World of Warships: Legends ship guide

Dover

Also called: 多佛 Beta
U.K. · Tier VII · Battleship · Premium
Sniper battleshipLong-range guns citadel broadsides from a backline peers cannot match.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
Long torps (8 km)406 mm overmatchHeavy AP pen2 sigma accuracy18 km gun rangeEasily spotted
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Community Data

Dover Community Stats

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Playstyle

Overview

Dover is a Tier VII British sniper battleship (17.6 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best high HP pool in T7 BBs (77,500 HP) and best armored casemates in T7 BBs (152 mm).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

High HP pool

77500.0 HP, best of T7 BBs.

Armored casemates

152.0 mm casemate / secondary armor, best of T7 BBs. Brawling secondaries survive volleys that knock out peers.

Quick acceleration

~20.6 s to 90% of top speed, top decile of T7 BBs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

ELITE MAIN BATTERY
  • Tight grouping
  • Fast turret traverse · 6.0°
  • Flat AP trajectory
Wide dispersion

236.0 m max horizontal dispersion, bottom decile of T7 BBs. Long-range salvos are noticeably wider than peers'.

Easily spotted

15.56 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Acquisition

How to get Dover

Dover is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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

  • Medieval Chest 3% VII Dover + 2,500 Ship Parts Event containers · Medieval Chest
Official WG availability sources
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Cohort position

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Where Dover sits among Tier VII BBs (48 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.

BestHit points77,500 HP (1/48) BestAcceleration20.6 s (1/48) Top 10%Traverse-to-turn ratio6.39 × (4/48) Top 25%Main battery range17.6 km (7/48) Top 25%Sigma2 (7/48) Top 25%Fires per minute8 (10/47) Top 25%AP DPM277,200 (8/48) Top 25%Torpedo range8.5 km (5/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/48) Bottom 25%Max speed29 kt (38/48) Bottom 25%Stealth profile15.56 km / 12.44 km (44/48 / 44/48) Bottom 25%Rudder shift16.2 s (41/48) Bottom 25%Main dispersion236 m (44/48) Bottom 25%AP velocity747 m/s (42/48) Bottom 25%AP fuse timer0.01 s (43/48) Bottom 25%Displacement50,529 t (39/48) WorstHE velocity792 m/s (1 of 4 tied) WorstMax armor305 mm (1 of 4 tied) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 24 mid-pack stats

Not standouts for Dover -- 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.

