World of Warships: Legends ship guide

Hermes

Beta
Carpet bomber carrierBig squadrons saturate with HE; attrition over single-target alpha.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsFire bombsTough planesHeavy armorHeavy secondary DPMEasily spotted
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Community Data

Hermes Community Stats

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Playstyle

Overview

Hermes is the Tier III British carrier built on volume: large 12-plane squadrons saturate targets with HE bombs, trading per-bomb penetration for area coverage that stacks fires and chips groups of ships. The kit wins through attrition and waves rather than single-target alpha.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Tough planes

1900.0 HP per plane (weakest squadron), best of T3 CVs. Strikes survive AA pushes that thin peers' squadrons.

Heavy armor

76.0 mm max plate, best of T3 CVs.

ELITE SECONDARIES
  • Heavy secondary DPM · 105750.0 secondary
  • Punch-through · 23.0 mm
ELITE MOBILITY
  • Heavy powerplant · 40000.0 hp
  • Holds speed in turns · 53.3 hp
Slow squadron restore

270.0 s to restore one plane, worst of T3 CVs. Reserves refill slower between sorties.

Sluggish rudder

9.6 s rudder shift, worst of T3 CVs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Hermes

Hermes is available in the Armored Carriers branch of the U.K. Tech Tree for 270,000 credits after researching it in the branch. Known module upgrades cost up to 54,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Hermes sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build around aircraft restoration, survivability, speed, and basic strike consistency. Current advice should account for changed bomber/torpedo restoration, aircraft HP, attack size, and surface/air detectability.

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Cohort position

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Where Hermes sits among Tier III CVs (6 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.

BestSecondary DPM (per side)105,750 (1 of 2 tied) BestSecondary HE pen23 mm (1 of 3 tied) BestEngine power40,000 hp (1 of 2 tied) BestTurn-speed retention53.3 hp/m (1 of 2 tied) BestMax armor76 mm (1 of 2 tied) BestCitadel belt76 mm (1 of 2 tied) BestDeck armor76 mm (1 of 2 tied) BestPlane HP1,900 HP (1 of 2 tied) WorstStealth profile11.02 km / 7.71 km (1 of 2 tied / 1 of 2 tied) WorstRudder shift9.6 s (1 of 2 tied) WorstAA DPS10 (1 of 3 tied) WorstAA threat37 (1 of 3 tied) WorstBomb AP penetration27.1 mm (1 of 2 tied) WorstAir torpedo speed42 kn (1 of 2 tied) WorstSquadron restore time270 s (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Hermes -- 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 points33,200 HP(3/6) Max speed25 kt(3/6) HE alpha2,000(3/6) Secondary fire chance8%(3/6) Acceleration32.2 s(3/6) Displacement13,700 t(5/6) Power-to-weight2.92 hp/t(3/6) AA range3.5 km(3/6) Bomb damage3,500(5/6) Bomb fire chance25%(3/5) Air torpedo damage4,367(3/6) Air torpedo range3 km(5/6) Deck HP16,600 HP(3/6) NormSecondary dispersion bracket57(5 of 6 tied at this value) NormBow armor16 mm(4 of 6 tied at this value) NormStern armor16 mm(4 of 6 tied at this value) NormAir torpedo stealth1.3 km(5 of 6 tied at this value) NormSquadron size12(5 of 6 tied at this value)
Survivability
Hit PointsInitial: 32,200 → 33,200
Displacement13,700 t
Armor range10–76 mm
Plate armor thicknesses10, 13, 16, 20, 25, 76 mm
Armor material/layer entries48
Fire resistanceInitial: 6.7% → 10%
Fire duration60 s
Torp Reduction0%
Squadrons
Total plane capacity36
Flight deck HP16,600
Hangar HP16,600
Dive bomber
Plane HP1,900
OrdnanceHE bomb, 3,500 dmg
Fire chance25%
Bomb penetration27.1 mm
Hangar max12
Hangar restore+4 every 270 s, start 8
Recovery time270 s
Torpedo bomber
Plane HP2,000
Ordnancetorpedo, 4,367 dmg
Flooding chance45%
Hangar max12
Hangar restore+4 every 270 s, start 8
Recovery time270 s
AA Defense
AA mount points0
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
102 mm/45 Mk V (DP)3×1 102mm
Far aura
DPS
ƒIncludes 3 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
3
Range3.5 km
S
Secondary Battery
Mounts9
Firing range3.5 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
102 mm/45 Mk V (×3)
Caliber102 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm/50 BL Mk I (×6)
Caliber140 mm
Reload time5 s
HE Damage2,000
Muzzle Velocity850 m/s
Fire Chance8%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed25 kt
Turning circle radius750 m
Rudder shift time9.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
32.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
50.9 s
Concealment
Detectability by sea11 km
Detectability by air7.71 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11 km
Detect Fire Sea13 km
Detect Fire Air10.71 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points32,200 → 33,200
  • Rudder shift17.5 → 12.5 s

