World of Warships: Legends ship guide

Fletcher

Also called: 弗莱彻 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
High HE DPMSmokeEngine BoostFast turret traverseLong-reach AALow fire chance
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Community Data

Fletcher Community Stats

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Playstyle

Overview

Fletcher is a Tier VII American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best turret traverse rate in T7 DDs (34) and best lingering smoke in T7 DDs (124 s).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Fast turret traverse · 34.0°
  • HE DPM machine · 200000 HE
  • Gun-boat DD
Lingering smoke

124.0 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Long-reach AA

5.0 km AA reach, top decile of T7 DDs.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Low fire chance

5.0% fire chance per HE shell, bottom quartile of T7 DDs. AP carries more weight.

Acquisition

How to get Fletcher

Fletcher is available in the Universal Destroyers branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Fletcher sits in the Universal Destroyers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. destroyers are "jacks-of-all-trades" and masters of none. They can perform in nearly any role needed from a destroyer: spotting the enemy, showering them in fire-starting shells, or unleashing torpedoes.
Advantages
Adaptable, Long-duration Smoke Generator
Disadvantages
Lackluster torpedo armament, Low-velocity shells

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Fletcher sits among Tier VII DDs (34 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.

Top 10%Rudder shift3 s (3/34) Top 10%Traverse-to-turn ratio17.7 × (2/34) Top 10%HE DPM200,000 (4/34) Top 25%Main battery reload2.7 s (5/34) Top 25%AA DPS259 (7/34) Top 25%AA range5 km (9/34) Top 25%AA threat944 (7/34) Bottom 25%AP shell damage2,100 (29/32) Bottom 25%AP velocity792 m/s (29/32) Bottom 25%HE velocity792 m/s (31/34) WorstHE fire chance5% (1 of 8 tied)
See 28 mid-pack stats

Not standouts for Fletcher -- 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 points16,700 HP(23/34) Max speed36.5 kt(17/34) Concealment7.09 km(23/34) Air detection3.55 km(23/34) Main battery caliber127 mm(21/34) Main battery range11.03 km(10/34) HE shell damage1,800(21/34) Fires per minute5.56(17/34) AP DPM233,333(10/32) Main dispersion90.2 m(14/34) Acceleration17.2 s(14/34) AP arming threshold21 mm(14/32) Engine power60,000 hp(17/34) Turn-speed retention107.1 hp/m(11/34) Displacement2,924 t(17/34) Power-to-weight20.52 hp/t(11/34) Torpedo range10.5 km(11/33) Torpedo damage≈15,533(17/33) Torpedo speed62 kt(22/33) Torpedo reload115 s(25/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit PointsInitial: 14,400 → 16,700
Displacement2,924 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries28
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 5×127 mm
Mounts / barrels5 mounts / 5 barrels
Reload time3 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse34 °/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 =(1002630·80.51000+0.5)·30=90.2m
90.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =90.2·0.6=54.1m
54.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =90.2·0.319(σ=2)=28.8m
28.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =54.1·0.32(σ=2)=17.3m
17.3 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ5 broadside guns x 60 / 3 s base reload = 100.
100
HE shells
HE Damage
patched
  1. baseline1800
    In-game data
  2. 2021-05-131900
    May Update: Things Are Heating Up! Maximum damage increased from 1,800 to 1,900.
1,900
HE Velocity792 m/s → 830 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 3 s base reload = 190,000.
190,000
Installed HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 211,111.
211,111
Base fires/min
ƒ100 shells/min x 5% fire chance = 5.
5
AP shells
AP Damage
patched
  1. baseline2100
    In-game data
  2. 2021-05-132200
    May Update: Things Are Heating Up! Maximum damage increased from 2,100 to 2,200.
2,200
AP Velocity792 m/s → 830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·8301.38=232.5mm. Matches the in-game spec card.
232.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 271.7 m/s: P=107·2598·250.69·0.1271.07·271.71.38=49.8mm.
49.8 mm
AP full-salvo alpha
ƒ2,200 AP damage x 5 broadside guns = 11,000.
11,000
Base AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 3 s base reload = 220,000.
220,000
Installed AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 244,444.
244,444
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
Torpedoes
ModuleTorpedoes: Mk15 mod. 3
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time115 s
Projectile speed62 kt
Range10.5 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=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.1 km
Flooding chance279%
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 15,533 = 155,330.
155,330
AA Defense
AA mount pointsInitial: 6 → 12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (33×3.5×1) + (18×3.5×0.95) + (24×3.5×1) = 259. 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.
259
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk1Initial: 2×2 → 5×2 40mm
20 mm Oerlikon Mk4Initial: 4×1 → 7×1 20mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose main battery firing as AA in this range band.
24
Range5 km
Medium aura
DPSInitial: 14 → 33
Range3.5 km
Total DPS in Aura
ƒFar 24 + Medium 33 = 57
57
Near aura
DPSInitial: 11 → 18
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 33 + Near 18 = 75
75
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed36.5 kt
Turning circle radius560 m
Rudder shift time3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
17.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
29.3 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·36.5·0.5144560=1.92°/s, so ratio=ωturretωhull=341.92=17.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
17.7× snappy
Concealment
Detectability by sea7.09 km
Detectability by air3.55 km
Smoke firing penalty2.64 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.09 km
Detect Fire Sea9.09 km
Detect Fire Air6.55 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points14,400 → 16,700
  • Rudder shift5.8 → 3.9 s
  • AA mounts6 → 12
  • Close-range AA DPS25 → 51
Fire controlUpgrade
  • Main battery range10,026 → 11028.6 m
TorpedoesTrade-off
  • Range9.15 → 10.5 km
  • Reload105 → 115 s
  • Alpha damage32,100 → 46,600
  • Display damage10,700 → 15,533
  • Speed55 → 62 kt

