World of Warships: Legends ship guide

Elephant

Also called: 大象 Beta
U.S.S.R. · Tier VII · CA Cruiser · Premium
AP-only cruiserNo HE shells: every salvo is AP into broadsides, dodge in open water.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Long torps (10 km)Heavy AP pen2.1 sigma accuracyWide always-pen zoneSlowFragile
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Community Data

Elephant Community Stats

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Playstyle

Overview

Elephant is a Tier VII Soviet AP-only cruiser with strong AP DPM (309,474): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (4.9 km on ships and 3.4 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP always-pen window in T7 CAs (60°) and best AP guaranteed-ricochet angle in T7 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD.

Signature Traits

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 75.0°
  • Tight grouping
  • Sensitive AP fuse · 12.0 mm
Thick deck armor

76.0 mm armor deck, top decile of T7 CAs. Eats plunging fire and HE that peers don't.

Heavy secondary DPM

180000.0 secondary DPM per side, top decile of T7 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

WEAK MOBILITY
  • Slow for the class · 30.0 kt
  • Bleeds speed in turns · 112.7 hp
Acquisition

How to get Elephant

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

Best listed chance for this ship

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

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Elephant sits among Tier VII CAs (55 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP arming threshold12 mm (1 of 5 tied) BestAP ricochet start60° (1 of 13 tied) BestAP auto-bounce angle75° (1 of 6 tied) Top 10%Stealth profile11.56 km / 7.06 km (5/55 / 5/55) Top 10%Sigma2.1 (3/55) Top 10%Secondary DPM (per side)180,000 (5/48) Top 10%Acceleration18.6 s (5/54) Top 10%Deck armor76 mm (5/50) Top 25%AP shell damage4,900 (14/55) Top 25%AA DPS522 (11/55) Top 25%Citadel belt152 mm (13/52) Bottom 25%Hit points34,000 HP (49/55) Bottom 25%Secondary HE pen17 mm (38/48) Bottom 25%Engine power80,000 hp (49/54) Bottom 25%Power-to-weight5.55 hp/t (45/54) WorstMax speed30 kt (1 of 2 tied) WorstTurn-speed retention112.7 hp/m (1 of 4 tied)
See 25 mid-pack stats

Not standouts for Elephant -- 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.

