World of Warships: Legends ship guide

Öland

Also called: 厄兰 Beta
Pan-Europe · Tier VI · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • 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
Key characteristics
Long, fast torpedoes (12 km)High HE DPMHigh AP DPMStrong AAEngine BoostFragile
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Community Data

Öland Community Stats

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Playstyle

Overview

Öland is a Tier VI European 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%/s, for 14 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 (197 AA DPS at 5 km, +100% 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 HE DPM in T6 DDs (185,455) and best torpedo range in T6 DDs (12 km).

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

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.

HE DPM machine

163200 HE DPM, best of T6 DDs. Sustained fire pressure.

Long-range torps

12.0 km torpedo range, best of T6 DDs.

Long-reach AA

5.0 km AA reach, best of T6 DDs.

Super-heal

Repair Party heals 1.0%/s, best of T6 DDs. Restores more HP per active second than peers.

Slow heal cycle

120.0 s Repair Party reload, worst of T6 DDs. Heals come off cooldown slower than peers.

Acquisition

How to get Öland

Öland is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Early Access. 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 VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
  • Santa Level 5 0.486111% Tier VI Premium ship Event containers · Santa Level 5 · 1 of 36 ships
  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 18 containers (15 more)
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Santa Level 4 0.1875% Tier VI Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 36 ships
    Show 2 paths
    • Santa Level 40.138889%
    • Santa Level 4 → Santa Level 50.048611%
  • Santa Level 3 0.135764% Tier VI Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Santa Level 30.083333%
    • Santa Level 3 → Santa Level 50.024306%
    • Santa Level 3 → Santa Level 40.020833%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.007292%
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Santa Level 2 0.057517% Tier VI Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 36 ships
    Show 7 paths
    • Santa Level 20.027778%
    • Santa Level 2 → Santa Level 30.0125%
    • Santa Level 2 → Santa Level 40.006944%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003646%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003125%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002431%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001094%
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Champion's Box 0.027153% Tier VI Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 36 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.016667%
    • Champion's Box → Santa Level 3 → Santa Level 50.004861%
    • Champion's Box → Santa Level 3 → Santa Level 40.004167%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001458%
  • Santa Level 1 0.014065% Tier VI Premium ship Event containers · Santa Level 1 · 10 paths combined · 1 of 36 ships
    Show 10 paths
    • Santa Level 1 → Santa Level 30.004167%
    • Santa Level 1 → Santa Level 20.004167%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001875%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001215%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001042%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000547%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000469%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000365%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000164%
    • Santa Level 10.000056%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
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Builds Beta

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Cohort position

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Where Öland sits among Tier VI DDs (41 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload2.5 s (1/41) BestHE DPM163,200 (1 of 2 tied) BestAA range5 km (1 of 12 tied) BestTorpedo range12 km (1 of 5 tied) BestRepair heal rate1 %/s (1 of 3 tied) BestEnd plates19 mm (1 of 7 tied / 1 of 7 tied) Top 10%Displacement2,250 t (5/41) Top 10%AA DPS197 (5/41) Top 10%AA threat753 (3/41) Top 10%Torpedo speed76 kt (3/41) Top 25%Fires per minute6.72 (6/41) Top 25%AP DPM206,400 (5/37) Top 25%AP arming threshold20 mm (7/37) Top 25%Torpedo reload70 s (8/41) Top 25%Max armor20 mm (7/41) Top 25%Citadel belt20 mm (7/39) Top 25%Deck armor19 mm (4/27) Bottom 25%Max speed35 kt (36/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Main dispersion95 m (32/41) Bottom 25%Engine power44,000 hp (36/41) Bottom 25%Turn-speed retention72.1 hp/m (37/41) Bottom 25%Torpedo damage≈9,800 (35/41) Bottom 10%Hit points14,100 HP (39/41) WorstNo secondaries (37 of 41 in cohort)
See 16 mid-pack stats

Not standouts for Öland -- 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.

