World of Warships: Legends ship guide

Also known as P. Rupprecht

Prinz Rupprecht

Also called: 鲁普雷希特亲王 Beta
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Strong secondaries (8 km)Improved HE penSonarFast turret traverseTight dispersionFragile
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Playstyle

Overview

Prinz Rupprecht is a Tier VIII German secondary battleship with top-decile secondary reach out to 7.5 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 T8 BBs (38 mm) and best Sonar duration in T8 BBs (120 s).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 32-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

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 9/31 T8 BBs.

ELITE SECONDARIES
  • Punch-through · 38.0 mm
  • Tight
Long-duration sonar

120.0 s Sonar duration, best of T8 BBs.

ELITE MAIN BATTERY
  • Fast turret traverse · 6.0°
  • Tight dispersion · 177.9 m
WEAK MAIN BATTERY
  • Low HE DPM · 80000 HE
  • Low AP DPM · 191667 AP
Acquisition

How to get Prinz Rupprecht

Prinz Rupprecht is available in the Breakthrough Battlecruisers branch of the Germany Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Germany tech-tree branch diagram
Germany Tech Tree

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

Official WG availability sources

Builds Beta

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Cohort position

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Where Prinz Rupprecht sits among Tier VIII BBs (31 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 HE pen38 mm (1 of 3 tied) BestDisplacement45,000 t (1 of 2 tied) BestSecondary range7.5 km (1 of 2 tied) Top 10%Air detection12.26 km (3/31) Top 10%Main dispersion177.9 m (2/31) Top 10%Secondary dispersion bracket33 (3/31) Top 25%Max speed32 kt (8/31) Top 25%Concealment15.38 km (5/31) Top 25%Rudder shift15.5 s (7/31) Bottom 25%Main battery range17.01 km (25/31) Bottom 25%Fires per minute6.33 (26/31) Bottom 25%AA DPS400 (26/31) Bottom 25%AA range4.5 km (25/31) Bottom 25%Max armor350 mm (28/31) Bottom 10%Bow armor30 mm (28/29) Bottom 10%Stern armor27 mm (28/29) WorstHit points63,900 HP (1 of 2 tied) WorstHE DPM80,000 (31/31) WorstAP DPM191,667 (31/31) WorstHE alpha1,700 (1 of 4 tied) WorstTorpedo speed56 kt (7/7)
See 25 mid-pack stats

Not standouts for Prinz Rupprecht -- 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.

Traverse-to-turn ratio5.34 ×(11/31) Main battery caliber406 mm(17/31) Main battery reload28.8 s(20/31) Sigma1.7(21/31) HE fire chance38%(9/31) Secondary DPM (per side)252,000(17/31) Secondary fire chance8%(18/29) AP velocity810 m/s(19/31) HE velocity810 m/s(23/31) Acceleration36.7 s(17/31) AP arming threshold68 mm(17/31) Engine power152,000 hp(19/31) Turn-speed retention181 hp/m(13/31) Power-to-weight3.38 hp/t(11/31) AA threat1,423(23/31) Torpedo range7.5 km(6/7) Torpedo damage≈15,533(4/7) Torpedo reload140 s(5/7) Repair charges3(13/31) Citadel belt300 mm(21/29) Deck armor50 mm(17/28) NormAP fuse timer0.03 s(28 of 31 tied at this value) NormAP ricochet start45°(28 of 31 tied at this value) NormAP auto-bounce angle60°(28 of 31 tied at this value) NormRepair heal rate0.5 %/s(23 of 31 tied at this value)
Survivability
Hit PointsInitial: 59,200 → 63,900
Displacement45,000 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 27, 30, 32, 40, 50, 60, 90, 100, 150, 200, 220, 235, 250, 300, 350 mm
Armor material/layer entries78
Fire resistance40%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 406 mm/52 SK L/52
Mounts / barrels4 mounts / 8 barrels
Reload time32 s
Firing range (base)15.5 km
Firing range (top fire control)17 km
Turret traverse6 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1546530·101.61000+1.6)·30=177.9m
177.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177.9·0.6=106.7m
106.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =177.9·0.356(σ=1.7)=63.4m
63.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =106.7·0.356(σ=1.7)=38m
38 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 32 s base reload = 15.
15
HE shells
HE Damage4,800
HE Velocity810 m/s
Fire Chance38%
HE penetration
ƒ101 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
101 mm
HE full-salvo alpha
ƒ4,800 HE damage x 8 broadside guns = 38,400.
38,400
Base HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 32 s base reload = 72,000.
72,000
Installed HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
80,000
Base fires/min
ƒ15 shells/min x 38% fire chance = 5.7.
5.7
AP shells
AP Damage11,500
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2800·8400.69·0.4061.07·8101.38=789.8mm. Matches the in-game spec card.
789.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 524.7 m/s: P=107·2800·8400.69·0.4061.07·524.71.38=433.8mm.
433.8 mm
AP full-salvo alpha
ƒ11,500 AP damage x 8 broadside guns = 92,000.
92,000
Base AP DPM
ƒ92,000 AP full-salvo alpha x 60 / 32 s base reload = 172,500.
172,500
Installed AP DPM
ƒ92,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
191,667
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.
250
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time140 s
Projectile speed56 kt
Range7.5 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=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.2 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
124,264
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: (102×3.5×0.7) + (57×3.5×0.75) = 400. 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.
400
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 38Initial: 30 mm Flak 103/38 (12×2) → 30 mm Flak 38 (12×4)
105 mm L/65 Dop. L. C/31 (DP)10×2 105mm
Far aura
DPS
ƒIncludes 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
57
Range4.5 km
Near aura
DPSInitial: 74 → 102
Range3 km
Total DPS in Aura
ƒFar 57 + Near 102 = 159
159
S
Secondary Battery
Mounts16
Firing range7.5 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 @ 7.5 km
ƒ7.5 km × 33 + 30 = 277.5 m.
277.5 m
105 mm L/65 Dop. L. C/31 (×10)
Caliber105 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm/55 SK C/28 (×6)
Caliber150 mm
Reload time8.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed32 kt
Turning circle radius840 m
Rudder shift time15.5 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 (28.8 kt of 32 kt), from our in-house acceleration model.
36.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
59.2 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·32.0·0.5144840=1.12°/s, so ratio=ωturretωhull=61.12=5.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.3× slow
Concealment
Detectability by sea15.38 km
Detectability by air12.26 km
Smoke firing penalty14.82 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.38 km
Detect Fire Sea17.38 km
Detect Fire Air15.26 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,946 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.
· 26,838 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.
· 320 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (63,900 HP) per second = 320 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 · 120 s active · 5.73 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 191×301000=5.73 km
· 3.93 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 131×301000=3.93 km
Module options (2)