Rudder shift9.8 s(36/55) Traverse-to-turn ratio6.42 ×(19/55) Main battery caliber203 mm(17/55) Main battery range15.41 km(36/55) Main battery reload9.5 s(31/55) AP DPM309,474(22/55) Main dispersion139.3 m(29/55) HE alpha1,500(26/48) Secondary fire chance6%(19/48) AP velocity884 m/s(23/55) AP fuse timer0.02 s(39/55) Displacement14,420 t(17/55) AA range5 km(29/55) AA threat1,354(29/55) Torpedo range9.99 km(15/40) Torpedo damage≈14,433(21/40) Torpedo speed62 kt(24/40) Torpedo reload96 s(24/40) Repair heal rate0.6 %/s(22/54) Max armor152 mm(17/55) Bow armor25 mm(32/52) Stern armor25 mm(32/52) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormSecondary range5 km(44 of 48 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points34,000
Displacement14,420 t
Armor range16–152 mm
Plate armor thicknesses16, 25, 27, 30, 38, 40, 64, 76, 128, 146, 152 mm
Armor material/layer entries63
Fire resistance36.6%
Fire duration30 s
Torp Reduction7%
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels5 mounts / 10 barrels
Reload time10.5 s
Firing range15.4 km
Turret traverse8 °/s
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1541030·81.11000+1.1)·30=139.3m
139.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.3·0.6=83.6m
83.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =139.3·0.308(σ=2.1)=42.9m
42.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83.6·0.307(σ=2.1)=25.7m
25.7 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ10 broadside guns x 60 / 10.5 s base reload = 57.1.
57.1
HE shells
HE penetration
ƒfloor(203 mm caliber / 6): standard HE penetration.
33 mm
AP shells
AP Damage4,900
AP Velocity884 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.022 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·3000·131.50.69·0.2031.07·8841.38=557.5mm. Matches the in-game spec card.
557.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 409.8 m/s: P=107·3000·131.50.69·0.2031.07·409.81.38=193mm.
193 mm
AP full-salvo alpha
ƒ4,900 AP damage x 10 broadside guns = 49,000.
49,000
Base AP DPM
ƒ49,000 AP full-salvo alpha x 60 / 10.5 s base reload = 280,000.
280,000
Installed AP DPM
ƒ49,000 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 309,474.
309,474
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.
30
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 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=43,300·0.333=14,433.
≈ 14,433
Torpedo detectability1.3 km
Flooding chance259%
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 = 4 x 14,433 = 57,732.
57,732
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (78×3.5×0.85) + (21×3.5×0.9) = 522. 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.
522
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VII4×4 40mm
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IV4×1 20mm
20 mm Oerlikon Mk V18×2 20mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
21
Range5 km
Medium aura
DPS71
Range2.5 km
Total DPS in Aura
ƒFar 21 + Medium 71 = 92
92
Near aura
DPS78
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 71 + Near 78 = 170
170
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed30 kt
Turning circle radius710 m
Rudder shift time9.8 s
Engine power-boost threshold23.5 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
18.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
35.8 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·30.0·0.5144710=1.25°/s, so ratio=ωturretωhull=81.25=6.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.4× slow
Concealment
Detectability by sea11.56 km
Detectability by air7.06 km
Smoke firing penalty6.58 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.56 km
Detect Fire Sea13.56 km
Detect Fire Air10.06 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 5,712 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.
· 11,424 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 204 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (34,000 HP) per second = 204 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Observation Seaplane3 charges · 200 s reload · 35 s active · 1 squadron size · Tightens main-battery shell grouping

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.1
Max Horiz Disp139.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15410}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 139.3\,\text{m}$
Shell scatter width @ 10 km102 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 Disp83.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 139.3 \cdot 0.6 = 83.6\,\text{m}$
Shell scatter height @ 10 km54 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 Disp42.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 139.3 \cdot 0.308\;(\sigma = 2.1) = 42.9\,\text{m}$
Med Vert Disp25.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.6 \cdot 0.307\;(\sigma = 2.1) = 25.7\,\text{m}$
AP Pen Close557.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 3000 \cdot 131.5^{0.69} \cdot 0.203^{-1.07} \cdot 884^{1.38} = 557.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far193 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 409.8 m/s: $P = 10^{-7}\cdot 3000 \cdot 131.5^{0.69} \cdot 0.203^{-1.07} \cdot 409.8^{1.38} = 193\,\text{mm}$.
HE penetration33 mm
floor(203 mm caliber / 6): standard HE penetration.
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
AP full-salvo alpha49,000
4,900 AP damage x 10 broadside guns = 49,000.
Base AP DPM280,000
49,000 AP full-salvo alpha x 60 / 10.5 s base reload = 280,000.
Installed AP DPM309,474
49,000 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 309,474.
Base shells/min57.1
10 broadside guns x 60 / 10.5 s base reload = 57.1.
Installed shells/min63.2
10 broadside guns x 60 / 9.5 s installed Artillery reload = 63.2.

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 count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage115,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,433 = 115,464.
Per-side salvo damage57,732
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,433 = 57,732.

AA defense

Close-range AA DPS522
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (78×3.5×0.85) + (21×3.5×0.9) = 522. 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 index1354
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 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor Beta

Hull HP 34,000, 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 & stern25 mm

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

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm≈ 1,700 (~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)16 mm primary (range 16–152 mm)≈ 25,500 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–40 mm)≈ 1,700 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 27–152 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.
Superstructure25 mm primary (range 25–76 mm)no 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 Elephant can equip, from in-game data.

  • Elephant default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Hampshire PirateDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision