World of Warships: Legends ship guide

Kane

Also called: 凯恩 Beta
Advanced Radar destroyerAdvanced Radar on a hard-hitting gunboat: hold caps from inside your own scan
Playstyle
  • 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
Key characteristics
Heavy HE shellsLRS Radar 8.0kmWide always-pen zoneClose-range AP brickLong smoke deploymentSlow
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Community Data

Kane Community Stats

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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

Surveillance Radar

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.

ELITE MAIN BATTERY
  • 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°
Long smoke deployment

26.0 s smoke deployment window, top decile of T5 DDs. Lays a longer rolling smoke trail while moving.

Thin armor

13.0 mm max plate, bottom decile of T5 DDs. Citadel windows open against peer-tier guns.

Acquisition

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
U.S.A. Tech Tree

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

Official WG availability sources
Show direct source rows

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 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.

BestMain dispersion65.9 m (1/25) BestAP velocity960 m/s (1/23) BestAP ricochet start60° (1/23) BestAP auto-bounce angle67.5° (1/23) BestDisplacement1,700 t (1/25) Top 25%Rudder shift2.8 s (4/25) Top 25%Main battery range10.59 km (7/25) Bottom 25%Stealth profile6.63 km / 3.32 km (20/25 / 20/25) Bottom 25%HE velocity792 m/s (21/25) Bottom 25%AA DPS70 (21/25) Bottom 25%Torpedo damage≈10,833 (21/25) Bottom 25%Torpedo reload100 s (23/25) WorstMax speed34 kt (1 of 2 tied) WorstFires per minute2.16 (25/25) WorstHE DPM51,600 (25/25) WorstAP DPM79,200 (23/23) WorstEngine power27,500 hp (25/25) WorstTurn-speed retention52.9 hp/m (25/25) WorstPower-to-weight16.18 hp/t (25/25) WorstTorpedo speed38 kt (25/25) WorstMax armor13 mm (25/25) WorstCitadel belt13 mm (23/23) WorstEnd plates10 mm (23/23 / 23/23)
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.

Hit points14,800 HP(9/25) Traverse-to-turn ratio5.19 ×(10/25) Main battery caliber127 mm(15/25) Main battery reload5 s(11/25) Acceleration17 s(11/25) AP arming threshold21 mm(11/23) AA range3 km(17/25) AA threat144(19/25) Torpedo range8 km(18/25) Deck armor13 mm(12/19) NormAP fuse timer0.01 s(19 of 23 tied at this value)
Survivability
Hit PointsInitial: 12,200 → 14,800
Displacement1,700 t
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm Mk7 mod. 2
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverseInitial: 10 °/s → 12.5 °/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 =(963030·60.41000+0.4)·30=65.9m
65.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =65.9·0.6=39.6m
39.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =65.9·0.32(σ=2)=21.1m
21.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =39.6·0.318(σ=2)=12.6m
12.6 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ2 broadside guns x 60 / 5 s base reload = 24.
24
HE shells
HE Damage2,150
HE Velocity792 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 2 broadside guns = 4,300.
4,300
Base HE DPM
ƒ4,300 HE full-salvo alpha x 60 / 5 s base reload = 51,600.
51,600
Base fires/min
ƒ24 shells/min x 9% fire chance = 2.16.
2.16
AP shells
AP Damage3,300
AP Velocity960 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 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 =107·2750·250.69·0.1271.07·9601.38=300.9mm. Matches the in-game spec card.
300.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: P=107·2750·250.69·0.1271.07·311.91.38=63.8mm.
63.8 mm
AP full-salvo alpha
ƒ3,300 AP damage x 2 broadside guns = 6,600.
6,600
Base AP DPM
ƒ6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.
79,200
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.
12
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time100 s
Projectile speed38 kt
Range8 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=32,500·0.333=10,833.
≈ 10,833
Torpedo detectability0.9 km
Flooding chance159%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming117 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
129,996
AA Defense
AA mount points3
Close-range AA DPS
ƒSum 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.
70
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/23 Mk71×1 76mm
20 mm Oerlikon Mk20 (upgraded hull only)2×2 20mm
12.7 mm Browning M2 mod. 2 (stock hull only)2×1 13mm
Medium aura
DPS1
Range3 km
Near aura
DPS20
Range2 km
Total DPS in Aura
ƒMedium 1 + Near 20 = 21
21
Maneuverability
Engine moduleEngine: 27,500 hp
Engine power27,500 hp
Maximum speed34 kt
Turning circle radius520 m
Rudder shift time2.8 s
Engine power-boost threshold8.8 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
17 s
Acceleration 0-99%
ƒTime 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.
29.4 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·34.0·0.5144520=1.93°/s, so ratio=ωturretωhull=101.93=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea6.63 km
Detectability by air3.32 km
Smoke firing penalty2.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.63 km
Detect Fire Sea8.63 km
Detect Fire Air6.32 km
Guaranteed Detect2 km
Consumables
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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
· 8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
Module options (2)

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

HullUpgrade
  • Hit points12,200 → 14,800
  • Close-range AA DPS5 → 21
  • Turret traverse10 → 12.5 °/s
Fire controlUpgrade
  • Main battery range9,630 → 10,593 m

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 Disp65.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9630}{30}\cdot\dfrac{6-0.4}{1000} + 0.4\right)\cdot 30 = 65.9\,\text{m}$
Max Vert Disp39.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 65.9 \cdot 0.6 = 39.6\,\text{m}$
Med Horiz Disp21.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 65.9 \cdot 0.32\;(\sigma = 2) = 21.1\,\text{m}$
Med Vert Disp12.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 39.6 \cdot 0.318\;(\sigma = 2) = 12.6\,\text{m}$
AP Pen Close300.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 960^{1.38} = 300.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far63.8 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: $P = 10^{-7}\cdot 2750 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 311.9^{1.38} = 63.8\,\text{mm}$.
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 Radius12
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 alpha2
Barrels that can bear on one beam (2 of 4); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha4,300
2,150 HE damage x 2 broadside guns = 4,300.
AP full-salvo alpha6,600
3,300 AP damage x 2 broadside guns = 6,600.
Base HE DPM51,600
4,300 HE full-salvo alpha x 60 / 5 s base reload = 51,600.
Base AP DPM79,200
6,600 AP full-salvo alpha x 60 / 5 s base reload = 79,200.
Base shells/min24
2 broadside guns x 60 / 5 s base reload = 24.
Base fires/min2.16
24 shells/min x 9% fire chance = 2.16.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed38 kt
Travel time to max range81 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
Per-side salvo damage129,996
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.

AA defense

Close-range AA DPS70
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.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index144
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 12,20014,800 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.

Bow & stern10 mm

Overmatched by 183+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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
Bow10 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.
Stern10 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.
Citadel13 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.
Superstructure6 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.

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 Kane can equip, from in-game data.

  • Kane default exterior
    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.

Source status No high-context source card yet Filtered for precision