World of Warships: Legends ship guide

D'kyr

Beta
France · Tier VI · Battleship · Premium
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Strong secondaries (6 km)Improved HE penSonarSpotter planeLong-reach AALow AP DPM
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Community Data

D'kyr Community Stats

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Playstyle

Overview

D'kyr is a Tier VI French secondary battleship with top-decile secondary reach out to 5.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best torpedo speed in T6 BBs (67 kt) and best AA reach in T6 BBs (5.2 km).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 32-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 9/32 T6 BBs.

Fast torpedoes

67.0 kt torpedo speed, best of T6 BBs. Less reaction time for targets to dodge.

Long-reach AA

5.2 km AA reach, best of T6 BBs.

Fast for the class

32.0 kt, best of T6 BBs. Lets you rotate flanks or escape disengagements.

ELITE SONAR
  • Long-range · 5.43 km
  • Wide torpedo · 3.75 km
  • Long-duration · 116.0 s
Low AP DPM

146667 AP DPM, bottom decile of T6 BBs. Citadel windows matter more than spam.

Acquisition

How to get D'kyr

D'kyr 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

  • Replicator Crate 3% Star Trek Premium Ship Collaboration containers · Replicator Crate · 1 of 2 ships
  • Replicator Crate II 2.5% Star Trek Premium Ship Collaboration containers · Replicator Crate II · 1 of 2 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where D'kyr sits among Tier VI BBs (32 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.

BestMax speed32 kt (1 of 3 tied) BestAA range5.2 km (1 of 5 tied) BestTorpedo speed67 kt (1/6) BestTorpedo reload60 s (1/6) Top 10%Secondary DPM (per side)309,375 (3/32) Top 10%Secondary HE pen32 mm (4/31) Top 25%Traverse-to-turn ratio4.4 × (9/32) Top 25%Main battery reload27 s (9/32) Top 25%Engine power160,000 hp (5/32) Top 25%Turn-speed retention192.8 hp/m (5/32) Top 25%Displacement40,198 t (9/32) Top 25%Power-to-weight3.98 hp/t (5/32) Top 25%Secondary range5.5 km (5/32) Top 25%Deck armor100 mm (5/32) Bottom 25%Hit points54,000 HP (28/32) Bottom 25%Main battery range15.84 km (29/32) Bottom 25%Citadel belt260 mm (27/32) Bottom 10%Fires per minute4.27 (29/31) WorstHE DPM56,000 (31/31) WorstAP DPM146,667 (32/32) WorstHE alpha1,500 (1 of 2 tied)
See 26 mid-pack stats

Not standouts for D'kyr -- 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.

Concealment14.64 km(21/32) Air detection11.71 km(20/32) Rudder shift14.8 s(17/32) Main battery caliber380 mm(21/32) Sigma1.8(19/32) HE fire chance32%(21/31) AP shell damage11,000(21/32) Main dispersion207.1 m(15/32) Secondary fire chance7%(23/31) AP velocity820 m/s(13/32) HE velocity820 m/s(14/31) Acceleration35.2 s(13/32) AP arming threshold63 mm(12/32) AA DPS350(19/32) AA threat1,233(13/32) Torpedo range7.5 km(3/6) Repair charges3(15/32) Max armor350 mm(20/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTorpedo damage≈12,700(4 of 6 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit Points54,000
Displacement40,198 t
Armor range13–350 mm
Plate armor thicknesses13, 16, 20, 25, 32, 35, 40, 45, 50, 70, 80, 90, 95, 100, 105, 110, 150, 200, 260, 350 mm
Armor material/layer entries50
Fire resistance30%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 380 mm L/52 SK C/34
Mounts / barrels3 mounts / 6 barrels
Reload time27 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverse5 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1440030·122.21000+2.2)·30=207.1m
207.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207.1·0.6=124.3m
124.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =207.1·0.344(σ=1.8)=71.2m
71.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =124.3·0.344(σ=1.8)=42.7m
42.7 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 27 s base reload = 13.3.
13.3
HE shells
HE Damage4,200
HE Velocity820 m/s
Fire Chance32%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,200 HE damage x 6 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 27 s base reload = 56,000.
56,000
Base fires/min
ƒ13.3 shells/min x 32% fire chance = 4.27.
4.27
AP shells
AP Damage11,000
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
729.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 534 m/s: P=107·2450·8000.69·0.381.07·5341.38=403.6mm.
403.6 mm
AP full-salvo alpha
ƒ11,000 AP damage x 6 broadside guns = 66,000.
66,000
Base AP DPM
ƒ66,000 AP full-salvo alpha x 60 / 27 s base reload = 146,667.
146,667
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.
120
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time60 s
Projectile speed67 kt
Range7.5 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,700 = 38,100.
38,100
AA Defense
AA mount points25
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (57×3.5×0.7) + (49×3.5×0.75) = 350. 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.
350
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm Flak LM/426×2 37mm
20 mm Flakvierling 387×4 20mm
20 mm Flakzwilling 3812×2 20mm
128 mm L/61 SK C/42 (DP)11×2 128mm
Far aura
DPS
ƒIncludes 49 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
49
Range5.2 km
Medium aura
DPS31
Range3.5 km
Total DPS in Aura
ƒFar 49 + Medium 31 = 80
80
Near aura
DPS57
Range2 km
Total DPS in Aura
ƒFar 49 + Medium 31 + Near 57 = 137
137
S
Secondary Battery
Mounts11
Firing range5.5 km
Shell Grouping (σ)1
Caliber128 mm
Reload time3.2 s
HE Damage1,500
Muzzle Velocity900 m/s
Fire Chance7%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed32 kt
Turning circle radius830 m
Rudder shift time14.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
35.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
56.2 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·32.0·0.5144830=1.14°/s, so ratio=ωturretωhull=51.14=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea14.64 km
Detectability by air11.71 km
Smoke firing penalty13.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.64 km
Detect Fire Sea16.64 km
Detect Fire Air14.71 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,560 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 22,680 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 270 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (54,000 HP) per second = 270 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Sonar2 charges · 180 s reload · 116 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 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)1.8
Max Horiz Disp207.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14400}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 207.1\,\text{m}$
Shell scatter width @ 10 km164 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 Disp124.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 207.1 \cdot 0.6 = 124.3\,\text{m}$
Shell scatter height @ 10 km88.4 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 Disp71.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 207.1 \cdot 0.344\;(\sigma = 1.8) = 71.2\,\text{m}$
Med Vert Disp42.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 124.3 \cdot 0.344\;(\sigma = 1.8) = 42.7\,\text{m}$
AP Pen Close729.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 820^{1.38} = 729.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far403.6 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 534 m/s: $P = 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 534^{1.38} = 403.6\,\text{mm}$.
HE penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha25,200
4,200 HE damage x 6 broadside guns = 25,200.
AP full-salvo alpha66,000
11,000 AP damage x 6 broadside guns = 66,000.
Base HE DPM56,000
25,200 HE full-salvo alpha x 60 / 27 s base reload = 56,000.
Base AP DPM146,667
66,000 AP full-salvo alpha x 60 / 27 s base reload = 146,667.
Base shells/min13.3
6 broadside guns x 60 / 27 s base reload = 13.3.
Base fires/min4.27
13.3 shells/min x 32% fire chance = 4.27.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range43.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage76,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
Per-side salvo damage38,100
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,700 = 38,100.

AA defense

Close-range AA DPS350
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (57×3.5×0.7) + (49×3.5×0.75) = 350. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1233
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

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.

Secondary battery firepower

Secondary DPM (per side)309,375
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 11×2 128 mm (11/side) × 60/3.2 × 1500 = 309,375. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 128 mm family.
Max HE pen32 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 32 mm from the 128 mm family.

Armor Beta

Hull HP 54,000, 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 & stern26 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–70 mm)≈ 2,700 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 20–350 mm)≈ 40,500 (~75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–90 mm)≈ 2,700 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 13–260 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.
Superstructure16 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 D'kyr can equip, from in-game data.

  • D'kyr default exterior
    DefaultThe ship’s standard exterior
  • Star Trek
    Gneisenau StartrekStar Trek

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.