Tracy
Also called: 特雷西 Beta- Work near capture edges and island exits where you can spot without being trapped
- Avoid: Do not overstay after being detected
On this page
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.
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.
Tracy Community Stats
Record History
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
+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.
- Lingering smoke · 112 s
- Quiet smoke gunnery · 1.8 km
3 km AA reach, top decile of T3 DDs.
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.
5.9 km surface detect, bottom decile of T3 DDs. Visible before you can react; position early.
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).
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
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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
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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.
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.
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.
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
Counted 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
6 broadside guns x 60 / 7 s base reload = 51.4.SAP shells
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SAP 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.ƒ
1,900 SAP damage x 6 broadside guns = 11,400.ƒ
11,400 SAP full-salvo alpha x 60 / 7 s base reload = 97,714.ƒ
Most 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: . 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.ƒ
27,000 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.59 per hit, shown as . 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.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 9,000 = 54,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 5 raw aura damage × 3.5 × 0.95 hit probability = 17 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 4 + Near 17 = 21ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (31.5 kt of 35.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 5.92 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.65 km.ƒ
Larger 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.ƒ
Air detectability 2.96 km + gun-firing bloom 2.04 km = 5 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 5.92 km + 2.0 km while burning = 7.92 km.ƒ
Air detectability 2.96 km + 3.0 km while burning = 5.96 km.
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
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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
The standard destroyer dispersion curve.(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.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
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).5040 m / (56.0 kt × 2.6855) = 33.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 3 tubes.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.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
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.@ 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.4 + 17 = 21 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.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.
Overmatched by 96+ AP 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 10%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 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. |
| Stern | 10 mm | 900 (8% of HP) | Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 13 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. |
| Superstructure | 6 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 HP | 5,500 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 3,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Tracy can equip.
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.
