World of Warships: Legends ship guide

Caprice

Also called: 任性 Beta
U.K. · Tier VII · Destroyer · Premium
Smoke destroyerUse the smoke cycle to fight on your terms; shoot from cover, reset when spotted.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Heavy AP penSmoke + SonarEngine BoostDeep-fuse APLong-duration sonarVisible torps
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Community Data

Caprice Community Stats

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Playstyle

Overview

Caprice is a Tier VII British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: top-decile long-range AP brick in T7 DDs (104.9 mm) and top-decile close-range AP pen in T7 DDs (244.6 mm).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

Engine Boost

+20% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Long-range AP brick · 104.9 mm
  • Close-range AP brick · 244.6 mm
  • Deep-fuse AP · 0.03 s
Extra smoke charges

6.0 Smoke Generator charges, best of T7 DDs.

Long-duration sonar

180.0 s Sonar duration, best of T7 DDs.

Visible torps

1.9 km torpedo detect, worst of T7 DDs. Easy to dodge if targets are looking.

Slow reload

6.8 s reload, bottom decile of T7 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Caprice

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

Best listed chance for this ship

  • Treasure Chest '24 0.75% Pirate Ship Event containers · Treasure Chest '24 · 1 of 4 ships
  • Pirate Chest '26 0.4% One of the pirate ships Event containers · Pirate Chest '26 · 1 of 5 ships
Official WG availability sources
Show direct source rows

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 Caprice sits among Tier VII DDs (34 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 fuse timer0.03 s (1 of 7 tied) Top 10%Max speed42.7 kt (3/34) Top 25%Main battery caliber139 mm (7/34) Top 25%Engine power74,000 hp (7/34) Top 25%Turn-speed retention107.2 hp/m (9/34) Top 25%Power-to-weight21.89 hp/t (7/34) Top 25%Torpedo damage≈17,200 (9/33) Top 25%Torpedo speed70 kt (8/33) Top 25%Torpedo reload80 s (5/33) Bottom 25%Traverse-to-turn ratio5.48 × (29/34) Bottom 25%AP arming threshold23 mm (25/32) Bottom 10%Main battery reload6.8 s (33/34) Bottom 10%AP DPM119,118 (31/32) Bottom 10%Acceleration19.3 s (32/34) WorstFires per minute3.09 (34/34) WorstHE DPM88,235 (34/34)
See 22 mid-pack stats

Not standouts for Caprice -- 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.

Hit points18,500 HP(15/34) Concealment6.95 km(19/34) Air detection3.48 km(19/34) Rudder shift4.3 s(25/34) Main battery range10.9 km(21/34) HE fire chance7%(21/34) AP shell damage2,700(11/32) Main dispersion96.8 m(24/34) AP velocity840 m/s(17/32) HE velocity840 m/s(17/34) Displacement3,380 t(25/34) AA DPS174(19/34) AA range3.5 km(21/34) AA threat490(19/34) Torpedo range8.25 km(25/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit Points18,500
Displacement3,380 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries24
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 139 mm/50 Mle 1929
Mounts / barrels5 mounts / 5 barrels
Reload time7.5 s
Firing range10.9 km
Turret traverse10 °/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 =(1090030·80.51000+0.5)·30=96.8m
96.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.8·0.6=58.1m
58.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96.8·0.319(σ=2)=30.9m
30.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.1·0.32(σ=2)=18.6m
18.6 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ5 broadside guns x 60 / 7.5 s base reload = 40.
40
HE shells
HE Damage2,000
HE Velocity840 m/s
Fire Chance7%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,000 HE damage x 5 broadside guns = 10,000.
10,000
Base HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 7.5 s base reload = 80,000.
80,000
Installed HE DPM
ƒ10,000 HE full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 88,235.
88,235
Base fires/min
ƒ40 shells/min x 7% fire chance = 2.8.
2.8
AP shells
AP Damage2,700
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(139 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 =107·2400·39.90.69·0.1391.07·8401.38=273.8mm. Matches the in-game spec card.
273.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 419.1 m/s: P=107·2400·39.90.69·0.1391.07·419.11.38=104.9mm.
104.9 mm
AP full-salvo alpha
ƒ2,700 AP damage x 5 broadside guns = 13,500.
13,500
Base AP DPM
ƒ13,500 AP full-salvo alpha x 60 / 7.5 s base reload = 108,000.
108,000
Installed AP DPM
ƒ13,500 AP full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 119,118.
119,118
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.
12
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time80 s
Projectile speed70 kt
Range8.25 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=51,600·0.333=17,200.
≈ 17,200
Torpedo detectability1.9 km
Flooding chance311%
Torpedo launcher traverse26 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°26°/s=6.9s.
6.9 s
Torp Arming216 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.
154,800
AA Defense
AA mount points11
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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.
174
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors Mk21×4 40mm
40 mm/56 Bofors Mk12×2 40mm
20 mm/70 Mk48×1 20mm
Medium aura
DPS27
Range3.5 km
Near aura
DPS24
Range2 km
Total DPS in Aura
ƒMedium 27 + Near 24 = 51
51
Maneuverability
Engine moduleEngine: 74,000 hp
Engine power74,000 hp
Maximum speed42.7 kt
Turning circle radius690 m
Rudder shift time4.3 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 (38.4 kt of 42.7 kt), from our in-house acceleration model.
19.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.3 kt of 42.7 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.
33 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·42.7·0.5144690=1.82°/s, so ratio=ωturretωhull=101.82=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea6.95 km
Detectability by air3.48 km
Smoke firing penalty2.8 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.95 km
Detect Fire Sea8.95 km
Detect Fire Air6.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Sonar3 charges · 120 s reload · 180 s active · 3.5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
· 2.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 83×301000=2.5 km

