World of Warships: Legends ship guide

Christopher

Also called: 克里斯多福 Beta
Advanced Radar destroyerAdvanced Radar on a hard-hitting gunboat: hold caps from inside your own scan
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 9.0kmWide always-pen zoneDefensive AAStiff AP fuse
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Community Data

Christopher Community Stats

Across 610+ Standard battles from 81 players, Christopher averages a 62% win rate, 41,800 damage and 0.9 kills per battle, and survives 40% of them.

Community Data

Christopher Community Stats

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Playstyle

Overview

Christopher is a Tier VIII American super-radar destroyer (9 km) and an equal 9 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. Standout traits: best HE alpha in T8 DDs (2,200, 1st of 26) and best torpedo alpha in T8 DDs (25,000, 1st of 27). The trade is AP arming threshold in T8 DDs (23 mm, 23rd of 26).

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. Shooting from the cloud gives you away at 2.8 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (9 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

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 20,700 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

9 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 HE shells · 2200 damage
  • Heavy AP shells · 3400 damage
  • Long gun range · 11.2 km
  • Big-caliber AP overmatch · 9.5 mm
Heavy torpedoes ↗

25000 damage per torpedo, best of T8 DDs.

Top-tier AA ↗

326 AA DPS, top quartile of T8 DDs (median 237.5).

Stiff AP fuse ↗

23 mm AP arming threshold, bottom decile of T8 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow acceleration ↗

~5.2 s from a stop to 12 kt, bottom decile of T8 DDs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Acquisition

How to get Christopher

Christopher is available in the Recon Destroyers branch of the U.S.A. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Jun 2026 (temporary crate drops, now ended).

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

Show U.S.A. tech-tree branch diagram
U.S.A. Tech Tree

Christopher sits in the Recon Destroyers branch. The highlighted path shows the local branch context inside the full U.S.A. tree.

Best listed chance for this ship

Official WG availability sources
  • U.S.A. 250: History-Inspired Event & New Alternative Destroyers Early Access Start: 2026-06-26
    • You can find Tier V–VIII Early Access ships in U.S. Alt. Destroyer crates, available via the campaign, Calendar, collection, and Ranked Battles. You'll also find the new ships in the Steel Eagles random bundle in the Store.
    • Tier VIII Christopher
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

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 Christopher sits among Tier VIII DDs (27 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.

BestHE shell damage2,200 (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) BestTorpedo damage≈25,000 (1/27) Top 10%Main dispersion74.7 m (3/28) Top 25%Main battery caliber137 mm (5/28) Top 25%Main battery range11.2 km (4/28) Top 25%AP auto-bounce angle67.5° (5/26) Top 25%AP pen at 10 km109 mm (5/26) Top 25%AA DPS326 (4/28) Top 25%AA threat1,084 (5/28) Top 25%Torpedo reload85 s (7/27) Bottom 25%Max speed35 kt (23/28) Bottom 25%Stealth profile7.15 km / 3.58 km (22/28 / 22/28) Bottom 25%Main battery reload6.5 s (25/28) Bottom 25%Fires per minute4.93 (21/26) Bottom 25%AP DPM186,261 (21/26) Bottom 25%Acceleration (0-12 kt)5.2 s (24/28) Bottom 25%AP arming threshold23 mm (23/26) Bottom 25%Effective HE DPM (incl. fire)160,934 (22/26) Bottom 25%Flak damage per salvo (expected)480 (21/23) WorstTorpedo speed44 kt (27/27)
See 19 mid-pack stats

