World of Warships: Legends ship guide

Also known as P. Heinrich

Prinz Heinrich

Also called: 海因里希亲王 Beta
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Push to within secondary range (~6 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (6 km)Improved HE penLobs over islandsSonarHigh-arc AP shellsWeak AA
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Playstyle

Overview

Prinz Heinrich is a Tier VI German secondary battleship with top-decile secondary reach out to 6 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best punch-through secondaries in T6 BBs (38 mm) and best Sonar ship range in T6 BBs (5.4 km).

Positioning

Push to within secondary range (~6 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 9/32 T6 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T6 BBs. Pens hull plates peers' secondaries shatter on.

ELITE SONAR
  • Long-range · 5.43 km
  • Wide torpedo · 3.75 km
  • Long-duration · 116.0 s
High-arc AP shells

23.1° impact angle at max range, top decile of T6 BBs. Lobs over island cover.

Slow torp reload

110.0 s torpedo reload, worst of T6 BBs. Long wait between drops.

Slow reload

33.0 s reload, bottom decile of T6 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Prinz Heinrich

Prinz Heinrich is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Germany tech-tree branch diagram
Germany Tech Tree

Prinz Heinrich sits in the Breakthrough Battlecruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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 Prinz Heinrich sits among Tier VI BBs (32 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.

BestSecondary dispersion bracket33 (1 of 7 tied) BestSecondary HE pen38 mm (1 of 3 tied) Top 10%Main dispersion169.2 m (2/32) Top 10%Secondary fire chance10% (4/31) Top 10%Secondary range6 km (3/32) Top 25%Traverse-to-turn ratio4.42 × (8/32) Top 25%Displacement38,650 t (7/32) Bottom 25%Hit points56,300 HP (27/32) Bottom 25%Main battery range15.87 km (25/32) Bottom 25%Main battery reload33 s (29/32) Bottom 25%Max armor300 mm (29/32) Bottom 25%End plates25 mm (27/32 / 27/32) Bottom 10%HE DPM65,455 (29/31) Bottom 10%AP DPM158,545 (30/32) Bottom 10%AA DPS152 (31/32) Bottom 10%AA threat555 (30/32) WorstSigma1.5 (1 of 3 tied) WorstAA range4 km (1 of 3 tied) WorstTorpedo range6 km (1 of 3 tied) WorstTorpedo speed58 kt (6/6) WorstTorpedo reload110 s (6/6)
See 25 mid-pack stats

Not standouts for Prinz Heinrich -- 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.

Max speed28 kt(15/32) Concealment14.66 km(24/32) Air detection11.73 km(23/32) Rudder shift14.5 s(13/32) Main battery caliber380 mm(21/32) HE fire chance35%(15/31) Fires per minute5.09(24/31) AP shell damage10,900(23/32) Secondary DPM (per side)175,613(23/32) HE alpha1,800(23/31) AP velocity800 m/s(15/32) HE velocity800 m/s(22/31) Acceleration34.9 s(11/32) AP arming threshold63 mm(12/32) Engine power110,000 hp(15/32) Turn-speed retention135.8 hp/m(17/32) Power-to-weight2.85 hp/t(14/32) Repair charges3(15/32) Citadel belt300 mm(23/32) Deck armor50 mm(21/32) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTorpedo damage≈12,700(4 of 6 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit PointsInitial: 50,500 → 56,300
Displacement38,650 t
Armor range16–300 mm
Plate armor thicknesses16, 25, 26, 30, 40, 50, 60, 70, 90, 100, 120, 150, 180, 200, 225, 250, 270, 300 mm
Armor material/layer entries79
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction19%
Main Battery
ModuleArtillery: 380 mm L/45 Drh LC/1913
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range (base)14.4 km
Firing range (top fire control)15.9 km
Turret traverse4.5 °/s
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1442930·101.61000+1.6)·30=169.2m
169.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =169.2·0.6=101.5m
101.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =169.2·0.382(σ=1.5)=64.6m
64.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =101.5·0.382(σ=1.5)=38.8m
38.8 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE Damage4,500
HE Velocity800 m/s
Fire Chance35%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,500 HE damage x 8 broadside guns = 36,000.
36,000
Base HE DPM
ƒ36,000 HE full-salvo alpha x 60 / 33 s base reload = 65,455.
65,455
Base fires/min
ƒ14.5 shells/min x 35% fire chance = 5.09.
5.09
AP shells
AP Damage10,900
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2454·7500.69·0.381.07·8001.38=675.4mm. Matches the in-game spec card.
675.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 421.1 m/s: P=107·2454·7500.69·0.381.07·421.11.38=278.6mm.
278.6 mm
AP full-salvo alpha
ƒ10,900 AP damage x 8 broadside guns = 87,200.
87,200
Base AP DPM
ƒ87,200 AP full-salvo alpha x 60 / 33 s base reload = 158,545.
158,545
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.
90
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time110 s
Projectile speed58 kt
Range6 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.2 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming746 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
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: (41×3.5×0.75) + (17×3.5×0.75) = 152. 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.
152
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (12×2) → 37 mm Flak LM/42 (12×1)
88 mm L/76 Dop. L. C/32 (DP)6×2 88mm
Far aura
DPS
ƒIncludes 17 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
17
Range4 km
Medium aura
DPSInitial: 18 → 41
Range3.5 km
Total DPS in Aura
ƒFar 17 + Medium 41 = 58
58
S
Secondary Battery
Mounts18
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 6 km
ƒ6 km × 33 + 30 = 228 m.
228 m
150 mm L/45 MPL C/06 (×12)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/76 Dop. L. C/32 (×6)
Caliber88 mm
Reload time3.6 s
HE Damage1,000
Muzzle Velocity950 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed28 kt
Turning circle radius810 m
Rudder shift time14.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
34.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 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.
56.1 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·28.0·0.5144810=1.02°/s, so ratio=ωturretωhull=4.51.02=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea14.66 km
Detectability by air11.73 km
Smoke firing penalty13.93 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.66 km
Detect Fire Sea16.66 km
Detect Fire Air14.73 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,882 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.
· 23,646 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.
· 282 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (56,300 HP) per second = 282 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 116 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Module options (2)

