World of Warships: Legends ship guide

Tracy

Also called: 特雷西 Beta
U.S.A. · Tier III · Destroyer · Premium
SAP destroyerMain guns fire high-alpha SAP in place of AP; lean on agility and exhaust smoke, and pick targets your SAP bites rather than shatters on.
Playstyle
  • Work near capture edges and island exits where you can spot without being trapped
  • Avoid: Do not overstay after being detected
Key characteristics
SmokeEngine BoostLong-reach AAMany torpedo launchersEasily spotted
On this page
Community Data

Tracy Community Stats

Across 280+ Standard battles from 88 players, Tracy averages a 66% win rate, 31,400 damage and 1.4 kills per battle, and survives 45% of them.

Community Data

Tracy Community Stats

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

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Playstyle

Overview

Tracy is a U.S. Tier III premium destroyer. Play her as a low-tier destroyer fundamentals ship: scout early, contest only with support, and use the large torpedo broadside to punish predictable pushes.

Positioning

Work near capture edges and island exits where you can spot without being trapped. Keep escape routes open, use smoke and speed to reset fights, and launch torpedoes into committed battleship paths rather than forcing close-range trades.

Potato Avoidance

Overstay after being detected

Tracy's value comes from repeated spotting and torpedo windows, not from trying to duel every destroyer in open water.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE SMOKE ↗
  • Lingering smoke · 112 s
  • Quiet smoke gunnery · 1.8 km
Long-reach AA ↗

3 km AA reach, top decile of T3 DDs.

Many torpedo launchers ↗

4 launchers, best of T3 DDs. Each fires its own spread: aim them at different escape routes, or stack them on one line for more hits.

Easily spotted ↗

5.9 km surface detect, bottom decile of T3 DDs. Visible before you can react; position early.

Pattern widens fast with range ↗

Shell pattern widens about 9.1 m per km of range, bottom decile of T3 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Tracy

Tracy is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collection reward.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • U.S.A. 250: History-Inspired Event & New Alternative Destroyers Collection reward Start: 2026-06-26
    • You'll find the cards in Three Eras Collection crates, available via the campaign and a dedicated mission.
    • Here is what you'll receive once you complete each of the three collection sets:
    • All 12 cards: U.S. Tier III Premium destroyer Tracy
  • July Update: Born to Sail Free Collection reward Start: 2026-06-25
    • Complete the collection to receive new U.S. Tier III Premium destroyer Tracy; U.S. Alt. Destroyer crates; and Commander Progression Items.

Builds

Use an American destroyer commander focused on concealment, torpedo uptime, and survivability; inspirations for concealment or torpedo reload are safe defaults until player data matures.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Tracy sits among Tier III DDs (10 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.

BestSmoke fire bloom1.84 km (1/11) Top 10%Acceleration (0-12 kt)4.5 s (2/11) Top 25%Main dispersion83.4 m (3/11) Top 25%AA range3 km (3/11) Bottom 25%Torpedo range5.04 km (10/11)
See 23 mid-pack stats