Not standouts for Christopher -- 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 points20,700 HP(9/28) Smoke fire bloom2.84 km(21/28) Rudder shift4.5 s(14/28) Turning circle680 m(13/28) HE DPM120,522(20/26) AP velocity930 m/s(10/26) HE velocity823 m/s(19/26) Time to 90% speed16.4 s(11/28) AP fuse timer0.01 s(14/26) Engine power70,000 hp(12/28) Power / turn radius102.9 hp/m(14/28) Displacement3,900 t(19/28) Power-to-weight17.95 hp/t(18/28) AA range5 km(17/28) Torpedo range10 km(13/27) Torpedo reaction time7.6 s(13/27) NormTurn speed retained81%(24 of 28 tied at this value) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit PointsInitial: 18,700 → 20,700
Displacement3,900 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.
127.3 x 14 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 × 20,700 HP = 1,863 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 × 20,700 HP = 2,070 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.
6,200
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 × 2,200 = 4,400), 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.
2,200
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 × 15,500 = 31,000), 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.
15,500
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 × 2,200 = 4,400), 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.
2,200
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 × 1,800 = 3,600), 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.
1,800
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. baseline7
    In-game data
  2. 2026-10-296.5
    MINISTRY OF BALANCE: BLACK FRIDAY REFIT Stock main battery reload time reduced from 7 to 6.5 s.
Initial: 6.5 s → 6 s
Firing range (base)10.2 km
Firing range (top fire control)11.2 km
Turret traverseInitial: 12.5 °/s → 14 °/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 ±140°
Guns to bear
ƒ180° − 155° (the most restricted aft-facing mount's arc) = 25° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
25° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 25% tighter (better) horizontal dispersion and 25% less vertical spread at max range (11.2 km) than a standard destroyer: about 75 m wide × 45 m tall, against 99 m × 59 m. Also on this curve (4): Burrows, 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 =(1119830·6−0.41000+0.4)·30=74.7m
74.7 m at 11.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =74.7·0.6=44.8m
44.8 m at 11.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =74.7·0.62=22.4m
22.4 m at 11.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =44.8·0.62=13.4m
13.4 m at 11.2 km
Turret turn time
ƒ180 degrees / 12.5 deg/s traverse speed = 14.4 s.
14.4 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 54.8. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 66.3.
Initial: 54.8 → 66.3
HE shells
HE alpha2,200
HE Velocity823 m/s
Fire Chance9%
HE fire DPM vs T8 BB44265
Effective HE DPM vs T8 BB176265
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 / 6.571 s (6.5 s = 46 ticks) base reload = 120,522. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 145,895.
Initial: 120,522 → 145,895
Fires/min
ƒZero upgrades: 54.8 shells/min × 0.09 (9% fire chance) = 4.93. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 66.3 shells/min × 0.09 (9% fire chance) = 5.97.
Initial: 4.93 → 5.97
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 =10−7·2600·340.69·0.137−1.07·9301.38=310.4mm.
310.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.2 km), where the shell has slowed to 402 m/s: P=10−7·2600·340.69·0.137−1.07·4021.38=97.6mm.
97.6 mm at 11.2 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 / 6.571 s (6.5 s = 46 ticks) base reload = 186,261. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 20,400 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 225,474.
Initial: 186,261 → 225,474
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 time85 s
Projectile speed44.0 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 + 10,000 blast = 22,500, 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 + 10,000 blast = 22,500. 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).
22,500
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.
10,000
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km44 kt×2.6855=7.6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.6 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 260°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming148 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 points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk14×2 40mm
40 mm Bofors Mk2Initial: 2×4 → 4×4 40mm
20 mm Oerlikon Mk20Initial: 8×2 → 6×2 20mm
Far aura
Gunsmain battery (DP)
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 42 from dual-purpose main battery firing as AA in this range band.
42
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒInitial: 42 × 3.5 × 1 = 147 → 58 × 3.5 × 1 = 203. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 147 → 203
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 203 = 245
245
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒInitial: 32 × 3.5 × 0.95 = 106 → 24 × 3.5 × 0.95 = 80. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 106 → 80
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 203 + Near 80 = 325
325
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 240 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
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 power70,000 hp
Maximum speed35.0 kt
Turning circle radius680 m
Rudder shift timeInitial: 6.1 s → 4.5 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 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 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.
15.3 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 (31.5 kt of 35.0 kt).
16.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
27.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12.5 − 6.9 = +5.6°/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 (+5.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.15 km x 0.955 = 6.83 km. Camouflage does not change detectability by air.
7.15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.83 km.
6.83 km
Detectability by air3.58 km
Smoke firing penalty2.84 km
Detect when firing (sea)
ƒLarger of 11.2 km range and 2.84 km smoke firing penalty = 11.2 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.
11.2 km
Detect when firing (air)
ƒAir detectability 3.58 km + gun-firing bloom 2.74 km = 6.32 km. The bloom tracks main-battery caliber 137 mm × 0.020 = 2.74 km.
6.32 km
Detect when on fire (sea)
ƒSea detectability 7.15 km + 2.0 km while burning = 9.15 km.
9.15 km
Detect when on fire (air)
ƒAir detectability 3.58 km + 3.0 km while burning = 6.58 km.
6.58 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Advanced Radar∞ charges · 150 s reload · 12 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
· 9 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 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.
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points18,700 → 20,700
  • Rudder shift6.1 → 4.5 s
  • Close-range AA DPS74 → 82
  • Turret traverse12.5 → 14 °/s
Fire controlUpgrade
  • Main battery range10,180 → 11,198 m
ArtilleryUpgrade
  • Base reload7 → 6.5 s

