Kane
Also called: 凯恩 Beta- Hold a flank position your team can rotate behind, not a center lane your team has to defend you in
- Avoid: Burning the 6.6 km concealment advantage on guns
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Kane Community Stats
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Kane Community Stats
Record History
Playstyle
Overview
Kane is a Tier V American stealth-leaning destroyer with strong surface detection (6.6 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best close-range AP pen in T5 DDs (248.1 mm) and top-decile long-range AP brick in T5 DDs (63.8 mm).
Positioning
Hold a flank position your team can rotate behind, not a center lane your team has to defend you in. 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
Burning the 6.6 km concealment advantage on guns
Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.
Signature Traits
8 km range, 18 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
- Close-range AP brick · 248.1 mm
- Long-range AP brick · 63.8 mm
- Flat AP shells · 960.0 m
- Wide always-pen zone · 60.0°
- Late auto-bounce · 67.5°
26.0 s smoke deployment window, top decile of T5 DDs. Lays a longer rolling smoke trail while moving.
13.0 mm max plate, bottom decile of T5 DDs. Citadel windows open against peer-tier guns.
How to get Kane
Kane is available in the Recon Destroyers branch of the U.S.A. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show U.S.A. tech-tree branch diagram
Kane sits in the Recon Destroyers branch. The highlighted path shows the local branch context inside the full U.S.A. tree.
Best listed chance for this ship
- U.S. Alt. Destroyer crate 4% V Kane New · U.S. Alt. Destroyer crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Steel Eagles random bundle odds not yet published · V Kane
- U.S. Alt. Destroyer crate 4% · V Kane
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Kane sits among Tier V DDs (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.
See 11 mid-pack stats
Not standouts for Kane -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
2 broadside guns x 60 / 5 s base reload = 24.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 2 broadside guns = 4,300.ƒ
4,300 HE full-salvo alpha x 60 / 5 s base reload = 51,600.ƒ
24 shells/min x 9% fire chance = 2.16.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: .ƒ
3,300 AP damage x 2 broadside guns = 6,600.ƒ
6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (20×3.5×0.95) = 70. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 1 + Near 20 = 21ƒ
Time to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.7 kt of 34 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 26 s emit / 118 s cloud active
Long-Range Surveillance Radar2 charges · 150 s reload · 18 s active · 8 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9630}{30}\cdot\dfrac{6-0.4}{1000} + 0.4\right)\cdot 30 = 65.9\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 65.9 \cdot 0.6 = 39.6\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 65.9 \cdot 0.32\;(\sigma = 2) = 21.1\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 39.6 \cdot 0.318\;(\sigma = 2) = 12.6\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 960^{1.38} = 300.9\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: $P = 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 311.9^{1.38} = 63.8\,\text{mm}$.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.Barrels that can bear on one beam (2 of 4); casemate/wing mounts only fire one side.180 degrees / 10 deg/s traverse speed = 18 s.2,150 HE damage x 2 broadside guns = 4,300.3,300 AP damage x 2 broadside guns = 6,600.4,300 HE full-salvo alpha x 60 / 5 s base reload = 51,600.6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.2 broadside guns x 60 / 5 s base reload = 24.24 shells/min x 9% fire chance = 2.16.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.12 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (20×3.5×0.95) = 70. 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.Longest-reaching aura across AA-only + dual-purpose auras.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 12,200 → 14,800 with hull upgrade, 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.
Overmatched by 183+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 mm primary (range 10–13 mm) | ≈ 740 (~5% of HP) | Overmatched by 150mm+ (Nürnberg, Z-31)Angle bounces 127mm10 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. |
| Stern | 10 mm | ≈ 740 (~5% of HP) | Overmatched by 150mm+ (Nürnberg, Z-31)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 13 mm primary (range 10–13 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. |
| Superstructure | 6 mm primary (range 6–13 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Kane can equip, from in-game data.
DefaultThe ship’s standard exterior
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.