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.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index37
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.

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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)105,750
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: 3×1 102 mm (1.5/side) × 60/4 × 1500 = 33,750 + 6×1 140 mm (3/side) × 60/5 × 2000 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 140 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 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor Beta

Hull HP 32,20033,200 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 & stern16 mm

Overmatched by 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–76 mm)700 (2% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 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)13 mm primary (range 10–16 mm)24,900 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–76 mm)800 (2% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 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.
Superstructure10 mm primary (range 10–76 mm)400 (1% 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).
Secondary mount (140 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
Rudder (module)separate HP pool, does not drain ship HP10,000 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 Hermes. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×19Rework ×2Airstrike ×2Torpedo ×13
2024-12-12

Ministry of Balance: Breaking the Ice

  • Hermes is the hidden king of Tier III carriers in terms of performance, as a result we are slightly nerfing her main source of damage, torpedoes.
  • Torpedo maximum damage reduced from 5,833 to 5,367.
Read the full official post
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time increased from 170 to 270 s.
  • Dive bomber restoration time increased from 170 to 270 s.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Number of attacking aircraft per strike increased from 1 to 2.
  • Maximum HP per aircraft reduced from 2,100 to 1,900 (squadron HP reduced from 8,400 to 7,600).
  • Base speed increased from 98 to 108 knots.
  • Maximum flight range set to 26 kilometers.
  • Maximum hangar aircraft increased from 9 to 12.
  • Starting hangar aircraft reduced from 9 to 8.
  • Aircraft restoration time increased from 80 to 170 seconds.
  • Aircraft restored increased from 1 to 4.
  • Torpedo Bombers:
  • Maximum HP per aircraft reduced from 2,200 to 2,000 (squadron HP reduced from 8,800 to 8,000).
  • +3 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Since her introduction, Hermes has been lagging behind her peers in total damage dealt, which also affects the ship’s win rate and battle impact. Hermes dishes out damage equally with both weapons normally, so they have been buffed:
  • HE bomb damage increased from 3,200 to 3,400.
  • Torpedo damage increased from 5,633 to 5,833.
  • Torpedo speed increased from 40 to 42 knots.
  • Torpedo range increased from 2.4 to 3.0 km.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10.9 to 11 km; air detectability range changed from 7.6 to 7.7 km.
  • Dive bomber HP changed from 2,000 to 2,100; torpedo bomber HP changed from 2,100 to 2,200.
Read the full official post
2022-03-03

March update: All That is Gold Does Not Glitter

  • Maximum bomb damage increased from 2,400 to 3,200.
  • Maximum torpedo damage increased from 5,200 to 5,633.
  • Speed for torpedo bombers increased by 5 kts.
  • Torpedo arming time reduced from 3.5 to 3 s.
  • Torpedo speed increased from 35 to 40 kts.
  • Torpedo spotting range increased by about 15%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Hermes 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.