World of Warships: Legends ship guide

Erie

Beta
U.S.A. · Tier II · CL Cruiser · Premium
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
High HE / fire outputHigh fire chanceStealthy (8.3 km)Sharp rudderTight dispersionSlow acceleration
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Community Data

Erie Community Stats

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Playstyle

Overview

Erie is a Tier II American all-rounder light cruiser with 152mm guns at 10.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best fires per minute in T2 CAs (7.2) and top-decile sharp rudder in T2 CAs (2.8 s).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 21,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE MAIN BATTERY
  • High fire pressure · 6.4 fires
  • Fast HE shells · 9.3 s
  • Tight dispersion · 93.8 m
  • High fire chance · 12.0%
Sharp rudder

2.8 s rudder shift, top decile of T2 CAs. Snappy weave.

Best-in-class stealth

8.28 km surface detect, top decile of T2 CAs. Stays dark longer.

WEAK MOBILITY
  • Slow acceleration
  • Underpowered engine · 6200.0 hp
Acquisition

How to get Erie

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

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 Erie sits among Tier II CAs (25 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.

BestRudder shift2.8 s (1/25) BestFires per minute6.4 (1/24) BestDisplacement2,705 t (1/25) Top 10%Concealment8.28 km (2/25) Top 10%Main battery reload4.5 s (3/25) Top 10%Main dispersion93.8 m (2/25) Top 25%Max speed28 kt (7/25) Top 25%AP DPM160,000 (5/24) Top 25%AP velocity853 m/s (7/24) Top 25%HE velocity853 m/s (7/24) Top 25%Citadel belt88 mm (6/25) Bottom 25%Air detection5.84 km (20/25) Bottom 25%Traverse-to-turn ratio3.27 × (22/25) Bottom 25%Main battery range10.5 km (22/25) Bottom 25%HE DPM58,667 (21/24) Bottom 25%Turn-speed retention20.7 hp/m (22/25) WorstNo secondaries (10 of 25 in cohort) WorstAcceleration32.5 s (25/25) WorstEngine power6,200 hp (25/25) WorstAA threat5 (16/16) WorstNo torpedoes (19 of 25 in cohort)
See 14 mid-pack stats

Not standouts for Erie -- 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 points21,500 HP(17/25) Main battery caliber152 mm(9/25) Sigma2(11/25) AP arming threshold25 mm(15/24) Power-to-weight2.29 hp/t(15/25) AA DPS6(15/25) AA range0.8 km(16/25) Max armor102 mm(13/25) Deck armor32 mm(16/25) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormBow armor6 mm(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 tied at this value)
Survivability
Hit Points21,500
Displacement2,705 t
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 16, 25, 32, 51, 73, 76, 88, 102 mm
Armor material/layer entries37
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm Mk17
Mounts / barrels4 mounts / 4 barrels
Reload time4.5 s
Firing range10.5 km
Turret traverse9 °/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 =(1050030·80.51000+0.5)·30=93.8m
93.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.8·0.6=56.3m
56.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =93.8·0.32(σ=2)=30m
30 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.3·0.32(σ=2)=18m
18 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Base shells/min
ƒ4 broadside guns x 60 / 4.5 s base reload = 53.3.
53.3
HE shells
HE Damage1,100
HE Velocity853 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,100 HE damage x 4 broadside guns = 4,400.
4,400
Base HE DPM
ƒ4,400 HE full-salvo alpha x 60 / 4.5 s base reload = 58,667.
58,667
Base fires/min
ƒ53.3 shells/min x 12% fire chance = 6.4.
6.4
AP shells
AP Damage3,000
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
219.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 287.2 m/s: P=107·1830·47.70.69·0.1521.07·287.21.38=48.8mm.
48.8 mm
AP full-salvo alpha
ƒ3,000 AP damage x 4 broadside guns = 12,000.
12,000
Base AP DPM
ƒ12,000 AP full-salvo alpha x 60 / 4.5 s base reload = 160,000.
160,000
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.
10
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. 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.
6
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
0.8 km
28 mm Mk2 mod. 24×4 28mm
Medium aura
DPS2
Range0.8 km
Maneuverability
Engine moduleEngine: 6,200 hp
Engine power6,200 hp
Maximum speed28 kt
Turning circle radius300 m
Rudder shift time2.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
32.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 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.
55.7 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·28.0·0.5144300=2.75°/s, so ratio=ωturretωhull=92.75=3.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.3× drags
Concealment
Detectability by sea8.28 km
Detectability by air5.84 km
Smoke firing penalty3.58 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.28 km
Detect Fire Sea10.28 km
Detect Fire Air8.84 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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 Disp93.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10500}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 93.8\,\text{m}$
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 Disp56.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 93.8 \cdot 0.6 = 56.3\,\text{m}$
Shell scatter height @ 10 km53.1 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 Disp30 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 93.8 \cdot 0.32\;(\sigma = 2) = 30\,\text{m}$
Med Vert Disp18 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 56.3 \cdot 0.32\;(\sigma = 2) = 18\,\text{m}$
AP Pen Close219.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 853^{1.38} = 219.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far48.8 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 287.2 m/s: $P = 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 287.2^{1.38} = 48.8\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha4,400
1,100 HE damage x 4 broadside guns = 4,400.
AP full-salvo alpha12,000
3,000 AP damage x 4 broadside guns = 12,000.
Base HE DPM58,667
4,400 HE full-salvo alpha x 60 / 4.5 s base reload = 58,667.
Base AP DPM160,000
12,000 AP full-salvo alpha x 60 / 4.5 s base reload = 160,000.
Base shells/min53.3
4 broadside guns x 60 / 4.5 s base reload = 53.3.
Base fires/min6.4
53.3 shells/min x 12% fire chance = 6.4.

AA defense

Close-range AA DPS6
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. 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 range0.8 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index5
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 21,500, 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 & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel73 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)800 (4% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)73 mm primary (range 51–88 mm)18,700 (87% of HP)
No common caliber overmatches73 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–10 mm)1,800 (8% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel73 mm primary (range 6–88 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.
Superstructure6 mm primary (range 6–102 mm)2,200 (10% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP2,500 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 (28 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 HP7,500 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Erie 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.