Perfect 10
Also called: 完美10号 · Идеальная 10 · 퍼펙트 10 · パーフェクト 10 · 十分完美 Beta- Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
- Avoid: Passing up destroyer shots because the AP over-pens
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Perfect 10 Community Stats
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Perfect 10 Community Stats
Record History
Playstyle
Overview
Perfect 10 is a Tier VII British AP-only cruiser with strong AP DPM (426,667): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (4.9 km on ships and 3.4 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP always-pen window in T7 CAs (60°) and best AP guaranteed-ricochet angle in T7 CAs (75°).
Positioning
Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.
Potato Avoidance
Passing up destroyer shots because the AP over-pens
Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD.
Signature Traits
+20% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 CAs.
30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.
- Wide always-pen zone · 60.0°
- Late auto-bounce · 75.0°
3.0 Repair Party charges, best of T7 CAs. More total HP available across a match.
76.0 mm armor deck, top decile of T7 CAs. Eats plunging fire and HE that peers don't.
80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
How to get Perfect 10
Perfect 10 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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
- Racing Legends Crate 1% Perfect 10 Event containers · Racing Legends Crate
- Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Piñata Chest 0.125% · Tier V, VI, or VII Premium ship
- Racing Legends Crate 1% · Perfect 10
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 Perfect 10 sits among Tier VII CAs (55 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 18 mid-pack stats
Not standouts for Perfect 10 -- 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
Show all 54 peers
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 / 10 deg/s traverse speed = 18 s.ƒ
16 broadside guns x 60 / 7 s base reload = 137.1.HE shells
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floor(152 mm caliber / 6): standard HE penetration.AP shells
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floor(152 mm caliber / 14.3) = 10 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 (19 km), where the shell has slowed to 307.7 m/s: .ƒ
2,800 AP damage x 16 broadside guns = 44,800.ƒ
44,800 AP full-salvo alpha x 60 / 7 s base reload = 384,000.ƒ
44,800 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 426,667.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 = 4 x 15,667 = 62,668.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (36×3.5×0.9) + (45×3.5×0.85) + (20×3.5×0.9) = 436. 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 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 20 + Outer Medium 36 = 56ƒ
Far 20 + Outer Medium 36 + Inner Medium 40 = 96ƒ
Far 20 + Outer Medium 36 + Inner Medium 40 + Near 45 = 141ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (35.6 kt of 36 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 · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,110 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (36,500 HP) per second = 182 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 45 s cloud active
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15193}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.8\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.8 \cdot 0.6 = 82.7\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.8 \cdot 0.313\;(\sigma = 2.05) = 43.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.7 \cdot 0.313\;(\sigma = 2.05) = 25.9\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 882^{1.38} = 341.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19 km), where the shell has slowed to 307.7 m/s: $P = 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 307.7^{1.38} = 79.9\,\text{mm}$.floor(152 mm caliber / 6): standard HE penetration.floor(152 mm caliber / 14.3) = 10 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 16 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,800 AP damage x 16 broadside guns = 44,800.44,800 AP full-salvo alpha x 60 / 7 s base reload = 384,000.44,800 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 426,667.16 broadside guns x 60 / 7 s base reload = 137.1.16 broadside guns x 60 / 6.3 s installed Artillery reload = 152.4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,667 = 62,668.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (36×3.5×0.9) + (45×3.5×0.85) + (20×3.5×0.9) = 436. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.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: 17 mm from the 102 mm family.Armor Beta
Hull HP 36,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 140+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | ≈ 1,825 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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. |
| Hull (midship) | 16 mm primary (range 16–63 mm) | ≈ 27,375 (~75% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–40 mm) | ≈ 1,825 (~5% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 16–114 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. |
| Superstructure | 13 mm primary (range 13–114 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Perfect 10. Cards are condensed; use each source link for full context.
Ministry of Balance: Preparing for Winter
- Slightly changed the geometry of the main guns.
Ministry of Balance: Trick and Treat
- Main battery reload time reduced from 7.5 to 7.0 s.
- AP shell speed increased from 841 to 882 m/s.
- Detectability range by sea reduced from 13.25 to 12.5 km.
- Detectability range by air reduced from 7.95 to 7.65 km.
- Detectability range while firing in smoke reduced from 6.67 to 6.34 km.
- Torpedo reload time reduced from 96.0 to 85.0 s.
- Torpedo speed increased from 67.0 to 70.0 kts.
- Torpedo range reduced from 10 to 9 km.
- Engine Boost effect on maximum speed increased from +15% to +20%.
Skins & permanent camouflages
Every custom exterior Perfect 10 can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativePlymouth RaceDecorative
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.
