World of Warships: Legends ship guide

Graf Spee B

Beta
Germany · Tier V · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
283 mm overmatchHeavy AP pen15 km gun rangeHeavy HE shellsSonarSlow

Variant of Graf Spee

Cosmetic-only variant of Graf Spee. Identical to Graf Spee on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Graf Spee B Community Stats

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Playstyle

Overview

Graf Spee B is a Tier V German super-cruiser: a battleship-sized hull with a 283mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (5.3 km on ships and 3.7 km on torpedoes, 114 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AP overmatch threshold in T5 CAs (19.7 mm) and best close-range AP pen in T5 CAs (500.2 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 283mm shells citadel cruisers on the wrong frame, and her 39,400-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
  • Big-caliber overmatch · 19.7 mm
  • Close-range AP brick · 500.2 mm
  • Long-range AP brick · 202.0 mm
High HP pool

39400.0 HP, best of T5 CAs.

Strong torpedo belt

22.0% torpedo damage reduction, best of T5 CAs.

Heavy armor

150.0 mm max plate, best of T5 CAs.

WEAK MAIN BATTERY
  • Stiff AP fuse · 47.0 mm
  • Wide dispersion · 174.3 m
Acquisition

How to get Graf Spee B

Graf Spee B 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

  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
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Cohort position

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Where Graf Spee B sits among Tier V CAs (28 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 points39,400 HP (1/28) BestMain battery caliber283 mm (1/28) BestSecondary HE pen38 mm (1/25) BestTorpedo speed65 kt (1 of 3 tied) BestMax armor150 mm (1 of 3 tied) Top 10%Main battery range15.03 km (2/28) Top 10%Secondary fire chance8% (3/25) Top 10%End plates19 mm (3/28 / 3/28) Top 25%HE alpha1,700 (5/25) Bottom 25%Stealth profile12.38 km / 7.43 km (22/28 / 22/28) Bottom 25%AP DPM151,200 (24/28) Bottom 25%AP fuse timer0.01 s (25/28) Bottom 25%Torpedo damage≈12,700 (19/24) Bottom 10%Main battery reload20 s (27/28) WorstMax speed28.5 kt (28/28) WorstRudder shift10.3 s (28/28) WorstSigma1.9 (28/28) WorstFires per minute3.6 (26/26) WorstHE DPM57,600 (26/26) WorstMain dispersion174.3 m (28/28) WorstAcceleration29.5 s (28/28) WorstAP arming threshold47 mm (28/28) WorstEngine power54,000 hp (28/28) WorstTurn-speed retention79.4 hp/m (28/28) WorstDisplacement16,275 t (28/28) WorstPower-to-weight3.32 hp/t (28/28) WorstSecondary range4 km (1 of 9 tied)
See 14 mid-pack stats

Not standouts for Graf Spee B -- 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.