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

HullUpgrade
  • Hit points59,200 → 63,900
  • Rudder shift28.1 → 20.1 s
  • Close-range AA DPS74 → 102
Fire controlUpgrade
  • Main battery range15,465 → 17011.5 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)1.7
Max Horiz Disp177.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15465}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 177.9\,\text{m}$
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 Disp106.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 177.9 \cdot 0.6 = 106.7\,\text{m}$
Shell scatter height @ 10 km69.9 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 Disp63.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 177.9 \cdot 0.356\;(\sigma = 1.7) = 63.4\,\text{m}$
Med Vert Disp38 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 106.7 \cdot 0.356\;(\sigma = 1.7) = 38\,\text{m}$
AP Pen Close789.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 840^{0.69} \cdot 0.406^{-1.07} \cdot 810^{1.38} = 789.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far433.8 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 524.7 m/s: $P = 10^{-7}\cdot 2800 \cdot 840^{0.69} \cdot 0.406^{-1.07} \cdot 524.7^{1.38} = 433.8\,\text{mm}$.
HE penetration101 mm
101 mm ≈ 406 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) - 0.249 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha38,400
4,800 HE damage x 8 broadside guns = 38,400.
AP full-salvo alpha92,000
11,500 AP damage x 8 broadside guns = 92,000.
Base HE DPM72,000
38,400 HE full-salvo alpha x 60 / 32 s base reload = 72,000.
Base AP DPM172,500
92,000 AP full-salvo alpha x 60 / 32 s base reload = 172,500.
Installed HE DPM80,000
38,400 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
Installed AP DPM191,667
92,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
Base shells/min15
8 broadside guns x 60 / 32 s base reload = 15.
Installed shells/min16.7
8 broadside guns x 60 / 28.8 s installed Artillery reload = 16.7.
Base fires/min5.7
15 shells/min x 38% fire chance = 5.7.
Installed fires/min6.33
16.7 shells/min x 38% fire chance = 6.33.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range51.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage248,528
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,533 = 248,528.
Per-side salvo damage124,264
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.

AA defense

Close-range AA DPS400
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (102×3.5×0.7) + (57×3.5×0.75) = 400. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1423
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 range3 km

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 @ 7.5 km277.5 m
7.5 km × 33 + 30 = 277.5 m.

Secondary battery firepower

Secondary DPM (per side)252,000
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: 10×2 105 mm (10/side) × 60/4 × 1200 = 180,000 + 6×2 150 mm (6/side) × 60/8.5 × 1700 = 72,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% 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 59,20063,900 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 & stern30 mm

Overmatched by 17+ 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.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 30–350 mm)2,600 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
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 20–350 mm)47,900 (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.
Stern27 mm primary (range 27–100 mm)2,400 (4% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 27–300 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.
Superstructure19 mm3,200 (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 HP32,000 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 (30 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)-0.090 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 HP19,200 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×4Main Battery ×4
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Like Schlieffen, Prinz Rupprecht has exceptional burst damage potential and battle impact, so we're toning down her secondary damage output.
  • Secondary battery 150 mm gun reload time increased from 8.2 to 8.5 s.
  • Secondary battery 105 mm gun reload time increased from 3.5 to 4.0 s.
Read the full official post
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • Main battery reload time increased from 30 to 32 s.
  • Secondary battery reload time increased: 4.1-inch (105 mm) guns from 3.4 to 3.5 s 5.9-inch (150 mm) guns from 7.5 to 8 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Prinz Rupprecht 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.