Under the hood

Show ▾

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 (11.2 km) with the same model as Max Horiz/Vert Disp: horizontal 75 / 99 m − 1 = -25%, vertical 45 / 59 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 km18.7 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=0.5·11198=5599 m, and radiusOnMax=0.6 at 11198 m. Below the kink: k=0.2+(0.5−0.2)·50005599=0.4679, so σV=σH·k=40·0.4679=18.7m.
Shell scatter height @ 10 km39.3 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=0.5·11198=5599 m, and radiusOnMax=0.6 at 11198 m. Above the kink: k=0.5+(0.6−0.5)·10000−559911198−5599=0.5786, so σV=σH·k=68·0.5786=39.3m.
AP pen 5 km181 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 =10−7·2600·340.69·0.137−1.07·629.71.38=181mm, 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 km109 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 =10−7·2600·340.69·0.137−1.07·435.21.38=109mm, 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)2,600
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 time7.6 s
900 m / (44.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed44.0 kt
Travel time to max range84.6 s
10000 m / (44.0 kt × 2.6855) = 84.6 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 range42
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 4x2 -> 102 DPS @ 3.5 km; 40mm Bofors Mk2 4x4 -> 102 DPS @ 3.5 km; 20mm Oerlikon Twin 6x2 -> 80 DPS @ 2 km; Far AA (?) -> 42 DPS @ 5 km.
AA DPS layered by range42 DPS @ 5 km, 246 DPS @ 3.5 km, 326 DPS @ 2 km
@ 5 km: 42 from one family; @ 3.5 km: 102 + 102 + 42 = 246; @ 2 km: 102 + 102 + 80 + 42 = 326. 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-blank326
102 + 102 + 80 + 42 = 326 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1084
102 × 3.5 + 102 × 3.5 + 80 × 2 + 42 × 5 = 1084. 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 hypothetical destroyer design from the mid-1940s armed with 5.4-inch (137 mm) artillery in twin-gun mounts. Guns of this caliber fired heavier shells than the standard 5-inch (127 mm) Mark 12 and were considered for the main armament of a new generation of destroyers in the late 1930s.

Armor Beta

Hull HP 18,700 → 20,700 with hull upgrade, 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 134+ 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)≈ 1,035 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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≈ 15,525 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)≈ 1,035 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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 Christopher. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×2Torpedo ×1
2026-10-29

MINISTRY OF BALANCE: BLACK FRIDAY REFIT

  • Stock main battery reload time reduced from 7 to 6.5 s.
  • Upgraded main battery reload time reduced from 6.5 to 6 s.
  • Maximum speed increased from 35 to 36 kts.
  • Torpedo speed increased from 44 to 46 kts.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Christopher 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.