World of Warships: Legends ship guide

Königsberg

Beta
AP citadel cruiserGuns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Improved HE penHigh AP DPMSonarFlat AP shellsFlat HE shellsLight secondaries
On this page
Community Data

Königsberg Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Königsberg is a Tier IV German light cruiser whose 150mm guns earn citadels on broadsides (292,500 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. 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 shell velocity in T4 CAs (960) and best flat HE shells in T4 CAs (960).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.1 km on ships, 3.6 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 24,300-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

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, unique in T4 CAs.

ELITE MAIN BATTERY
  • Flat AP shells · 960.0 m
  • Flat HE shells · 960.0 m
  • AP DPM machine · 263250 AP
ELITE SONAR
  • Long-range · 5.13 km
  • Long-duration · 112.0 s
Thick deck armor

90.0 mm armor deck, best of T4 CAs. Eats plunging fire and HE that peers don't.

Light secondaries

15000.0 secondary DPM (theoretical), bottom decile of T4 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Königsberg

Königsberg is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 112,500 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Königsberg sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Königsberg sits among Tier IV CAs (22 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.

BestAP DPM263,250 (1/22) BestAP velocity960 m/s (1/22) BestHE velocity960 m/s (1/21) BestDeck armor90 mm (1/22) Top 10%Torpedo speed64 kt (3/21) Top 25%Main battery range13.99 km (5/22) Top 25%Main battery reload8 s (6/22) Top 25%Displacement7,700 t (4/22) Bottom 25%Hit points24,300 HP (19/22) Bottom 25%Secondary HE pen15 mm (13/16) Bottom 25%Engine power68,200 hp (18/22) Bottom 25%Turn-speed retention100.3 hp/m (19/22) Bottom 25%AA DPS64 (18/22) Bottom 25%AA threat173 (18/22) Bottom 10%Main battery caliber150 mm (21/22) WorstHE shell damage1,700 (21/21) WorstHE fire chance8% (1 of 5 tied) WorstSecondary DPM (per side)15,000 (16/16) WorstHE alpha1,000 (16/16) WorstSecondary fire chance4% (1 of 3 tied)
See 24 mid-pack stats

Not standouts for Königsberg -- 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.

Max speed32.5 kt(17/22) Concealment11.57 km(17/22) Air detection6.94 km(16/22) Rudder shift7 s(11/22) Traverse-to-turn ratio4.26 ×(16/22) Fires per minute5.4(8/21) HE DPM114,750(7/21) Main dispersion120.7 m(14/22) Acceleration24.7 s(10/22) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Power-to-weight8.86 hp/t(16/22) AA range3.5 km(13/22) Torpedo range6 km(15/21) Torpedo damage≈12,700(13/21) Torpedo reload68 s(7/21) Max armor100 mm(8/22) Citadel belt70 mm(15/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 22,600 → 24,300
Displacement7,700 t
Armor range10–100 mm
Plate armor thicknesses10, 13, 14, 15, 16, 20, 25, 30, 35, 40, 50, 70, 90, 100 mm
Armor material/layer entries55
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction7%
Main Battery
ModuleArtillery: 150 mm L/60 Drh Tr C/25
Mounts / barrels3 mounts / 9 barrels
Reload time8 s
Firing range (base)12.7 km
Firing range (top fire control)14 km
Turret traverse6 °/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 =(1271730·81.11000+1.1)·30=120.7m
120.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.7·0.6=72.4m
72.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =120.7·0.32(σ=2)=38.6m
38.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =72.4·0.32(σ=2)=23.2m
23.2 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 8 s base reload = 67.5.
67.5
HE shells
HE Damage1,700
HE Velocity960 m/s
Fire Chance8%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,700 HE damage x 9 broadside guns = 15,300.
15,300
Base HE DPM
ƒ15,300 HE full-salvo alpha x 60 / 8 s base reload = 114,750.
114,750
Base fires/min
ƒ67.5 shells/min x 8% fire chance = 5.4.
5.4
AP shells
AP Damage3,900
AP Velocity960 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1862·45.50.69·0.151.07·9601.38=257.7mm. Matches the in-game spec card.
257.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.5 km), where the shell has slowed to 306.5 m/s: P=107·1862·45.50.69·0.151.07·306.51.38=53.3mm.
53.3 mm
AP full-salvo alpha
ƒ3,900 AP damage x 9 broadside guns = 35,100.
35,100
Base AP DPM
ƒ35,100 AP full-salvo alpha x 60 / 8 s base reload = 263,250.
263,250
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.
15
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed64 kt
Range6 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 Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
76,200
AA Defense
AA mount pointsInitial: 6 → 8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (2×3.5×0.9) = 64. 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.
64
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm Flakzwilling 30 (upgraded hull only)4×2 37mm
20 mm Flak 38Initial: 2×1 → 4×1 20mm
7.92 mm MG 08 (stock hull only)4×1 8mm
88 mm L/45 MPL C/13 (DP)2×1 88mm
Medium aura
DPS8
Range3.5 km
Far aura
DPS
ƒIncludes 2 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
2
Range3 km
Total DPS in Aura
ƒMedium 8 + Far 2 = 10
10
Near aura
DPS11
Range2 km
Total DPS in Aura
ƒMedium 8 + Far 2 + Near 11 = 21
21
S
Secondary Battery
Mounts2 → 3
Firing range4.0 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 68,200 hp
Engine power68,200 hp
Maximum speed32.5 kt
Turning circle radius680 m
Rudder shift time7 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
24.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
40 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·32.5·0.5144680=1.41°/s, so ratio=ωturretωhull=61.41=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea11.57 km
Detectability by air6.94 km
Smoke firing penalty5.39 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.57 km
Detect Fire Sea13.57 km
Detect Fire Air9.94 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 112 s active · 5.13 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 171×301000=5.13 km
· 3.57 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 119×301000=3.57 km
Catapult Fighter3 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
Module options (2)