Concealment6.9 km(21/41) Air detection3.45 km(20/41) Rudder shift3.4 s(16/41) Traverse-to-turn ratio5.91 ×(17/41) Main battery range10.66 km(22/41) HE shell damage1,700(31/41) HE fire chance7%(29/41) AP shell damage2,150(25/37) AP velocity850 m/s(15/37) HE velocity850 m/s(17/41) Acceleration16.9 s(14/41) Power-to-weight19.56 hp/t(21/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormRepair charges2(5 of 6 tied at this value)
Survivability
Hit Points14,100
Displacement2,250 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time2.5 s
Firing range10.7 km
Turret traverse10 °/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 =(1066330·80.51000+0.5)·30=95m
95 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95·0.6=57m
57 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95·0.319(σ=2)=30.3m
30.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57·0.319(σ=2)=18.2m
18.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 2.5 s base reload = 96.
96
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 2.5 s base reload = 163,200.
163,200
Base fires/min
ƒ96 shells/min x 7% fire chance = 6.72.
6.72
AP shells
AP Damage2,150
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 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 =107·2500·23.50.69·0.121.07·8501.38=235.4mm. Matches the in-game spec card.
235.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.7 m/s: P=107·2500·23.50.69·0.121.07·273.71.38=49.3mm.
49.3 mm
AP full-salvo alpha
ƒ2,150 AP damage x 4 broadside guns = 8,600.
8,600
Base AP DPM
ƒ8,600 AP full-salvo alpha x 60 / 2.5 s base reload = 206,400.
206,400
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed76 kt
Range12 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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1.6 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming235 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (22×3.5×1) + (14×3.5×0.95) + (21×3.5×1) = 197. 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.
197
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Bofors M19363×2 40mm
40 mm/60 Bofors M19362×1 40mm
25 mm/64 Bofors M19327×1 25mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose main battery firing as AA in this range band.
21
Range5 km
Medium aura
DPS22
Range3.5 km
Total DPS in Aura
ƒFar 21 + Medium 22 = 43
43
Near aura
DPS14
Range2.5 km
Total DPS in Aura
ƒFar 21 + Medium 22 + Near 14 = 57
57
Maneuverability
Engine moduleEngine: 44,000 hp
Engine power44,000 hp
Maximum speed35 kt
Turning circle radius610 m
Rudder shift time3.4 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 (31.5 kt of 35 kt), from our in-house acceleration model.
16.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
28.6 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·35.0·0.5144610=1.69°/s, so ratio=ωturretωhull=101.69=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea6.9 km
Detectability by air3.45 km
Smoke firing penalty2.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.9 km
Detect Fire Sea8.9 km
Detect Fire Air6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 1,974 HP (14% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (14 s) = up to 14% of max HP restored per charge.
· 3,948 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 141 HP/s (1% of max HP) heal per second
ƒ1% of max HP (14,100 HP) per second = 141 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% 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

Shell Grouping (σ)2
Max Horiz Disp95 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10663}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 95\,\text{m}$
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 Disp57 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 95 \cdot 0.6 = 57\,\text{m}$
Shell scatter height @ 10 km52.9 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 Disp30.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 95 \cdot 0.319\;(\sigma = 2) = 30.3\,\text{m}$
Med Vert Disp18.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57 \cdot 0.319\;(\sigma = 2) = 18.2\,\text{m}$
AP Pen Close235.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2500 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 850^{1.38} = 235.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far49.3 mm
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 273.7 m/s: $P = 10^{-7}\cdot 2500 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 273.7^{1.38} = 49.3\,\text{mm}$.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,600
2,150 AP damage x 4 broadside guns = 8,600.
Base HE DPM163,200
6,800 HE full-salvo alpha x 60 / 2.5 s base reload = 163,200.
Base AP DPM206,400
8,600 AP full-salvo alpha x 60 / 2.5 s base reload = 206,400.
Base shells/min96
4 broadside guns x 60 / 2.5 s base reload = 96.
Base fires/min6.72
96 shells/min x 7% fire chance = 6.72.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed76 kt
Travel time to max range60.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS197
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (22×3.5×1) + (14×3.5×0.95) + (21×3.5×1) = 197. 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 index753
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 range2.5 km

Armor Beta

Hull HP 14,100, 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 & stern19 mm

Overmatched by 122+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)1,700 (12% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)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 mm10,600 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,700 (12% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 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.
Superstructure19 mm800 (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 HP7,100 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 (40 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.
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3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Öland 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.