Main battery caliber406 mm(17/48) Main battery reload27 s(31/48) HE shell damage5,355(35/47) HE DPM107,100(25/47) Secondary DPM (per side)206,200(27/48) HE alpha2,150(17/45) Secondary fire chance9%(21/45) Secondary HE pen25 mm(22/45) AP arming threshold68 mm(33/48) Engine power150,200 hp(29/48) Turn-speed retention165.1 hp/m(35/48) Power-to-weight2.97 hp/t(33/48) Secondary range5.5 km(21/48) AA DPS566(19/48) AA range5 km(18/48) AA threat1,789(19/48) Torpedo damage≈14,767(9/16) Torpedo speed61 kt(11/16) Repair charges3(23/48) Citadel belt305 mm(26/47) Deck armor50 mm(25/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value)
Survivability
Hit Points77,500
Displacement50,529 t
Armor range16–305 mm
Plate armor thicknesses16, 19, 25, 32, 50, 51, 76, 102, 152, 165, 254, 279, 305 mm
Armor material/layer entries53
Fire resistance36.6%
Fire duration60 s
Torp Reduction20%
Main Battery
ModuleArtillery: 406 mm/45 Mk.I Vickers A
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.6 km
Turret traverse6 °/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 =(1760030·1221000+2)·30=236m
236 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =236·0.6=141.6m
141.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =236·0.319(σ=2)=75.4m
75.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =141.6·0.319(σ=2)=45.2m
45.2 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage5,355
HE Velocity792 m/s
Fire Chance40%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,355 HE damage x 9 broadside guns = 48,195.
48,195
Base HE DPM
ƒ48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390.
96,390
Installed HE DPM
ƒ48,195 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 107,100.
107,100
Base fires/min
ƒ18 shells/min x 40% fire chance = 7.2.
7.2
AP shells
AP Damage13,860
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2527·10800.69·0.4061.07·7471.38=758.1mm. Matches the in-game spec card.
758.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22 km), where the shell has slowed to 537.4 m/s: P=107·2527·10800.69·0.4061.07·537.41.38=481.2mm.
481.2 mm
AP full-salvo alpha
ƒ13,860 AP damage x 9 broadside guns = 124,740.
124,740
Base AP DPM
ƒ124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480.
249,480
Installed AP DPM
ƒ124,740 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 277,200.
277,200
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.
250
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time80 s
Projectile speed61 kt
Range8.5 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=44,300·0.333=14,767.
≈ 14,767
Torpedo detectability1.3 km
Flooding chance265%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.
29,534
AA Defense
AA mount points36
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.75) + (107×3.5×0.75) + (51×3.5×0.7) + (24×3.5×0.75) = 566. 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.
566
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
40 mm Bofors Mk IV10×2 40mm
20 mm Oerlikon Mk IV8×1 20mm
20 mm Oerlikon Mk V4×2 20mm
20 mm Oerlikon Mk.IIIA10×1 20mm
114 mm/45 Mark II BD (DP)8×2 114mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range5 km
Outer Medium aura
DPS107
Range3.5 km
Total DPS in Aura
ƒFar 24 + Outer Medium 107 = 131
131
Inner Medium aura
DPS37
Range2.5 km
Total DPS in Aura
ƒFar 24 + Outer Medium 107 + Inner Medium 37 = 168
168
Near aura
DPS51
Range2 km
Total DPS in Aura
ƒFar 24 + Outer Medium 107 + Inner Medium 37 + Near 51 = 219
219
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
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
114 mm/45 Mark II BD (×8)
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 Mk XXII (×4)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 150,200 hp
Engine power150,200 hp
Maximum speed29 kt
Turning circle radius910 m
Rudder shift time16.2 s
Engine power-boost threshold22.4 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
20.63 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
42.1 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·29.0·0.5144910=0.94°/s, so ratio=ωturretωhull=60.94=6.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.4× slow
Concealment
Detectability by sea15.56 km
Detectability by air12.44 km
Smoke firing penalty15.02 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.56 km
Detect Fire Sea17.56 km
Detect Fire Air15.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 60 s reload · 28 s active · 13,020 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 39,060 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 465 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (77,500 HP) per second = 465 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 Disp236 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17600}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 236\,\text{m}$
Shell scatter width @ 10 km160 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 Disp141.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 236 \cdot 0.6 = 141.6\,\text{m}$
Shell scatter height @ 10 km82.2 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 Disp75.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 236 \cdot 0.319\;(\sigma = 2) = 75.4\,\text{m}$
Med Vert Disp45.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 141.6 \cdot 0.319\;(\sigma = 2) = 45.2\,\text{m}$
AP Pen Close758.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2527 \cdot 1080^{0.69} \cdot 0.406^{-1.07} \cdot 747^{1.38} = 758.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far481.2 mm
Same formula at the ship's max firing range (22 km), where the shell has slowed to 537.4 m/s: $P = 10^{-7}\cdot 2527 \cdot 1080^{0.69} \cdot 0.406^{-1.07} \cdot 537.4^{1.38} = 481.2\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha48,195
5,355 HE damage x 9 broadside guns = 48,195.
AP full-salvo alpha124,740
13,860 AP damage x 9 broadside guns = 124,740.
Base HE DPM96,390
48,195 HE full-salvo alpha x 60 / 30 s base reload = 96,390.
Base AP DPM249,480
124,740 AP full-salvo alpha x 60 / 30 s base reload = 249,480.
Installed HE DPM107,100
48,195 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 107,100.
Installed AP DPM277,200
124,740 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 277,200.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min7.2
18 shells/min x 40% fire chance = 7.2.
Installed fires/min8
20 shells/min x 40% fire chance = 8.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range53.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage59,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
Per-side salvo damage29,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.

AA defense

Close-range AA DPS566
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×0.75) + (107×3.5×0.75) + (51×3.5×0.7) + (24×3.5×0.75) = 566. 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 index1789
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)206,200
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: 8×2 114 mm (8/side) × 60/5 × 1700 = 163,200 + 4×2 152 mm (4/side) × 60/12 × 2150 = 43,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 77,500, 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–51 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 16–279 mm)≈ 58,125 (~75% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–279 mm)≈ 3,875 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–305 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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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