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

HullUpgrade
  • Hit points22,600 → 24,300
  • Rudder shift12.7 → 9.1 s
  • AA mounts6 → 8
  • Close-range AA DPS15 → 19
  • Maximum AA range2 → 3.5 km
Fire controlUpgrade
  • Main battery range12,717 → 13988.7 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 Disp120.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12717}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 120.7\,\text{m}$
Shell scatter width @ 10 km102 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 Disp72.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 120.7 \cdot 0.6 = 72.4\,\text{m}$
Shell scatter height @ 10 km56.8 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 Disp38.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 120.7 \cdot 0.32\;(\sigma = 2) = 38.6\,\text{m}$
Med Vert Disp23.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 72.4 \cdot 0.32\;(\sigma = 2) = 23.2\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close257.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1862 \cdot 45.5^{0.69} \cdot 0.15^{-1.07} \cdot 960^{1.38} = 257.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far53.3 mm
Same formula at the ship's max firing range (17.5 km), where the shell has slowed to 306.5 m/s: $P = 10^{-7}\cdot 1862 \cdot 45.5^{0.69} \cdot 0.15^{-1.07} \cdot 306.5^{1.38} = 53.3\,\text{mm}$.
HE penetration38 mm
38 mm ≈ 150 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) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha15,300
1,700 HE damage x 9 broadside guns = 15,300.
AP full-salvo alpha35,100
3,900 AP damage x 9 broadside guns = 35,100.
Base HE DPM114,750
15,300 HE full-salvo alpha x 60 / 8 s base reload = 114,750.
Base AP DPM263,250
35,100 AP full-salvo alpha x 60 / 8 s base reload = 263,250.
Base shells/min67.5
9 broadside guns x 60 / 8 s base reload = 67.5.
Base fires/min5.4
67.5 shells/min x 8% fire chance = 5.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage152,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,700 = 152,400.
Per-side salvo damage76,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.

AA defense

Close-range AA DPS64
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (2×3.5×0.9) = 64. 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 index173
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)15,000
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: 2×1 88 mm (1/side) × 60/4 × 1000 = 15,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor Beta

Hull HP 22,60024,300 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 & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel50 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 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–40 mm)700 (3% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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)70 mm primary (range 14–70 mm)18,200 (75% of HP)
No common caliber overmatches70 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 10–40 mm)500 (2% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 10–70 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 10–100 mm)1,600 (7% 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP12,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (88 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.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP7,300 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 Königsberg. Cards are condensed; use each source link for full context.

Buff ×2Torpedo ×1
2024-04-25

Ministry of Balance: Old Gold

  • Bow and stern plating increased from 10 to 13 mm.
  • Torpedo bulkhead thickness increased from 15 to 16 mm.
  • Updated model in armor viewer.
  • Minor Armor Updates.
  • Mainz, Mainz CE, and Königsberg are getting minor armor updates for their barbettes; this update won't impact gameplay.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Königsberg 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.