World of Warships: Legends ship guide

Perfect 10

Also called: 完美10号 · Идеальная 10 · 퍼펙트 10 · パーフェクト 10 · 十分完美 Beta
U.K. · Tier VII · CL Cruiser · Premium · Plymouth Variant
AP-only cruiserNo HE shells: every salvo is AP into broadsides, dodge in open water.
Playstyle
  • 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
Key characteristics
2.05 sigma accuracyHigh AP DPMWide always-pen zoneLobs over islandsSonarSlow heal cycle
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Community Data

Perfect 10 Community Stats

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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

Engine Boost

+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.

Long smoke deployment

30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 75.0°
Extra heal charges

3.0 Repair Party charges, best of T7 CAs. More total HP available across a match.

Thick deck armor

76.0 mm armor deck, top decile of T7 CAs. Eats plunging fire and HE that peers don't.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

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
Show direct source rows

Builds Beta

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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.

BestAP arming threshold12 mm (1 of 5 tied) BestAP ricochet start60° (1 of 13 tied) BestAP auto-bounce angle75° (1 of 6 tied) BestRepair charges3 (1 of 6 tied) Top 10%Max speed36 kt (3/55) Top 10%AP DPM426,667 (5/55) Top 10%Secondary DPM (per side)180,000 (5/48) Top 10%Acceleration16.2 s (4/54) Top 10%Torpedo speed70 kt (4/40) Top 10%Deck armor76 mm (5/50) Top 25%Main battery reload6.3 s (13/55) Top 25%Sigma2.05 (7/55) Top 25%Torpedo damage≈15,667 (11/40) Top 25%Torpedo reload85 s (10/40) Bottom 25%Main battery range15.19 km (49/55) Bottom 25%Secondary HE pen17 mm (38/48) Bottom 25%Engine power84,000 hp (44/54) Bottom 25%Turn-speed retention123.5 hp/m (42/54) Bottom 25%Power-to-weight5.4 hp/t (47/54) Bottom 25%Max armor114 mm (45/55) WorstAP fuse timer0.01 s (1 of 3 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
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.

Hit points36,500 HP(40/55) Concealment12.5 km(24/55) Air detection7.65 km(33/55) Rudder shift8.1 s(19/55) Traverse-to-turn ratio6.41 ×(20/55) Main battery caliber152 mm(39/55) Main dispersion137.8 m(21/55) HE alpha1,500(26/48) Secondary fire chance6%(19/48) AP velocity882 m/s(25/55) Displacement15,548 t(29/55) AA DPS436(17/55) AA range5 km(29/55) AA threat1,295(35/55) Torpedo range9 km(21/40) Citadel belt114 mm(37/52) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormSecondary range5 km(44 of 48 tied at this value)
Survivability
Hit Points36,500
Displacement15,548 t
Armor range13–114 mm
Plate armor thicknesses13, 16, 19, 25, 32, 37, 40, 51, 63, 64, 76, 114 mm
Armor material/layer entries47
Fire resistance36.6%
Fire duration30 s
Torp Reduction21%
Main Battery
ModuleArtillery: 152 mm/50 BL Mk XXIII
Mounts / barrels4 mounts / 16 barrels
Reload time7 s
Firing range15.2 km
Turret traverse10 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1519330·81.11000+1.1)·30=137.8m
137.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.8·0.6=82.7m
82.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.8·0.313(σ=2.05)=43.2m
43.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.7·0.313(σ=2.05)=25.9m
25.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ16 broadside guns x 60 / 7 s base reload = 137.1.
137.1
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage2,800
AP Velocity882 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 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 =107·2609·50.80.69·0.1521.07·8821.38=341.7mm. Matches the in-game spec card.
341.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19 km), where the shell has slowed to 307.7 m/s: P=107·2609·50.80.69·0.1521.07·307.71.38=79.9mm.
79.9 mm
AP full-salvo alpha
ƒ2,800 AP damage x 16 broadside guns = 44,800.
44,800
Base AP DPM
ƒ44,800 AP full-salvo alpha x 60 / 7 s base reload = 384,000.
384,000
Installed AP DPM
ƒ44,800 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 426,667.
426,667
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.
20
Torpedoes
ModuleTorpedoes: 533 mm QR Mk II
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time85 s
Projectile speed70 kt
Range9 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=47,000·0.333=15,667.
≈ 15,667
Torpedo detectability1.3 km
Flooding chance282%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming216 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,667 = 62,668.
62,668
AA Defense
AA mount points26
Close-range AA DPS
ƒSum 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.
436
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk VII8×1 40mm
40 mm/39 QF Mark VII6×4 40mm
20 mm Oerlikon Mk V12×2 20mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
20
Range5 km
Outer Medium aura
DPS36
Range3.5 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 = 56
56
Inner Medium aura
DPS40
Range2.5 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 + Inner Medium 40 = 96
96
Near aura
DPS45
Range2 km
Total DPS in Aura
ƒFar 20 + Outer Medium 36 + Inner Medium 40 + Near 45 = 141
141
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 84,000 hp
Engine power84,000 hp
Maximum speed36 kt
Turning circle radius680 m
Rudder shift time8.1 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
16.2 s
Acceleration 0-99%
ƒTime 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.
37 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·36.0·0.5144680=1.56°/s, so ratio=ωturretωhull=101.56=6.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.4× slow
Concealment
Detectability by sea12.5 km
Detectability by air7.7 km
Smoke firing penalty6.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.5 km
Detect Fire Sea14.5 km
Detect Fire Air10.7 km
Guaranteed Detect2 km
Consumables
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)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 15,330 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 182 HP/s (0.5% of max HP) heal per second
ƒ0.5% 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.
Choose one
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
Choose one
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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km

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)2.05
Max Horiz Disp137.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15193}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.8\,\text{m}$
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 Disp82.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.8 \cdot 0.6 = 82.7\,\text{m}$
Shell scatter height @ 10 km54.2 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 Disp43.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.8 \cdot 0.313\;(\sigma = 2.05) = 43.2\,\text{m}$
Med Vert Disp25.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.7 \cdot 0.313\;(\sigma = 2.05) = 25.9\,\text{m}$
AP Pen Close341.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 882^{1.38} = 341.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far79.9 mm
Same formula at the ship's max firing range (19 km), where the shell has slowed to 307.7 m/s: $P = 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 307.7^{1.38} = 79.9\,\text{mm}$.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha16
All 16 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha44,800
2,800 AP damage x 16 broadside guns = 44,800.
Base AP DPM384,000
44,800 AP full-salvo alpha x 60 / 7 s base reload = 384,000.
Installed AP DPM426,667
44,800 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 426,667.
Base shells/min137.1
16 broadside guns x 60 / 7 s base reload = 137.1.
Installed shells/min152.4
16 broadside guns x 60 / 6.3 s installed Artillery reload = 152.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range49.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage125,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,667 = 125,336.
Per-side salvo damage62,668
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,667 = 62,668.

AA defense

Close-range AA DPS436
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1295
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 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).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
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.
Max HE pen17 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: 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.

Bow & stern16 mm

Overmatched by 140+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

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
Bow16 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.
Stern16 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.
Citadel114 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.
Superstructure13 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Perfect 10. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×8Rework ×1Main Battery ×3Torpedo ×2
2024-10-10

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Perfect 10 can equip, from in-game data.

  • Perfect 10 default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Plymouth 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.