Laffey
Also called: 拉菲 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
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Laffey Community Stats
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Laffey Community Stats
Record History
Playstyle
Overview
Laffey is a Tier VIII American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also packs the super-heal (1.5%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (272 AA DPS at 5 km, +300% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best high-arc AP shells in T8 DDs (43.2°) and best high-arc HE shells in T8 DDs (44.6°).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.
Signature Traits
Repair Party heals 1.5%/s, best of T8 DDs. Restores more HP per active second than peers.
+300.0% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.
- High-arc AP shells · 43.2°
- High-arc HE shells · 44.6°
3.1 s rudder shift, top decile of T8 DDs. Snappy weave.
- Bow-tanker
- Heavy belt
98.6 m max horizontal dispersion, bottom decile of T8 DDs. Long-range salvos are noticeably wider than peers'.
How to get Laffey
Laffey is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- "The Last Sumner" Campaign Breakdown Campaign Start: 2025-10-06 · End: 2025-11-02 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Through the Spy Glass: Laffey Ship feature / release Start: 2025-10-06 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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 Laffey sits among Tier VIII DDs (27 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 26 mid-pack stats
Not standouts for Laffey -- 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 / 25 deg/s traverse speed = 7.2 s.ƒ
6 broadside guns x 60 / 3.5 s base reload = 102.9.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 6 broadside guns = 10,800.ƒ
10,800 HE full-salvo alpha x 60 / 3.5 s base reload = 185,143.ƒ
10,800 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 209,032.ƒ
102.9 shells/min x 5% fire chance = 5.14.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 (13.9 km), where the shell has slowed to 248.6 m/s: .ƒ
2,100 AP damage x 6 broadside guns = 12,600.ƒ
12,600 AP full-salvo alpha x 60 / 3.5 s base reload = 216,000.ƒ
12,600 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.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 = 10 x 16,700 = 167,000.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×1) + (28×3.5×0.95) + (19×3.5×1) = 272. 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
Includes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 19 + Medium 32 = 51ƒ
Far 19 + Medium 32 + Near 28 = 79ƒ
Time to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (36.1 kt of 36.5 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.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
Repair Party2 charges · 120 s reload · 20 s active · 5,550 HP (30% of max HP) total heal (per charge) ƒ
Heal per second (1.5%) x effective active time (20 s) = up to 30% of max HP restored per charge.ƒ
30% per charge x 2 charges = up to 60% of max HP if the whole Repair Party loadout is used.ƒ
1.5% of max HP (18,500 HP) per second = 278 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator∞ charges · 120 s reload · 15 s emit / 60 s cloud active
Defensive AA Fire3 charges · 140 s reload · 20 s active · +300% flak burst boost
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11150}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 98.6\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 98.6 \cdot 0.6 = 59.2\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 98.6 \cdot 0.319\;(\sigma = 2) = 31.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 59.2 \cdot 0.319\;(\sigma = 2) = 18.9\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 248.6 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 248.6^{1.38} = 44\,\text{mm}$.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.All 6 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.1,800 HE damage x 6 broadside guns = 10,800.2,100 AP damage x 6 broadside guns = 12,600.10,800 HE full-salvo alpha x 60 / 3.5 s base reload = 185,143.12,600 AP full-salvo alpha x 60 / 3.5 s base reload = 216,000.10,800 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 209,032.12,600 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 243,871.6 broadside guns x 60 / 3.5 s base reload = 102.9.6 broadside guns x 60 / 3.1 s installed Artillery reload = 116.1.102.9 shells/min x 5% fire chance = 5.14.116.1 shells/min x 5% fire chance = 5.81.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,700 = 167,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,700 = 167,000.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×1) + (28×3.5×0.95) + (19×3.5×1) = 272. 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 18,500, 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.
Overmatched by 129+ 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 40%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 2,100 (11% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 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) | 19 mm | 13,900 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–20 mm) | 1,600 (9% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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. |
| Superstructure | 19 mm | 1,800 (10% of HP) | Any HE ≥16 mm pens at full damageDamage multiplier ×0.6 | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,600 module HP | Incapacitated at 0 HP | When 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Laffey can equip, from in-game data.
DefaultThe ship’s standard exterior
Laffey Hw25Halloween
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.
