World of Warships: Legends ship guide

Daring

Also called: 果敢 Beta
U.K. · Tier ★ · Destroyer · Premium
Smoke destroyerBuilt around smoke: hold cap edges and trade gunfire from inside the cloud.
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
Wide always-pen zoneSmoke + SonarFast turret traverseLate auto-bounceLong-duration sonarUnderpowered engine
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Playstyle

Overview

Daring is a Legendary 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. She also packs the super-heal (1%/s, for 10 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best turret traverse rate in Legendary DDs (25) and best AP always-pen window in Legendary DDs (60°).

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. 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

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

ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 67.5°
Extra smoke charges

6.0 Smoke Generator charges, best of Legendary DDs.

Long-duration sonar

180.0 s Sonar duration, best of Legendary DDs.

Quick acceleration

~7.2 s to 90% of top speed, top decile of Legendary DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

WEAK MOBILITY
  • Underpowered engine · 54000.0 hp
  • Bleeds speed in turns · 85.7 hp
Acquisition

How to get Daring

Daring is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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 Daring 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.

BestAcceleration7.2 s (1/11) BestAP arming threshold19 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) Top 25%Concealment7.06 km (4/12) Top 25%Traverse-to-turn ratio15.27 × (3/12) Top 25%Main battery reload2.5 s (3/12) Top 25%Fires per minute11.52 (3/12) Top 25%HE DPM244,800 (4/12) Bottom 25%Torpedo reload125 s (10/12) WorstMax speed35 kt (1 of 3 tied) WorstMain battery caliber114 mm (1 of 2 tied) WorstAP shell damage2,100 (1 of 3 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied) WorstEngine power54,000 hp (11/11) WorstTurn-speed retention85.7 hp/m (11/11) WorstPower-to-weight14.14 hp/t (11/11)
See 20 mid-pack stats

Not standouts for Daring -- 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 points20,800 HP(7/12) Air detection3.53 km(6/12) Rudder shift4.6 s(8/12) Main battery range11.12 km(5/12) HE shell damage1,700(9/12) HE fire chance8%(7/12) AP DPM302,400(4/10) Main dispersion98.4 m(9/12) Displacement3,820 t(7/12) AA DPS206(9/12) AA range5 km(6/12) AA threat838(9/12) Torpedo range9.99 km(9/12) Torpedo damage≈15,667(7/12) Torpedo speed62 kt(9/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormRepair heal rate1 %/s(2 of 3 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value)
Survivability
Hit Points20,800
Displacement3,820 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.8 s
Firing range11.1 km
Turret traverse25 °/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 =(1112530·80.51000+0.5)·30=98.4m
98.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
59.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =98.4·0.32(σ=2)=31.5m
31.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =59.1·0.32(σ=2)=18.9m
18.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ6 broadside guns x 60 / 2.8 s base reload = 128.6.
128.6
HE shells
HE Damage1,700
HE Velocity746 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571.
218,571
Installed HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 244,800.
244,800
Base fires/min
ƒ128.6 shells/min x 8% fire chance = 10.29.
10.29
AP shells
AP Damage2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
140.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: P=107·1600·250.69·0.1131.07·288.91.38=37.8mm.
37.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
Base AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000.
270,000
Installed AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 302,400.
302,400
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time125 s
Projectile speed62 kt
Range9.99 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=47,000·0.333=15,667.
≈ 15,667
Torpedo detectability1.3 km
Flooding chance282%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.
156,670
AA Defense
AA mount points3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (22×3.5×1) = 206. 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.
206
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk V1×2 40mm
40 mm STAAG2×2 40mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose main battery firing as AA in this range band.
22
Range5 km
Medium aura
DPS37
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 37 = 59
59
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed35 kt
Turning circle radius630 m
Rudder shift time4.6 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
7.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
18.9 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·35.0·0.5144630=1.64°/s, so ratio=ωturretωhull=251.64=15.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.3× snappy
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.42 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.06 km
Detect Fire Sea9.06 km
Detect Fire Air6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
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
Repair Party2 charges · 80 s reload · 10 s active · 2,080 HP (10% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (10 s) = up to 10% of max HP restored per charge.
· 4,160 HP (20% of max HP) total heal (all charges)
ƒ10% per charge x 2 charges = up to 20% of max HP if the whole Repair Party loadout is used.
· 208 HP/s (1% of max HP) heal per second
ƒ1% of max HP (20,800 HP) per second = 208 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 Disp98.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11125}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 98.4\,\text{m}$
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 Disp59.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 98.4 \cdot 0.6 = 59.1\,\text{m}$
Shell scatter height @ 10 km52.2 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 Disp31.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 98.4 \cdot 0.32\;(\sigma = 2) = 31.5\,\text{m}$
Med Vert Disp18.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 59.1 \cdot 0.32\;(\sigma = 2) = 18.9\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close140.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1600 \cdot 25^{0.69} \cdot 0.113^{-1.07} \cdot 746^{1.38} = 140.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far37.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: $P = 10^{-7}\cdot 1600 \cdot 25^{0.69} \cdot 0.113^{-1.07} \cdot 288.9^{1.38} = 37.8\,\text{mm}$.
HE penetration20 mm
20 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
Base HE DPM218,571
10,200 HE full-salvo alpha x 60 / 2.8 s base reload = 218,571.
Base AP DPM270,000
12,600 AP full-salvo alpha x 60 / 2.8 s base reload = 270,000.
Installed HE DPM244,800
10,200 HE full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 244,800.
Installed AP DPM302,400
12,600 AP full-salvo alpha x 60 / 2.5 s installed reload (Main Battery Mod. 3 = -10%) = 302,400.
Base shells/min128.6
6 broadside guns x 60 / 2.8 s base reload = 128.6.
Installed shells/min144
6 broadside guns x 60 / 2.5 s installed Artillery reload = 144.
Base fires/min10.29
128.6 shells/min x 8% fire chance = 10.29.
Installed fires/min11.52
144 shells/min x 8% fire chance = 11.52.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage156,670
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.
Per-side salvo damage156,670
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,667 = 156,670.

AA defense

Close-range AA DPS206
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (22×3.5×1) = 206. 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 index838
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.

Armor Beta

Hull HP 20,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

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)3,300 (16% 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 primary (range 16–19 mm)15,600 (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 16–20 mm)1,300 (6% 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)≈ 165,500 (effectively 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP10,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP6,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Daring default exterior
    DefaultThe ship’s standard exterior

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.