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: Idling beam-on in an obvious torpedo lane
Key characteristics
Heavy HE shellsLRS Radar 8.0kmWide always-pen zoneTorpedoes on both beamsHeavy AP shellsSlow
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Community Data

Kane Community Stats

Across 890+ Standard battles from 120+ players, Kane averages a 65% win rate, 33,400 damage and 1.2 kills per battle, and survives 48% of them.

Community Data

Kane Community Stats

Log in to GamingDiver and upload your data to see Community Data for Kane: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Kane is a Tier V American super-radar destroyer (8 km) and an equal 8 km torpedo-detection radius so the same scan that lights an enemy DD also paints incoming torps. The kit isn't stealth-and-ambush -- the radar IS the kit; she takes caps by lighting up the contest from inside her own scan, not by sneaking in under detection. Standout traits: heavy AP shells in T5 DDs (3,300, 3rd of 22) and best close-range AP pen in T5 DDs (248.1 mm, 1st of 23). The trade is top speed in T5 DDs (34 kt, 25th of 25).

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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 4.1 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (8 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 2.8 s and carving a 520 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (10,833 damage against 14,800 HP) takes 73% of the ship. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Torpedoes on both beams

Two launchers on each beam, 6 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 2/25 T5 DDs.

Surveillance Radar

8 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 3300 damage
  • Close-range AP brick · 248.1 mm
  • Long-range AP brick · 81.42 mm
  • Heavy HE shells · 2150 damage
Long smoke deployment ↗

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

Slow for the class ↗

34 kt, bottom decile of T5 DDs. Hard to rotate flanks or disengage; commit positioning early.

Thin armor ↗

13 mm max plate, bottom decile of T5 DDs. Citadel windows open against peer-tier guns. AP above 78 mm of caliber cannot arm on 13 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 203 mm AP and up overmatches it at any angle.

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.

History: Early Access Jun 2026 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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
  • U.S.A. 250: History-Inspired Event & New Alternative Destroyers Early Access Start: 2026-06-26
    • You can find Tier V–VIII Early Access ships in U.S. Alt. Destroyer crates, available via the campaign, Calendar, collection, and Ranked Battles. You'll also find the new ships in the Steel Eagles random bundle in the Store.
    • Tier V Kane
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Kane sits among Tier V DDs (24 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.

BestTurning circle520 m (1/25) BestMain dispersion71.3 m (1/25) BestAP velocity960 m/s (1/22) BestAP ricochet start60° (1/22) BestAP auto-bounce angle67.5° (1/22) BestDisplacement1,700 t (1/25) BestAP pen at 10 km87 mm (1/23) Top 10%AP shell damage3,300 (3/22) Top 10%Acceleration (0-12 kt)4.6 s (3/25) Top 25%Rudder shift2.8 s (4/25) Top 25%Main battery range10.59 km (7/25) Top 25%Main battery reload4.5 s (7/25) Top 25%HE shell damage2,150 (4/25) Top 25%HE fire chance9% (5/25) Bottom 25%Stealth profile6.63 km / 3.32 km (20/25 / 20/25) Bottom 25%HE velocity792 m/s (21/25) Bottom 25%AA DPS71 (20/25) Bottom 25%Torpedo damage≈10,833 (21/25) Bottom 25%Torpedo reaction time8.8 s (22/25) Bottom 25%Torpedo reload100 s (23/25) WorstMax speed34 kt (1 of 2 tied) WorstEngine power27,500 hp (25/25) WorstPower / turn radius52.9 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 (25/25) WorstEnd plates10 mm (25/25 / 25/25)
See 14 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) Smoke fire bloom2.48 km(17/25) Main battery caliber127 mm(15/25) Fires per minute3.54(17/25) HE DPM84,656(16/25) AP DPM129,938(10/22) Time to 90% speed16.1 s(11/25) AP arming threshold21 mm(9/22) Effective HE DPM (incl. fire)111,316(16/25) AA range3 km(17/25) AA threat146(19/25) Torpedo range8 km(18/25) NormAP fuse timer0.01 s(17 of 22 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 12,200 → 14,800
Displacement1,700 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
95.8 x 9.4 m
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 20% → 23.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 14,800 HP = 1,332 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 14,800 HP = 1,480 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
7,400
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
4,400
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,100 = 22,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
11,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Main Battery
ModuleArtillery: 127 mm Mk7 mod. 2
Mounts / barrels4 mounts / 4 barrels
Reload time
patched
  1. baseline5
    In-game data
  2. 2026-10-294.5
    MINISTRY OF BALANCE: BLACK FRIDAY REFIT Stock main battery reload time reduced from 5 to 4.5 s.
Initial: 4.5 s → 4 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverseInitial: 10 °/s → 12.5 °/s
Turret armor22 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
169° starboard-only, 169° port-only, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 180° (the most restricted forward-facing mount's arc) = 0° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 0° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 24% tighter (better) horizontal dispersion and 24% less vertical spread at max range (10.6 km) than a standard destroyer: about 71 m wide × 43 m tall, against 94 m × 57 m. Also on this curve (4): Burrows, Christopher, Hughes, Osborne.
Accurate US destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1059330·6−0.41000+0.4)·30=71.3m
71.3 m at 10.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =71.3·0.6=42.8m
42.8 m at 10.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =71.3·0.62=21.4m
21.4 m at 10.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =42.8·0.62=12.8m
12.8 m at 10.6 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 39.4. All upgrades (top gun): 3 broadside guns x 60 / 4 s all-upgrades reload = 45.
Initial: 39.4 → 45
HE shells
HE alpha2,150
HE Velocity792 m/s
Fire Chance9%
HE fire DPM vs T5 BB30501
Effective HE DPM vs T5 BB127251
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 3 broadside guns = 6,450.
6,450
HE DPM
ƒZero upgrades: 6,450 HE full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 84,656. All upgrades (top gun): 6,450 HE full-salvo alpha x 60 / 4 s all-upgrades reload = 96,750.
Initial: 84,656 → 96,750
Fires/min
ƒZero upgrades: 39.4 shells/min × 0.09 (9% fire chance) = 3.54. All upgrades (top gun): 45 shells/min × 0.09 (9% fire chance) = 4.05.
Initial: 3.54 → 4.05
AP shells
AP alpha3,300
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2750·250.69·0.127−1.07·9601.38=300.9mm.
300.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 372.4 m/s: P=10−7·2750·250.69·0.127−1.07·372.41.38=81.4mm.
81.4 mm at 10.6 km
AP full-salvo alpha
ƒ3,300 AP damage x 3 broadside guns = 9,900.
9,900
AP DPM
ƒZero upgrades: 9,900 AP full-salvo alpha x 60 / 4.571 s (4.5 s = 32 ticks) base reload = 129,938. All upgrades (top gun): 9,900 AP full-salvo alpha x 60 / 4 s all-upgrades reload = 148,500.
Initial: 129,938 → 148,500
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 speed38.0 kt
Range8 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 900 blast = 11,733. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
11,733
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km38 kt×2.6855=8.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.59 per hit, shown as 1.59×100=159%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
159%
Torpedo launcher traverse25 °/s
Launch arcswing 145°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming132 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
64,998
AA Defense
AA mount points3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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
Guns76.2 mm/23 Mk7
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.95 hit probability = 66 - the same in-game units as the Close-range AA DPS headline.
66
Range2 km
Total DPS in Aura
ƒMedium 4 + Near 66 = 70
70
Maneuverability
Engine power27,500 hp
Maximum speed34.0 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
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
15.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
16.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
27.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.6 = +1.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.63 km x 0.955 = 6.33 km. Camouflage does not change detectability by air.
6.63 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.63 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.33 km.
6.33 km
Detectability by air3.32 km
Smoke firing penalty2.48 km
Detect when firing (sea)
ƒLarger of 10.59 km range and 2.48 km smoke firing penalty = 10.59 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
10.59 km
Detect when firing (air)
ƒAir detectability 3.32 km + gun-firing bloom 2.54 km = 5.86 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.86 km
Detect when on fire (sea)
ƒSea detectability 6.63 km + 2.0 km while burning = 8.63 km.
8.63 km
Detect when on fire (air)
ƒAir detectability 3.32 km + 3.0 km while burning = 6.32 km.
6.32 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 · 450 m radius
Advanced Radar2 charges · 150 s reload · 10 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
· 18°/s passive sweep
ƒThe passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s.
· 2.5 s blip duration
ƒA ship caught by the passive sweep stays marked on the Minimap for about 2.5 s after the beam passes.
Module options (3)