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

HullUpgrade
  • Hit points50,500 → 56,300
  • Rudder shift26.5 → 18.9 s
  • Close-range AA DPS18 → 41
Fire controlUpgrade
  • Main battery range14,429 → 15871.9 m

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)1.5
Max Horiz Disp169.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14429}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 169.2\,\text{m}$
Shell scatter width @ 10 km132 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 Disp101.5 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 169.2 \cdot 0.6 = 101.5\,\text{m}$
Shell scatter height @ 10 km71.1 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 Disp64.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 169.2 \cdot 0.382\;(\sigma = 1.5) = 64.6\,\text{m}$
Med Vert Disp38.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 101.5 \cdot 0.382\;(\sigma = 1.5) = 38.8\,\text{m}$
AP Pen Close675.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2454 \cdot 750^{0.69} \cdot 0.38^{-1.07} \cdot 800^{1.38} = 675.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far278.6 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 421.1 m/s: $P = 10^{-7}\cdot 2454 \cdot 750^{0.69} \cdot 0.38^{-1.07} \cdot 421.1^{1.38} = 278.6\,\text{mm}$.
HE penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha36,000
4,500 HE damage x 8 broadside guns = 36,000.
AP full-salvo alpha87,200
10,900 AP damage x 8 broadside guns = 87,200.
Base HE DPM65,455
36,000 HE full-salvo alpha x 60 / 33 s base reload = 65,455.
Base AP DPM158,545
87,200 AP full-salvo alpha x 60 / 33 s base reload = 158,545.
Base shells/min14.5
8 broadside guns x 60 / 33 s base reload = 14.5.
Base fires/min5.09
14.5 shells/min x 35% fire chance = 5.09.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range39.8 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 damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS152
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (41×3.5×0.75) + (17×3.5×0.75) = 152. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index555
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

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km228 m
6 km × 33 + 30 = 228 m.

Secondary battery firepower

Secondary DPM (per side)175,613
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: 12×1 150 mm (6/side) × 60/8.57 × 1800 = 75,613 + 6×2 88 mm (6/side) × 60/3.6 × 1000 = 100,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 50,50056,300 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 & stern25 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–120 mm)3,000 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 26–300 mm)42,200 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)2,600 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 26–300 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.
Superstructure16 mm primary (range 16–50 mm)2,900 (5% 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 HP28,200 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.
Secondary mount (150 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP16,900 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

Balance History

Balance updates affecting Prinz Heinrich. Cards are condensed; use each source link for full context.

Nerf ×1Main Battery ×1
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • This ship is leading the Tech Tree ships at Tier VI, standing head and shoulders over the others. We're reducing her damage output to compensate.
  • Main battery reload time increased from 30 to 33 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.