World of Warships: Legends ship guide

Phra Ruang

Beta
Torpedo destroyerFast, hard-hitting torpedoes; a torpedo-spam kit, not a gun trader.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7.3-km torpedoes for a perfect shot
Key characteristics
Torpedoes (7 km)Strong AASmokeEngine BoostFast for the classSlow HE shells
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Community Data

Phra Ruang Community Stats

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Playstyle

Overview

Phra Ruang is a Tier II Pan-Asian 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. AA (56 AA DPS at 2.5 km) 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 top speed in T2 DDs (36 kt) and top-decile power per turn radius in T2 DDs (64.4 HP).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.3 km reach at 50 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 7.3-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. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/24 T2 DDs.

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.

Long smoke deployment

30.0 s smoke deployment window, best of T2 DDs. Lays a longer rolling smoke trail while moving.

ELITE MOBILITY
  • Fast for the class · 36.0 kt
  • Holds speed in turns · 64.4 hp
  • Heavy powerplant · 29000.0 hp
Top-tier AA

56.0 AA DPS, top decile of T2 DDs (median 10.0).

Slow HE shells

664.0 m/s HE muzzle velocity, bottom decile of T2 DDs. Lobby trajectory, harder to land at range.

Acquisition

How to get Phra Ruang

Phra Ruang is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Phra Ruang sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Phra Ruang sits among Tier II DDs (24 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.

BestMax speed36 kt (1 of 3 tied) Top 10%Main dispersion73.5 m (3/24) Top 10%Engine power29,000 hp (3/24) Top 10%Turn-speed retention64.4 hp/m (2/24) Top 10%AA DPS56 (3/24) Top 10%AA threat140 (2/18) Top 25%Power-to-weight24.01 hp/t (7/24) Top 25%Torpedo damage≈9,100 (6/24) Bottom 25%Main battery range8.58 km (21/24) Bottom 25%AP shell damage1,500 (19/22) Bottom 25%Torpedo speed50 kt (21/24) WorstTraverse-to-turn ratio3.39 × (24/24) WorstAP velocity664 m/s (1 of 2 tied) WorstHE velocity664 m/s (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 20 mid-pack stats

Not standouts for Phra Ruang -- 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 points8,700 HP(11/24) Concealment5.5 km(9/24) Air detection2.76 km(9/24) Rudder shift2.3 s(11/24) Main battery caliber102 mm(10/24) Main battery reload5.5 s(17/24) HE shell damage1,500(9/24) HE fire chance6%(11/24) Fires per minute1.96(16/24) HE DPM49,091(15/24) AP DPM49,091(15/22) Acceleration16.2 s(14/24) AP arming threshold17 mm(11/22) Displacement1,208 t(15/24) AA range2.5 km(9/24) Torpedo range7.32 km(10/24) Torpedo reload40 s(15/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormStern armor6 mm(22 of 24 tied at this value)
Survivability
Hit PointsInitial: 7,900 → 8,700
Displacement1,208 t
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries22
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 102 mm/40 PIX
Mounts / barrels3 mounts / 3 barrels
Reload time5.5 s
Firing range (base)7.8 km
Firing range (top fire control)8.6 km
Turret traverseInitial: 8 °/s → 10 °/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 =(779730·80.51000+0.5)·30=73.5m
73.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =73.5·0.6=44.1m
44.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =73.5·0.32(σ=2)=23.5m
23.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =44.1·0.32(σ=2)=14.1m
14.1 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ3 broadside guns x 60 / 5.5 s base reload = 32.7.
32.7
HE shells
HE Damage1,500
HE Velocity664 m/s
Fire Chance6%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 3 broadside guns = 4,500.
4,500
Base HE DPM
ƒ4,500 HE full-salvo alpha x 60 / 5.5 s base reload = 49,091.
49,091
Base fires/min
ƒ32.7 shells/min x 6% fire chance = 1.96.
1.96
AP shells
AP Damage1,500
AP Velocity664 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·14.10.69·0.1021.07·6641.38=106.4mm. Matches the in-game spec card.
106.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 228.7 m/s: P=107·1900·14.10.69·0.1021.07·228.71.38=24.5mm.
24.5 mm
AP full-salvo alpha
ƒ1,500 AP damage x 3 broadside guns = 4,500.
4,500
Base AP DPM
ƒ4,500 AP full-salvo alpha x 60 / 5.5 s base reload = 49,091.
49,091
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.
3
Torpedoes
ModuleTorpedoes: 533 mm DR Mk II
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time40 s
Projectile speed50 kt
Range7.32 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=27,300·0.333=9,100.
≈ 9,100
Torpedo detectability1.1 km
Flooding chance190%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming154 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
36,400
AA Defense
AA mount pointsInitial: 1 → 3
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×1) = 56. 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.
56
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 QF Mark IIInitial: 1×1 → 3×1 40mm
Medium aura
DPSInitial: 3 → 16
Range2.5 km
Maneuverability
Engine moduleEngine: 29,000 hp
Engine power29,000 hp
Maximum speed36 kt
Turning circle radius450 m
Rudder shift time2.3 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 (32.4 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.
27.3 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·36.0·0.5144450=2.36°/s, so ratio=ωturretωhull=82.36=3.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.4× drags
Concealment
Detectability by sea5.5 km
Detectability by air2.76 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.5 km
Detect Fire Sea7.5 km
Detect Fire Air5.76 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (2)

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

HullUpgrade
  • Hit points7,900 → 8,700
  • Rudder shift4.3 → 3 s
  • AA mounts1 → 3
  • Close-range AA DPS3 → 16
  • Turret traverse8 → 10 °/s
Fire controlUpgrade
  • Main battery range7,797 → 8576.7 m

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 Disp73.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{7797}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 73.5\,\text{m}$
Max Vert Disp44.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 73.5 \cdot 0.6 = 44.1\,\text{m}$
Med Horiz Disp23.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 73.5 \cdot 0.32\;(\sigma = 2) = 23.5\,\text{m}$
Med Vert Disp14.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 44.1 \cdot 0.32\;(\sigma = 2) = 14.1\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close106.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1900 \cdot 14.1^{0.69} \cdot 0.102^{-1.07} \cdot 664^{1.38} = 106.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far24.5 mm
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 228.7 m/s: $P = 10^{-7}\cdot 1900 \cdot 14.1^{0.69} \cdot 0.102^{-1.07} \cdot 228.7^{1.38} = 24.5\,\text{mm}$.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha4,500
1,500 HE damage x 3 broadside guns = 4,500.
AP full-salvo alpha4,500
1,500 AP damage x 3 broadside guns = 4,500.
Base HE DPM49,091
4,500 HE full-salvo alpha x 60 / 5.5 s base reload = 49,091.
Base AP DPM49,091
4,500 AP full-salvo alpha x 60 / 5.5 s base reload = 49,091.
Base shells/min32.7
3 broadside guns x 60 / 5.5 s base reload = 32.7.
Base fires/min1.96
32.7 shells/min x 6% fire chance = 1.96.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed50 kt
Travel time to max range56.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage36,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
Per-side salvo damage36,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.

AA defense

Close-range AA DPS56
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×1) = 56. 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 range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index140
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 7,9008,700 with hull upgrade, 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 & stern6 mm

Overmatched by 106+ 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 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,300 (15% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm1,100 (13% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm200 (2% 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 HP4,400 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 HP2,600 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 Phra Ruang can equip, from in-game data.

  • Phra Ruang default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision