World of Warships: Legends ship guide

Sampson

Beta
U.S.A. · Tier II · Destroyer · Premium
Stealth destroyerBest-in-class concealment: win caps from detection ranges peers cannot reach.
Playstyle
  • Hold concealment edges on the contested cap at 5.7 km detection
  • Avoid: Burning the 5.7 km concealment advantage on guns
Key characteristics
SmokeEngine BoostFlat AP shellsFlat HE shellsHeavy citadel beltSlow reload
On this page
Community Data

Sampson Community Stats

Log in to GamingDiver and upload your data to see Community Data for Sampson: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Sampson is a Tier II American stealth-leaning destroyer with strong surface detection (5.7 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best AP shell velocity in T2 DDs (884) and best flat HE shells in T2 DDs (884).

Positioning

Hold concealment edges on the contested cap at 5.7 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. 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

Burning the 5.7 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

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.

ELITE MAIN BATTERY
  • Flat AP shells · 884.0 m
  • Flat HE shells · 884.0 m
  • Fast HE shells · 8.36 s
  • Fast AP shells · 8.36 s
Lingering smoke

109.0 s smoke cloud linger, best of T2 DDs. Each puff stays up longer after you stop laying it, holding the shield.

Heavy citadel belt

13.0 mm citadel belt, best of T2 DDs. Citadels through angle are rare.

Slow reload

7.0 s reload, bottom decile of T2 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Sampson

Sampson is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Sampson 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.

BestAP velocity884 m/s (1 of 4 tied) BestHE velocity884 m/s (1 of 4 tied) BestCitadel belt13 mm (1 of 5 tied) Top 25%Hit points9,100 HP (6/24) Top 25%Traverse-to-turn ratio5.97 × (5/24) Top 25%Torpedo reload23 s (5/24) Top 25%Max armor13 mm (5/24) Top 25%Deck armor13 mm (5/24) Bottom 25%Stealth profile5.66 km / 2.83 km (19/24 / 19/24) Bottom 25%Rudder shift2.7 s (19/24) Bottom 25%Main battery reload7 s (21/24) Bottom 25%Acceleration18.3 s (22/24) Bottom 25%Engine power17,500 hp (21/24) Bottom 25%Turn-speed retention33.7 hp/m (21/24) Bottom 25%Power-to-weight14.06 hp/t (21/24) Bottom 25%Torpedo range4.5 km (22/24) Bottom 25%Torpedo damage≈5,433 (21/24) Bottom 10%Fires per minute1.03 (23/24) Bottom 10%HE DPM25,714 (23/24) Bottom 10%AP DPM29,143 (21/22)
See 16 mid-pack stats

Not standouts for Sampson -- 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 speed34 kt(14/24) Main battery caliber102 mm(10/24) Main battery range8.61 km(17/24) HE shell damage1,500(9/24) HE fire chance6%(11/24) AP shell damage1,700(9/22) Main dispersion79.6 m(14/24) AP arming threshold17 mm(11/22) Displacement1,245 t(17/24) AA DPS10(13/24) AA range2 km(13/24) AA threat21(13/18) Torpedo speed54 kt(11/24) 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 Points9,100
Displacement1,245 t
Armor range6–13 mm
Plate armor thicknesses6, 9, 13 mm
Armor material/layer entries24
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 102 mm Mk12
Mounts / barrels4 mounts / 4 barrels
Reload time7 s
Firing range8.6 km
Turret traverse11.5 °/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 =(860930·80.51000+0.5)·30=79.6m
79.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =79.6·0.6=47.7m
47.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =79.6·0.319(σ=2)=25.4m
25.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =47.7·0.321(σ=2)=15.3m
15.3 m
Turret turn time
ƒ180 degrees / 11.5 deg/s traverse speed = 15.7 s.
15.7 s
Base shells/min
ƒ2 broadside guns x 60 / 7 s base reload = 17.1.
17.1
HE shells
HE Damage1,500
HE Velocity884 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 2 broadside guns = 3,000.
3,000
Base HE DPM
ƒ3,000 HE full-salvo alpha x 60 / 7 s base reload = 25,714.
25,714
Base fires/min
ƒ17.1 shells/min x 6% fire chance = 1.03.
1.03
AP shells
AP Damage1,700
AP Velocity884 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 =107·1451·14.970.69·0.1021.07·8841.38=125.7mm. Matches the in-game spec card.
125.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.8 km), where the shell has slowed to 293.1 m/s: P=107·1451·14.970.69·0.1021.07·293.11.38=27.4mm.
27.4 mm
AP full-salvo alpha
ƒ1,700 AP damage x 2 broadside guns = 3,400.
3,400
Base AP DPM
ƒ3,400 AP full-salvo alpha x 60 / 7 s base reload = 29,143.
29,143
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: 450 mm double
Launchers / tubes4 launchers × 2 tubes = 8 tubes
Reload time23 s
Projectile speed54 kt
Range4.5 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=16,300·0.333=5,433.
≈ 5,433
Torpedo detectability0.9 km
Flooding chance94%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 5,433 = 43,464.
43,464
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
37 mm Maxim2×1 37mm
Medium aura
DPS3
Range2 km
Maneuverability
Engine moduleEngine: 17,500 hp
Engine power17,500 hp
Maximum speed34 kt
Turning circle radius520 m
Rudder shift time2.7 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 (30.6 kt of 34 kt), from our in-house acceleration model.
18.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
31.4 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·34.0·0.5144520=1.93°/s, so ratio=ωturretωhull=11.51.93=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea5.66 km
Detectability by air2.83 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.
5.66 km
Detect Fire Sea7.66 km
Detect Fire Air5.83 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 23 s emit / 109 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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
Max Horiz Disp79.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8609}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 79.6\,\text{m}$
Max Vert Disp47.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 79.6 \cdot 0.6 = 47.7\,\text{m}$
Med Horiz Disp25.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 79.6 \cdot 0.319\;(\sigma = 2) = 25.4\,\text{m}$
Med Vert Disp15.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 47.7 \cdot 0.321\;(\sigma = 2) = 15.3\,\text{m}$
AP Pen Close125.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1451 \cdot 14.97^{0.69} \cdot 0.102^{-1.07} \cdot 884^{1.38} = 125.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far27.4 mm
Same formula at the ship's max firing range (10.8 km), where the shell has slowed to 293.1 m/s: $P = 10^{-7}\cdot 1451 \cdot 14.97^{0.69} \cdot 0.102^{-1.07} \cdot 293.1^{1.38} = 27.4\,\text{mm}$.
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 alpha2
Barrels that can bear on one beam (2 of 4); casemate/wing mounts only fire one side.
Turret turn time15.7 s
180 degrees / 11.5 deg/s traverse speed = 15.7 s.
HE full-salvo alpha3,000
1,500 HE damage x 2 broadside guns = 3,000.
AP full-salvo alpha3,400
1,700 AP damage x 2 broadside guns = 3,400.
Base HE DPM25,714
3,000 HE full-salvo alpha x 60 / 7 s base reload = 25,714.
Base AP DPM29,143
3,400 AP full-salvo alpha x 60 / 7 s base reload = 29,143.
Base shells/min17.1
2 broadside guns x 60 / 7 s base reload = 17.1.
Base fires/min1.03
17.1 shells/min x 6% fire chance = 1.03.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time6.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range32.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
4 launchers x 2 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage43,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 5,433 = 43,464.
Per-side salvo damage43,464
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 5,433 = 43,464.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×1) = 10. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index21
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 9,100, 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 mm1,600 (18% 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 mm primary (range 6–13 mm)900 (10% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 6–13 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 mm primary (range 6–13 mm)200 (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 HP4,600 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 (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.
Rudder (module)separate HP pool, does not drain ship HP2,700 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 Sampson can equip, from in-game data.

  • Sampson 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