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
ArtilleryUpgrade
  • Base reload5 → 4.5 s

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DD24% tighter H · 24% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard destroyer curve, both evaluated at this ship's max range (10.6 km) with the same model as Max Horiz/Vert Disp: horizontal 71 / 94 m − 1 = -24%, vertical 43 / 57 m − 1 = -24%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km40 m
(166.7 × (6 − 0.4) / 1000 + 0.4) × 30 = 40 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km68 m
(333.3 × (6 − 0.4) / 1000 + 0.4) × 30 = 68 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.
Shell scatter height @ 5 km19.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10593=5296 m, and radiusOnMax=0.6 at 10593 m. Below the kink: k=0.2+(0.5−0.2)·50005296=0.4832, so σV=σH·k=40·0.4832=19.3m.
Shell scatter height @ 10 km40 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10593=5296 m, and radiusOnMax=0.6 at 10593 m. Above the kink: k=0.5+(0.6−0.5)·10000−529610593−5296=0.5888, so σV=σH·k=68·0.5888=40m.
AP pen 5 km158 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2750·250.69·0.127−1.07·602.81.38=158mm, where 602.8 m/s is the shell's speed when it arrives at 5 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km87 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2750·250.69·0.127−1.07·390.21.38=87mm, where 390.2 m/s is the shell's speed when it arrives at 10 km (from 960 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.16 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2723·0.12728·25=6.9×10−5. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.18 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3·0.12728·25=7.6×10−5. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)3
Counted from each mount's firing arc: most barrels that bear at once: 3 of 4, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,750
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass25 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity960 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius6
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.4
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.8 s
900 m / (38.0 kt × 2.6855) = 8.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed38.0 kt
Travel time to max range78.4 s
8000 m / (38.0 kt × 2.6855) = 78.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; 20mm Oerlikon Twin 2x2 -> 67 DPS @ 2 km.
AA DPS layered by range4 DPS @ 3 km, 71 DPS @ 2 km
@ 3 km: 4 from one family; @ 2 km: 4 + 67 = 71. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank71
4 + 67 = 71 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index146
4 × 3 + 67 × 2 = 146. 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
Open in Charting Tool

Ship Charts

Background

USS Kane was one of five Clemson-class destroyers armed with 127 mm main battery guns. In the 1920s and 1930s she served in European waters and was part of the U.S. Navy Scouting Fleet. The destroyer saw much of the action during the Pacific War and received seven battle stars.

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 estimates.

Bow & stern10 mm

Overmatched by 186+ AP 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)≈ 740 (~5% of HP)
Overmatched by 150mm+ AP (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+ AP (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.

Balance History

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

Buff ×2Main Battery ×2
2026-10-29

MINISTRY OF BALANCE: BLACK FRIDAY REFIT

  • Stock main battery reload time reduced from 5 to 4.5 s.
  • Upgraded main battery reload time reduced from 4.5 to 4 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Kane can equip.

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.