Scharnhorst '43
Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to…
- Avoid: Using the 30-kn speed to push rather than to rotate
Variant of Scharnhorst
Scharnhorst '43 is a variant of Scharnhorst with artillery tweaks, secondary buff, survivability buffs, concealment nerfs, and different consumables.
Show all differences
Artillery
- main-gun reload22 s+2 sWorse
- base firing range17,000 m-883 mWorse
- AP damage7,980+380Better
- HE damage3,360+160Better
Survivability
- hit points65,000+8,700Better
- fire resistance36.6%+6.6%Better
Concealment
- surface detect14.8 km+0.16 kmWorse
- air detect12.2 km+0.49 kmWorse
- smoke-firing detect10.9 km+0.17 kmWorse
Consumables
- adds Engine Boost (slot 3)
- loses Observation Seaplane (slot 2)
Secondary
- secondary range7,000 m+2,000 mBetter
- secondary battery dispersion: Improved (22.5%) (vs Standard on Scharnhorst)
Torpedoes
- torpedoes module: Torpedoes: 533 mm Drilling vs Torpedoes: G7a T1
On this page
Scharnhorst '43 Community Stats
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Scharnhorst '43 Community Stats
Record History
Playstyle
Overview
Scharnhorst '43 is a Tier VII German fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. 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 turret traverse rate in T7 BBs (7.2) and best AP shell velocity in T7 BBs (890).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 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 30-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
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 15/48 T7 BBs.
+8% 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 BBs.
- Fast turret traverse · 7.2°
- Flat AP shells · 890.0 m
- Flat HE shells · 890.0 m
- Sensitive AP fuse · 47.0 mm
38.0 mm best HE pen across secondary families, top decile of T7 BBs. Pens hull plates peers' secondaries shatter on.
1600.0 max HE alpha per secondary shell, bottom decile of T7 BBs. Per-shell damage runs below peers'.
How to get Scharnhorst '43
Scharnhorst '43 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
- Halloween '24 crate 5% Scharnhorst '43 Event containers · Halloween '24 crate
- Halloween '25 crate 0.5% Tier VII Premium ship Event containers · Halloween '25 crate · 1 of 2 ships
- Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
Show all 5 containers (2 more)
- Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
- Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Chest of Rarities 0.2% · Tier VII Premium ship
- Halloween '24 crate 5% · Scharnhorst '43
- Halloween '25 crate 0.5% · Tier VII Premium ship
- Mystic Lantern 0.074419% · Tier VII Premium ship
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Scharnhorst '43 sits among Tier VII BBs (48 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.
See 15 mid-pack stats
Not standouts for Scharnhorst '43 -- 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.
Peers in this cohort
Show all 47 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7.2 deg/s traverse speed = 25 s.ƒ
9 broadside guns x 60 / 22 s base reload = 24.5.HE shells
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71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
3,360 HE damage x 9 broadside guns = 30,240.ƒ
30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473.ƒ
30,240 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 91,636.ƒ
24.5 shells/min x 20% fire chance = 4.91.AP shells
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floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.2 km), where the shell has slowed to 480 m/s: .ƒ
7,980 AP damage x 9 broadside guns = 71,820.ƒ
71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873.ƒ
71,820 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,636.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,333 = 39,999.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (40×3.5×0.7) + (45×3.5×0.75) = 248. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 45 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 45 + Medium 12 = 57ƒ
Far 45 + Medium 12 + Near 40 = 97ƒ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 43.5 + 30 = 334.5 m.Show 2 more gun families
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Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (29.7 kt of 30 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,100 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (65,000 HP) per second = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17000}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 232.6\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 232.6 \cdot 0.6 = 139.6\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 232.6 \cdot 0.319\;(\sigma = 2) = 74.3\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 139.6 \cdot 0.319\;(\sigma = 2) = 44.6\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2312 \cdot 330^{0.69} \cdot 0.283^{-1.07} \cdot 890^{1.38} = 573.5\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (21.2 km), where the shell has slowed to 480 m/s: $P = 10^{-7}\cdot 2312 \cdot 330^{0.69} \cdot 0.283^{-1.07} \cdot 480^{1.38} = 244.6\,\text{mm}$.71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 7.2 deg/s traverse speed = 25 s.3,360 HE damage x 9 broadside guns = 30,240.7,980 AP damage x 9 broadside guns = 71,820.30,240 HE full-salvo alpha x 60 / 22 s base reload = 82,473.71,820 AP full-salvo alpha x 60 / 22 s base reload = 195,873.30,240 HE full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 91,636.71,820 AP full-salvo alpha x 60 / 19.8 s installed reload (Main Battery Mod. 3 = -10%) = 217,636.9 broadside guns x 60 / 22 s base reload = 24.5.9 broadside guns x 60 / 19.8 s installed Artillery reload = 27.3.24.5 shells/min x 20% fire chance = 4.91.27.3 shells/min x 20% fire chance = 5.45.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,333 = 79,998.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,333 = 39,999.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (40×3.5×0.7) + (45×3.5×0.75) = 248. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.7 km × 43.5 + 30 = 334.5 m.Secondary battery firepower
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: 7×2 105 mm (7/side) × 60/3.12 × 1200 = 161,538 + 4×2 150 mm (4/side) × 60/6.5 × 1600 = 59,077 + 4×1 150 mm (2/side) × 60/6.5 × 1600 = 29,538. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 150 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 150 mm family.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.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Scharnhorst '43 can equip, from in-game data.
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.
