Storm Lantern
Also called: 风暴灯笼 Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 7.5-km torpedoes for a perfect shot
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Storm Lantern Community Stats
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Storm Lantern Community Stats
Record History
Playstyle
Overview
Grom is a Tier VI European torpedo destroyer reaching 7.5 km. The torpedoes travel at 72 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best Defensive AA flak boost in T6 DDs (200) and top-decile HE fire chance in T6 DDs (9).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7.5 km reach at 72 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. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.
Potato Avoidance
Holding 7.5-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
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 5/41 T6 DDs.
Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/41 T6 DDs.
7.5 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
+5% speed, 100 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Heavy · 22367.0 damage
- Long-range torps · 12.0 km
7.5 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.
How to get Storm Lantern
Storm Lantern is a premium event variant 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
- Pirate Chest '26 3.5% VI Storm Lantern Event containers · Pirate Chest '26
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Pirates Ahead! New Commanders, Ships, and Skins Event/store source Start: 2026-02-20 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows
- Pirate Chest '26 3.5% · VI Storm Lantern
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 Storm Lantern sits among Tier VI DDs (41 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 17 mid-pack stats
Not standouts for Storm Lantern -- 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 40 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 / 12 deg/s traverse speed = 15 s.ƒ
7 broadside guns x 60 / 7.5 s base reload = 56.HE shells
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30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
1,700 HE damage x 7 broadside guns = 11,900.ƒ
11,900 HE full-salvo alpha x 60 / 7.5 s base reload = 95,200.ƒ
56 shells/min x 6% fire chance = 3.36.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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 = 6 x 22,367 = 134,202.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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
Medium 25 + Near 13 = 38ƒ
Time to reach 90% of top speed (34.6 kt of 38.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (38.1 kt of 38.5 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.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 · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active
Surveillance Radar2 charges · 180 s reload · 15 s active · 7.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Engine Boost2 charges · 160 s reload · 100 s active · +5% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +200% flak burst boost
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9700}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.8\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.8 \cdot 0.6 = 52.7\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.8 \cdot 0.319\;(\sigma = 2) = 28\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.7 \cdot 0.319\;(\sigma = 2) = 16.8\,\text{m}$30 mm ≈ 120 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) - 0.25 in this case. Lets HE pen ~30mm armor instead of ~20mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).All 7 barrels bear on the broadside.180 degrees / 12 deg/s traverse speed = 15 s.1,700 HE damage x 7 broadside guns = 11,900.11,900 HE full-salvo alpha x 60 / 7.5 s base reload = 95,200.7 broadside guns x 60 / 7.5 s base reload = 56.56 shells/min x 6% fire chance = 3.36.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.6 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (25×3.5×1) + (13×3.5×0.95) = 131. 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.Armor Beta
Hull HP 15,500, 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.
Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 15–16 mm) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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) | 16 mm primary (range 15–16 mm) | ≈ 11,625 (~75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 6–16 mm) | ≈ 775 (~5% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 16 mm primary (range 10–16 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. |
| Superstructure | 10 mm primary (range 10–16 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Storm Lantern. Cards are condensed; use each source link for full context.
Pirates Ahead! New Commanders, Ships, and Skins
- Detectability range by sea reduced from 6.9 to 6.79 km; air detectability reduced from 3.45 to 3.4 km.
- Main battery fire-setting chance reduced from 9% to 6%; reload increased from 6.5 to 7.5 s; damage reduced from 1,900 to 1,700.
- Added Torpedo Reload Booster with 2 charges to Slot 4.
- Standard torpedoes replaced with deep-water torpedoes: 23,767 damage, 12 km range, 1.1 km detectability, 67 knots, 100 s reload.
- Added Radar to Slot 2 as an alternative to Smoke Generator.
- Detectability while firing in smoke increased from 2.45 to 2.94 km.
- Speed reduced from 41 to 38.5 knots.
Skins & permanent camouflages
Every custom exterior Storm Lantern can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativeGrom PirateDecorative
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.