See all derived stats

Show

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 Disp96.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10900}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 96.8\,\text{m}$
Shell scatter width @ 10 km90 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 Disp58.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 96.8 \cdot 0.6 = 58.1\,\text{m}$
Shell scatter height @ 10 km52.5 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 Disp30.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 96.8 \cdot 0.319\;(\sigma = 2) = 30.9\,\text{m}$
Med Vert Disp18.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 58.1 \cdot 0.32\;(\sigma = 2) = 18.6\,\text{m}$
AP Pen Close273.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 840^{1.38} = 273.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far104.9 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 419.1 m/s: $P = 10^{-7}\cdot 2400 \cdot 39.9^{0.69} \cdot 0.139^{-1.07} \cdot 419.1^{1.38} = 104.9\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,000
2,000 HE damage x 5 broadside guns = 10,000.
AP full-salvo alpha13,500
2,700 AP damage x 5 broadside guns = 13,500.
Base HE DPM80,000
10,000 HE full-salvo alpha x 60 / 7.5 s base reload = 80,000.
Base AP DPM108,000
13,500 AP full-salvo alpha x 60 / 7.5 s base reload = 108,000.
Installed HE DPM88,235
10,000 HE full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 88,235.
Installed AP DPM119,118
13,500 AP full-salvo alpha x 60 / 6.8 s installed reload (Main Battery Mod. 3 = -10%) = 119,118.
Base shells/min40
5 broadside guns x 60 / 7.5 s base reload = 40.
Installed shells/min44.1
5 broadside guns x 60 / 6.8 s installed Artillery reload = 44.1.
Base fires/min2.8
40 shells/min x 7% fire chance = 2.8.
Installed fires/min3.09
44.1 shells/min x 7% fire chance = 3.09.

Torpedoes

Torpedo detectability1.9 km
Estimated torpedo reaction time10.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range45.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage154,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.
Per-side salvo damage154,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 17,200 = 154,800.

AA defense

Close-range AA DPS174
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×1) + (24×3.5×0.95) = 174. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index490
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 18,500, 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 135+ 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 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 925 (~5% of HP)
Overmatched by 283mm+ (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+ (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.
Stern19 mm primary (range 19–20 mm)≈ 925 (~5% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×4Main Battery ×5
2024-11-14

Ministry of Balance: Torpedo Chaos

  • Caprice is receiving a large boost to her torpedo reload speed, in addition to a sizeable improvement in her main battery performance and range.
  • Main battery maximum range increased from 9.9 to 10.9 km.
  • Main battery maximum HE shell damage increased from 1,800 to 2,000.
  • Main battery maximum AP shell damage increased from 2,500 to 2,700.
  • Torpedo reload time reduced from 95 to 80 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Caprice default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Fantasque PirateDecorative

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.