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
Max Horiz Disp90.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10026}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 90.2\,\text{m}$
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 Disp54.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 90.2 \cdot 0.6 = 54.1\,\text{m}$
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 Disp28.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 90.2 \cdot 0.319\;(\sigma = 2) = 28.8\,\text{m}$
Med Vert Disp17.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 54.1 \cdot 0.32\;(\sigma = 2) = 17.3\,\text{m}$
AP Pen Close232.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 830^{1.38} = 232.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far49.8 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 271.7 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 271.7^{1.38} = 49.8\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha11,000
2,200 AP damage x 5 broadside guns = 11,000.
Base HE DPM190,000
9,500 HE full-salvo alpha x 60 / 3 s base reload = 190,000.
Base AP DPM220,000
11,000 AP full-salvo alpha x 60 / 3 s base reload = 220,000.
Installed HE DPM211,111
9,500 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 211,111.
Installed AP DPM244,444
11,000 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 244,444.
Base shells/min100
5 broadside guns x 60 / 3 s base reload = 100.
Installed shells/min111.1
5 broadside guns x 60 / 2.7 s installed Artillery reload = 111.1.
Base fires/min5
100 shells/min x 5% fire chance = 5.
Installed fires/min5.56
111.1 shells/min x 5% fire chance = 5.56.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time6.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range65.1 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 damage155,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.
Per-side salvo damage155,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.

AA defense

Close-range AA DPS259
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (33×3.5×1) + (18×3.5×0.95) + (24×3.5×1) = 259. 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 index944
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

Armor Beta

Hull HP 14,40016,700 with hull upgrade, 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 135+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 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
Bow19 mm primary (range 19–20 mm)2,200 (13% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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 mm12,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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 13–20 mm)1,600 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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.
Superstructure13 mm primary (range 13–19 mm)1,300 (8% 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 HP8,400 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 HP5,000 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

Balance History

Balance updates affecting Fletcher. Cards are condensed; use each source link for full context.

Buff ×8Rework ×1Airstrike ×1Main Battery ×4Torpedo ×2
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Stock torpedo reload time reduced from 109 to 105 s.
  • Upgraded torpedo reload time reduced from 122 to 115 s.
  • Upgraded torpedo maximum range increased from 9.15 to 10.5 km.
  • Upgraded torpedo speed increased from 55 to 62 kts.
Read the full official post
2021-05-13

May Update: Things Are Heating Up!

  • New artillery module added to ship progression:
  • AP shell:
  • Maximum damage increased from 2,100 to 2,200.
  • Muzzle speed increased from 792 to 830 m/s.
  • HE shell:
  • Maximum damage increased from 1,800 to 1,900.
  • Anti-air damage has been tweaked in such a way that the continuous damage from AA guns is higher, but there are fewer flak clouds. This has been done to reward successful squadron maneuvers and make AA damage more predictable.
  • To put it short: there are fewer flak clouds but they do more damage upon contact, the AA stats remain unchanged otherwise.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.