Traverse-to-turn ratio5.83 ×(11/28) Secondary DPM (per side)118,878(9/25) AP velocity910 m/s(9/28) HE velocity910 m/s(10/26) AA DPS166(21/28) AA range4.5 km(12/28) AA threat546(19/28) Torpedo range8.01 km(13/24) Torpedo reload90 s(16/24) Citadel belt100 mm(13/28) Deck armor70 mm(9/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormRepair heal rate0.5 %/s(5 of 7 tied at this value)
Survivability
Hit Points39,400
Displacement16,275 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 40, 45, 50, 70, 100, 125, 150 mm
Armor material/layer entries55
Fire resistance23.3%
Fire duration45 s
Torp Reduction22%
Main Battery
ModuleArtillery: 283 mm L/52 Drh LC/28
Mounts / barrels2 mounts / 6 barrels
Reload time20 s
Firing range15 km
Turret traverse7.2 °/s
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1503030·101.61000+1.6)·30=174.3m
174.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =174.3·0.6=104.6m
104.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =174.3·0.332(σ=1.9)=57.8m
57.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =104.6·0.332(σ=1.9)=34.7m
34.7 m
Turret turn time
ƒ180 degrees / 7.2 deg/s traverse speed = 25 s.
25 s
Base shells/min
ƒ6 broadside guns x 60 / 20 s base reload = 18.
18
HE shells
HE Damage3,200
HE Velocity910 m/s
Fire Chance20%
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,200 HE damage x 6 broadside guns = 19,200.
19,200
Base HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 20 s base reload = 57,600.
57,600
Base fires/min
ƒ18 shells/min x 20% fire chance = 3.6.
3.6
AP shells
AP Damage8,400
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2282·3000.69·0.2831.07·9101.38=546.5mm. Matches the in-game spec card.
546.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.8 km), where the shell has slowed to 442.5 m/s: P=107·2282·3000.69·0.2831.07·442.51.38=202.1mm.
202.1 mm
AP full-salvo alpha
ƒ8,400 AP damage x 6 broadside guns = 50,400.
50,400
Base AP DPM
ƒ50,400 AP full-salvo alpha x 60 / 20 s base reload = 151,200.
151,200
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.
60
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65 kt
Range8.01 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming836 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (24×3.5×0.85) + (23×3.5×0.9) = 166. 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.
166
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 304×2 37mm
20 mm Flak 384×1 20mm
20 mm Flak 386×1 20mm
105 mm L/65 Dop. L. C/31 (DP)3×2 105mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range4.5 km
Medium aura
DPS7
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 7 = 30
30
Near aura
DPS24
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 7 + Near 24 = 54
54
S
Secondary Battery
Mounts11
Firing range4.0 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
105 mm L/65 Dop. L. C/31 (×3)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm L/55 MPL C/35 (×8)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed28.5 kt
Turning circle radius680 m
Rudder shift time10.3 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 (25.7 kt of 28.5 kt), from our in-house acceleration model.
29.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.2 kt of 28.5 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.
49.7 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·28.5·0.5144680=1.24°/s, so ratio=ωturretωhull=7.21.24=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea12.38 km
Detectability by air7.43 km
Smoke firing penalty8.89 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.38 km
Detect Fire Sea14.38 km
Detect Fire Air10.43 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 114 s active · 5.28 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 176×301000=5.28 km
· 3.66 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 122×301000=3.66 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 5,516 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 11,032 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 197 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (39,400 HP) per second = 197 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)1.9
Max Horiz Disp174.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15030}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 174.3\,\text{m}$
Shell scatter width @ 10 km132 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 Disp104.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 174.3 \cdot 0.6 = 104.6\,\text{m}$
Shell scatter height @ 10 km70.4 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 Disp57.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 174.3 \cdot 0.332\;(\sigma = 1.9) = 57.8\,\text{m}$
Med Vert Disp34.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 104.6 \cdot 0.332\;(\sigma = 1.9) = 34.7\,\text{m}$
AP Pen Close546.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2282 \cdot 300^{0.69} \cdot 0.283^{-1.07} \cdot 910^{1.38} = 546.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far202.1 mm
Same formula at the ship's max firing range (18.8 km), where the shell has slowed to 442.5 m/s: $P = 10^{-7}\cdot 2282 \cdot 300^{0.69} \cdot 0.283^{-1.07} \cdot 442.5^{1.38} = 202.1\,\text{mm}$.
HE penetration71 mm
71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch19 mm
floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time25 s
180 degrees / 7.2 deg/s traverse speed = 25 s.
HE full-salvo alpha19,200
3,200 HE damage x 6 broadside guns = 19,200.
AP full-salvo alpha50,400
8,400 AP damage x 6 broadside guns = 50,400.
Base HE DPM57,600
19,200 HE full-salvo alpha x 60 / 20 s base reload = 57,600.
Base AP DPM151,200
50,400 AP full-salvo alpha x 60 / 20 s base reload = 151,200.
Base shells/min18
6 broadside guns x 60 / 20 s base reload = 18.
Base fires/min3.6
18 shells/min x 20% fire chance = 3.6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range47.4 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 damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS166
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.9) + (24×3.5×0.85) + (23×3.5×0.9) = 166. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index546
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)118,878
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: 3×2 105 mm (3/side) × 60/3.35 × 1200 = 64,478 + 8×1 150 mm (4/side) × 60/7.5 × 1700 = 54,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 39,400, 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 & stern19 mm

Overmatched by 90+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 45s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)≈ 1,970 (~5% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)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)45 mm primary (range 16–100 mm)≈ 29,550 (~75% of HP)
No common caliber overmatches45 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–50 mm)≈ 1,970 (~5% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 16–100 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.
Superstructure13 mm primary (range 13–150 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.

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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Graf Spee B can equip, from in-game data.

  • Graf Spee B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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