-salvo alpha x 60 / 6.5 s base reload = 188,308.
Installed HE DPM134,237
13,200 HE full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 134,237.
Installed AP DPM207,458
20,400 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 207,458.
Base shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Installed shells/min61
6 broadside guns x 60 / 5.9 s installed Artillery reload = 61.
Base fires/min4.98
55.4 shells/min x 9% fire chance = 4.98.
Installed fires/min5.49
61 shells/min x 9% fire chance = 5.49.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed45 kt
Travel time to max range85.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline 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.
Per-side salvo damage125,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 25,000 = 125,000.

AA defense

Close-range AA DPS378
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (20×3.5×1) + (56×3.5×1) + (22×3.5×0.95) + (11×3.5×1) = 378. 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 index1669
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

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 estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

Overmatched by 72+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,195 (~5% of HP)
Overmatched by 283mm+ (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+ (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+ (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.

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

Exteriors

Skins & permanent camouflages

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

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.