Not standouts for Tracy -- 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 points10,900 HP(4/11) Max speed35 kt(5/11) Concealment5.92 km(9/11) Air detection2.96 km(9/11) Rudder shift2.8 s(7/11) Turning circle520 m(6/11) Main battery caliber120 mm(5/11) Main battery range9.12 km(9/11) Main battery reload7 s(9/11) Time to 90% speed16.5 s(9/11) Engine power27,500 hp(7/11) Power / turn radius52.9 hp/m(9/11) Displacement1,700 t(8/11) Power-to-weight16.18 hp/t(9/11) AA DPS21(7/11) AA threat32(9/11) Torpedo damage≈9,000(8/11) Torpedo speed56 kt(8/11) Torpedo reaction time7.3 s(6/11) Torpedo reload70 s(8/11) Max armor13 mm(6/11) Citadel belt13 mm(5/11) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit Points10,900
Displacement1,700 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
95.8 x 9.4 m
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
10%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 10,900 HP = 981 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 10,900 HP = 1,090 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
5,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
3,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,200 = 16,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,200
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 800 = 1,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Main Battery
ModuleArtillery: 102 mm Mk14
Mounts / barrels4 mounts / 8 barrels
Reload time7 s
Firing range9.1 km
Turret traverse10 °/s
Turret armor12 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
169° starboard-only, 169° port-only
Guns to bear
ƒCounted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
all guns bear at the bow
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.1 km) shells land in an ellipse about 83 m wide and 50 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(912130·8−0.51000+0.5)·30=83.4m
83.4 m at 9.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.4·0.6=50m
50 m at 9.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =83.4·0.62=25m
25 m at 9.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m at 9.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ6 broadside guns x 60 / 7 s base reload = 51.4.
51.4
SAP shells
SAP alpha1,900
SAP Velocity884 m/s
SAP Pen (mm)29.5
SAP Min Ricochet60 deg
SAP Guaranteed Ricochet75 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
7
SAP full-salvo alpha
ƒ1,900 SAP damage x 6 broadside guns = 11,400.
11,400
SAP DPM
ƒ11,400 SAP full-salvo alpha x 60 / 7 s base reload = 97,714.
97,714
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time70 s
Projectile speed56.0 kt
Range5.04 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=27,000·0.333=9,000. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,000
Maximum damage (ammunition)
ƒ27,000 warhead alpha / 3 + 900 blast = 9,900. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
9,900
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.59 per hit, shown as 1.59×100=159%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
159%
Torpedo launcher traverse25 °/s
Launch arcswing 145°, 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,000 = 54,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
54,000
AA Defense
AA mount points3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/23 Mk71×1 76mm
12.7 mm Browning M2 mod. 22×1 13mm
Medium aura
Guns76.2 mm/23 Mk7
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.
17
Range1.2 km
Total DPS in Aura
ƒMedium 4 + Near 17 = 21
21
Maneuverability
Engine power27,500 hp
Maximum speed35.0 kt
Turning circle radius520 m
Rudder shift time2.8 s
Engine power-boost threshold8.8 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
15.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
27.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.7 = +1.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.92 km x 0.955 = 5.65 km. Camouflage does not change detectability by air.
5.92 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.92 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.65 km.
5.65 km
Detectability by air2.96 km
Smoke firing penalty1.84 km
Detect when firing (sea)
ƒLarger of 9.12 km range and 1.84 km smoke firing penalty = 9.12 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
9.12 km
Detect when firing (air)
ƒAir detectability 2.96 km + gun-firing bloom 2.04 km = 5 km. The bloom tracks main-battery caliber x 0.020.
5 km
Detect when on fire (sea)
ƒSea detectability 5.92 km + 2.0 km while burning = 7.92 km.
7.92 km
Detect when on fire (air)
ƒAir detectability 2.96 km + 3.0 km while burning = 5.96 km.
5.96 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 24 s emit / 112 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Guns per full salvo (alpha, DPM)6
Counted from each mount's firing arc: most barrels that bear at once: 6 of 8, on the beam; casemate/wing mounts only fire one side.

Model inputs

idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range33.5 s
5040 m / (56.0 kt × 2.6855) = 33.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage108,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,000 = 108,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; Browning M2 Mod2 2x1 -> 17 DPS @ 1.2 km.
AA DPS layered by range4 DPS @ 3 km, 21 DPS @ 1.2 km
@ 3 km: 4 from one family; @ 1.2 km: 4 + 17 = 21. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank21
4 + 17 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index32
4 × 3 + 17 × 1.2 = 32. 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
Open in Charting Tool

Ship Charts

Background

USS Tracy, a Clemson-class destroyer, unlike many of her sister ships, never spent a day in reserve during her more than 25-year service. In the interwar years, she carried out various missions in the Black Sea, the Far East, and Latin America. USS Tracy entered the Pacific War at Pearl Harbor on December 7, 1941, and she ended it with seven battle stars in Japanese waters in September 1945.

Armor Beta

Hull HP 10,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP 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 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)1,600 (15% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm900 (8% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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)800 (7% 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 HP5,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 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 HP3,300 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Tracy can equip.

  • Tracy default exterior
    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.