World of Warships: Legends ship guide

Sharki

Beta
Germany · Tier ★ · Destroyer · Premium
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 10.5-km torpedoes for a perfect shot
Key characteristics
Improved HE penSmoke + SonarEngine BoostLong-range sonarAll-Weather
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Community Data

Sharki Community Stats

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Playstyle

Overview

Sharki is a Legendary German 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.

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 10.5 km reach at 69 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 10.5-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.

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 3/12 Legendary 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.

ELITE SONAR
  • Long-range · 5.73 km
  • Wide torpedo · 3.93 km
All-Weather

No stat falls into the cohort's bottom decile across Legendary DDs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Sharki

Sharki 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

  • Sunduq 0.5% ⭐ Sharki Event containers · Sunduq
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Sharki sits among Legendary DDs (12 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.

Top 25%Air detection3.5 km (3/12) Top 25%AP shell damage3,000 (3/10) Top 25%Main dispersion96.1 m (3/12) Top 25%AA DPS284 (3/12) Top 25%AA threat1,171 (3/12) Bottom 25%Main battery range10.81 km (11/12) Bottom 25%HE fire chance7% (10/12) WorstHE shell damage1,500 (1 of 2 tied)
See 30 mid-pack stats

Not standouts for Sharki -- 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 points20,800 HP(7/12) Max speed37.5 kt(7/12) Concealment7.1 km(5/12) Rudder shift4.5 s(7/12) Traverse-to-turn ratio11.4 ×(7/12) Main battery caliber128 mm(7/12) Main battery reload3.7 s(5/12) Fires per minute6.81(7/12) HE DPM145,946(9/12) AP DPM291,892(5/10) AP velocity830 m/s(6/10) HE velocity830 m/s(7/12) Acceleration17.6 s(6/11) AP arming threshold21 mm(5/10) Engine power76,000 hp(5/11) Turn-speed retention108.6 hp/m(7/11) Displacement3,703 t(5/12) Power-to-weight20.52 hp/t(5/11) AA range5 km(6/12) Torpedo range10.5 km(7/12) Torpedo damage≈13,400(9/12) Torpedo speed69 kt(5/12) Torpedo reload90 s(5/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points20,800
Displacement3,703 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries25
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModulePGUA996_D10_ART_STOCK_Golden
Mounts / barrels3 mounts / 6 barrels
Reload time4.1 s
Firing range10.8 km
Turret traverse18 °/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 =(1081030·80.51000+0.5)·30=96.1m
96.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.1·0.6=57.6m
57.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =96.1·0.319(σ=2)=30.7m
30.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.6·0.319(σ=2)=18.4m
18.4 m
Turret turn time
ƒ180 degrees / 18 deg/s traverse speed = 10 s.
10 s
Base shells/min
ƒ6 broadside guns x 60 / 4.1 s base reload = 87.8.
87.8
HE shells
HE Damage1,500
HE Velocity830 m/s
Fire Chance7%
HE penetration
ƒ32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
32 mm
HE full-salvo alpha
ƒ1,500 HE damage x 6 broadside guns = 9,000.
9,000
Base HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 4.1 s base reload = 131,707.
131,707
Installed HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.
145,946
Base fires/min
ƒ87.8 shells/min x 7% fire chance = 6.15.
6.15
AP shells
AP Damage3,000
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1647·280.69·0.1281.07·8301.38=158.1mm. Matches the in-game spec card.
158.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.5 km), where the shell has slowed to 323.9 m/s: P=107·1647·280.69·0.1281.07·323.91.38=43.1mm.
43.1 mm
AP full-salvo alpha
ƒ3,000 AP damage x 6 broadside guns = 18,000.
18,000
Base AP DPM
ƒ18,000 AP full-salvo alpha x 60 / 4.1 s base reload = 263,415.
263,415
Installed AP DPM
ƒ18,000 AP full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,892.
291,892
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed69 kt
Range10.5 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=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.4 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming213 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
107,200
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (27×3.5×1) + (16×3.5×1) = 284. 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.
284
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
55 mm L/77 Gerät 583×1 55mm
37 mm Flak LM/427×2 37mm
Far aura
DPS
ƒIncludes 16 continuous AA damage from dual-purpose main battery firing as AA in this range band.
16
Range5 km
Outer Medium aura
DPS27
Range4.5 km
Total DPS in Aura
ƒFar 16 + Outer Medium 27 = 43
43
Inner Medium aura
DPS38
Range3.5 km
Total DPS in Aura
ƒFar 16 + Outer Medium 27 + Inner Medium 38 = 81
81
Maneuverability
Engine moduleEngine: 76,000 hp
Engine power76,000 hp
Maximum speed37.5 kt
Turning circle radius700 m
Rudder shift time4.5 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 (33.8 kt of 37.5 kt), from our in-house acceleration model.
17.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 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.
30 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·37.5·0.5144700=1.58°/s, so ratio=ωturretωhull=181.58=11.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.4× ok
Concealment
Detectability by sea7.1 km
Detectability by air3.5 km
Smoke firing penalty2.6 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.1 km
Detect Fire Sea9.1 km
Detect Fire Air6.5 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
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

