World of Warships: Legends ship guide

Monaghan

Also called: 莫纳汉 Beta
U.S.A. · Tier V · Destroyer · Premium
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 9.2-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (9 km)SmokeEngine BoostFast turret traverseLong-reach AASlow torp reload
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Community Data

Monaghan Community Stats

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Playstyle

Overview

Monaghan is a Tier V American torpedo destroyer. The torpedoes travel, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best turret traverse rate in T5 DDs (15) and best AA reach in T5 DDs (5 km).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 9.2 km reach at 55 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work. 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

Holding 9.2-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Fast turret traverse

15.0°/s turret traverse, best of T5 DDs. Tracks fast-rotating targets peers can't keep up with.

Long-reach AA

5.0 km AA reach, best of T5 DDs.

Heavy torpedoes

15533.0 damage per torpedo, top decile of T5 DDs.

Slow torp reload

122.0 s torpedo reload, worst of T5 DDs. Long wait between drops.

Low fire chance

5.0% fire chance per HE shell, bottom decile of T5 DDs. AP carries more weight.

Acquisition

How to get Monaghan

Monaghan is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Global XP. 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.

Best listed chance for this ship

  • Super V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Fall Big Crate 0.25% Tier IV or V Premium ship Common containers · Fall Big Crate · 1 of 2 ships
Show all 17 containers (14 more)
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Monaghan 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.

BestAA range5 km (1 of 3 tied) Top 10%Traverse-to-turn ratio7.81 × (2/25) Top 10%AA threat390 (2/25) Top 10%Torpedo damage≈15,533 (3/25) Top 25%Main battery reload4 s (5/25) Top 25%HE DPM108,000 (7/25) Top 25%AA DPS132 (5/25) Top 25%Torpedo range9.15 km (7/25) Top 25%Deck armor16 mm (5/19) Bottom 25%Stealth profile6.66 km / 3.33 km (21/25 / 21/25) Bottom 25%Fires per minute3 (21/25) Bottom 25%Main dispersion94.1 m (21/25) Bottom 25%AP velocity792 m/s (19/23) Bottom 25%HE velocity792 m/s (21/25) Bottom 25%Power-to-weight18.26 hp/t (21/25) Bottom 25%Torpedo speed55 kt (22/25) WorstAP shell damage2,100 (1 of 6 tied) WorstTorpedo reload122 s (25/25)
See 19 mid-pack stats

Not standouts for Monaghan -- 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 points13,900 HP(16/25) Max speed36.5 kt(11/25) Rudder shift3.5 s(13/25) Main battery caliber127 mm(15/25) Main battery range10.55 km(10/25) HE shell damage1,800(13/25) AP DPM126,000(11/23) Acceleration17.9 s(19/25) AP arming threshold21 mm(11/23) Engine power42,800 hp(17/25) Turn-speed retention76.4 hp/m(15/25) Displacement2,344 t(12/25) Max armor16 mm(15/25) NormAP fuse timer0.01 s(19 of 23 tied at this value) NormAP ricochet start45°(22 of 23 tied at this value) NormAP auto-bounce angle60°(22 of 23 tied at this value) NormCitadel belt16 mm(22 of 23 tied at this value) NormBow armor16 mm(22 of 23 tied at this value) NormStern armor16 mm(22 of 23 tied at this value)
Survivability
Hit Points13,900
Displacement2,344 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 13, 15, 16 mm
Armor material/layer entries22
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 127 mm Mk21/Mk24
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range10.6 km
Turret traverse15 °/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 =(1055230·80.51000+0.5)·30=94.1m
94.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =94.1·0.6=56.5m
56.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =94.1·0.32(σ=2)=30.1m
30.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =56.5·0.319(σ=2)=18m
18 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 4 broadside guns = 7,200.
7,200
Base HE DPM
ƒ7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
108,000
Base fires/min
ƒ60 shells/min x 5% fire chance = 3.
3
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 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 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 250.2 m/s: P=107·2598·250.69·0.1271.07·250.21.38=44.4mm.
44.4 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.
126,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time122 s
Projectile speed55 kt
Range9.15 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=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.1 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming170 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.
155,330
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.95) + (12×3.5×1) = 132. 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.
132
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk48×1 20mm
Far aura
DPS
ƒIncludes 12 continuous AA damage from dual-purpose main battery firing as AA in this range band.
12
Range5 km
Near aura
DPS27
Range2 km
Total DPS in Aura
ƒFar 12 + Near 27 = 39
39
Maneuverability
Engine moduleEngine: 42,800 hp
Engine power42,800 hp
Maximum speed36.5 kt
Turning circle radius560 m
Rudder shift time3.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
17.9 s
Acceleration 0-99%
ƒTime 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.
30.5 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·36.5·0.5144560=1.92°/s, so ratio=ωturretωhull=151.92=7.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.8× ok
Concealment
Detectability by sea6.66 km
Detectability by air3.33 km
Smoke firing penalty2.49 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.66 km
Detect Fire Sea8.66 km
Detect Fire Air6.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 81 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

TorpedoesTrade-off
  • Range6.39 → 9.15 km
  • Reload87 → 122 s
  • Alpha damage32,500 → 46,600
  • Display damage10,833 → 15,533
  • Speed64 → 55 kt

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 Disp94.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10552}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 94.1\,\text{m}$
Shell scatter width @ 10 km90 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 Disp56.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 94.1 \cdot 0.6 = 56.5\,\text{m}$
Shell scatter height @ 10 km53.1 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 Disp30.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 94.1 \cdot 0.32\;(\sigma = 2) = 30.1\,\text{m}$
Med Vert Disp18 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 56.5 \cdot 0.319\;(\sigma = 2) = 18\,\text{m}$
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.4 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 250.2 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 250.2^{1.38} = 44.4\,\text{mm}$.
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 Radius10
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha7,200
1,800 HE damage x 4 broadside guns = 7,200.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM108,000
7,200 HE full-salvo alpha x 60 / 4 s base reload = 108,000.
Base AP DPM126,000
8,400 AP full-salvo alpha x 60 / 4 s base reload = 126,000.
Base shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Base fires/min3
60 shells/min x 5% fire chance = 3.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage155,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.
Per-side salvo damage155,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330.

AA defense

Close-range AA DPS132
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.95) + (12×3.5×1) = 132. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index390
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 13,900, 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 & stern16 mm

Overmatched by 92+ 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
Bow16 mm primary (range 15–16 mm)1,900 (14% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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.
Stern16 mm primary (range 15–16 mm)1,400 (10% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.
Superstructure6 mm primary (range 6–16 mm)800 (6% 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 HP7,000 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.
AA mount (20 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 HP4,200 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

Exteriors

Skins & permanent camouflages

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

  • Monaghan 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.