World of Warships: Legends ship guide

Storm Lantern

Also called: 风暴灯笼 Beta
Pan-Asia · Tier VI · Destroyer · Premium / event variant · Grom Variant
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 7.5-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (12 km)Radar (7.5 km)SmokeTorp Reload BoosterEngine BoostSlow reload
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Community Data

Storm Lantern Community Stats

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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

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 5/41 T6 DDs.

Deep-water torpedoes

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.

Surveillance Radar

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.

Engine Boost

+5% speed, 100 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE TORPEDOES
  • Heavy · 22367.0 damage
  • Long-range torps · 12.0 km
Slow reload

7.5 s reload, bottom decile of T6 DDs. Salvos punish more, but cycle is slower than peers.

Acquisition

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

Official WG availability sources
Show direct source rows

Builds Beta

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

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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.

BestTorpedo range12 km (1 of 5 tied) BestTorpedo damage≈22,367 (1 of 2 tied) Top 10%Acceleration7.5 s (2/41) Top 25%Max speed38.5 kt (10/41) Top 25%Concealment6.79 km (10/41) Top 25%Rudder shift3.2 s (11/41) Top 25%Main dispersion87.8 m (9/41) Top 25%HE velocity900 m/s (9/41) Bottom 25%Main battery caliber120 mm (33/41) Bottom 25%Fires per minute3.36 (37/41) Bottom 25%HE DPM95,200 (34/41) Bottom 25%Displacement3,383 t (32/41) Bottom 10%Main battery reload7.5 s (38/41) Bottom 10%Power-to-weight15.96 hp/t (39/41) WorstNo secondaries (37 of 41 in cohort)
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.

Hit points15,500 HP(21/41) Air detection3.4 km(13/41) Traverse-to-turn ratio6.45 ×(12/41) Main battery range10.67 km(19/41) HE shell damage1,700(31/41) Engine power54,000 hp(17/41) Turn-speed retention88.5 hp/m(20/41) AA DPS131(28/41) AA range3.5 km(23/41) AA threat358(27/41) Torpedo speed67 kt(12/41) Torpedo reload100 s(30/41) Deck armor16 mm(14/27) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit Points15,500
Displacement3,383 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries21
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm wz. 34/36 Bofors double
Mounts / barrels4 mounts / 7 barrels
Reload time7.5 s
Firing range (base)9.7 km
Firing range (top fire control)10.7 km
Turret traverse12 °/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 =(970030·80.51000+0.5)·30=87.8m
87.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.8·0.6=52.7m
52.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =87.8·0.319(σ=2)=28m
28 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52.7·0.319(σ=2)=16.8m
16.8 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ7 broadside guns x 60 / 7.5 s base reload = 56.
56
HE shells
HE Damage1,700
HE Velocity900 m/s
Fire Chance6%
HE penetration
ƒ30 mm ≈ 120 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
30 mm
HE full-salvo alpha
ƒ1,700 HE damage x 7 broadside guns = 11,900.
11,900
Base HE DPM
ƒ11,900 HE full-salvo alpha x 60 / 7.5 s base reload = 95,200.
95,200
Base fires/min
ƒ56 shells/min x 6% fire chance = 3.36.
3.36
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time100 s
Projectile speed67 kt
Range12 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=67,100·0.333=22,367.
≈ 22,367
Torpedo detectability1.1 km
Flooding chance355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202.
134,202
AA Defense
AA mount points6
Close-range AA DPS
ƒSum 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.
131
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors № 32×2 40mm
13.2 mm Hotchkiss wz. 304×2 13mm
Medium aura
DPS25
Range3.5 km
Near aura
DPS13
Range1.2 km
Total DPS in Aura
ƒMedium 25 + Near 13 = 38
38
Maneuverability
Engine moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed38.5 kt
Turning circle radius610 m
Rudder shift time3.2 s
Engine power-boost threshold39 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.6 kt of 38.5 kt), from our in-house acceleration model.
7.5 s
Acceleration 0-99%
ƒTime 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.
8.8 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·38.5·0.5144610=1.86°/s, so ratio=ωturretωhull=121.86=6.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.5× slow
Concealment
Detectability by sea6.79 km
Detectability by air3.4 km
Smoke firing penalty2.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.79 km
Detect Fire Sea8.79 km
Detect Fire Air6.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 250×301000=7.5 km
Choose one
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
ƒWhile 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

Shell Grouping (σ)2
Max Horiz Disp87.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9700}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 87.8\,\text{m}$
Max Vert Disp52.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 87.8 \cdot 0.6 = 52.7\,\text{m}$
Med Horiz Disp28 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 87.8 \cdot 0.319\;(\sigma = 2) = 28\,\text{m}$
Med Vert Disp16.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52.7 \cdot 0.319\;(\sigma = 2) = 16.8\,\text{m}$
HE penetration30 mm
30 mm ≈ 120 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 ~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.
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha11,900
1,700 HE damage x 7 broadside guns = 11,900.
Base HE DPM95,200
11,900 HE full-salvo alpha x 60 / 7.5 s base reload = 95,200.
Base shells/min56
7 broadside guns x 60 / 7.5 s base reload = 56.
Base fires/min3.36
56 shells/min x 6% fire chance = 3.36.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time6.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range68.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage134,202
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202.
Per-side salvo damage134,202
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 22,367 = 134,202.

AA defense

Close-range AA DPS131
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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index358
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 range1.2 km

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.

Bow & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

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
Bow16 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.
Stern16 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.
Citadel16 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.
Superstructure10 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Storm Lantern. Cards are condensed; use each source link for full context.

Nerf ×3Buff ×3Rework ×1Main Battery ×1Torpedo ×1
2026-02-20

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Storm Lantern default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Grom 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.

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