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 Disp96.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10810}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 96.1\,\text{m}$
Shell scatter width @ 10 km90 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 Disp57.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 96.1 \cdot 0.6 = 57.6\,\text{m}$
Shell scatter height @ 10 km52.7 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 Disp30.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 96.1 \cdot 0.319\;(\sigma = 2) = 30.7\,\text{m}$
Med Vert Disp18.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57.6 \cdot 0.319\;(\sigma = 2) = 18.4\,\text{m}$
AP Pen Close158.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1647 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 830^{1.38} = 158.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far43.1 mm
Same formula at the ship's max firing range (13.5 km), where the shell has slowed to 323.9 m/s: $P = 10^{-7}\cdot 1647 \cdot 28^{0.69} \cdot 0.128^{-1.07} \cdot 323.9^{1.38} = 43.1\,\text{mm}$.
HE penetration32 mm
32 mm ≈ 128 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 ~32mm armor instead of ~21mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time10 s
180 degrees / 18 deg/s traverse speed = 10 s.
HE full-salvo alpha9,000
1,500 HE damage x 6 broadside guns = 9,000.
AP full-salvo alpha18,000
3,000 AP damage x 6 broadside guns = 18,000.
Base HE DPM131,707
9,000 HE full-salvo alpha x 60 / 4.1 s base reload = 131,707.
Base AP DPM263,415
18,000 AP full-salvo alpha x 60 / 4.1 s base reload = 263,415.
Installed HE DPM145,946
9,000 HE full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.
Installed AP DPM291,892
18,000 AP full-salvo alpha x 60 / 3.7 s installed reload (Main Battery Mod. 3 = -10%) = 291,892.
Base shells/min87.8
6 broadside guns x 60 / 4.1 s base reload = 87.8.
Installed shells/min97.3
6 broadside guns x 60 / 3.7 s installed Artillery reload = 97.3.
Base fires/min6.15
87.8 shells/min x 7% fire chance = 6.15.
Installed fires/min6.81
97.3 shells/min x 7% fire chance = 6.81.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed69 kt
Travel time to max range58.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage107,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.
Per-side salvo damage107,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 13,400 = 107,200.

AA defense

Close-range AA DPS284
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (27×3.5×1) + (16×3.5×1) = 284. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1171
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 20,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern19 mm

Overmatched by 72+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)≈ 1,040 (~5% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 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.
Hull (midship)19 mm≈ 15,600 (~75% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)≈ 1,040 (~5% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 19–20 mm)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.
Superstructure13 mm primary (range 13–19 mm)no cap
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).

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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Sharki default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Z52 GoldenDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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