World of Warships: Legends ship guide

V-25

Beta
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-km torpedoes for a perfect shot
Key characteristics
Long, heavy torpedoes (7 km)Stealthy (5.2 km)SmokeEngine BoostFast for the classStiff AP fuse
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Community Data

V-25 Community Stats

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Playstyle

Overview

V-25 is a Tier II 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. Standout traits: best AP DPM in T2 DDs (115,000) and best top speed in T2 DDs (36 kt).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7 km reach at 52 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 7-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

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 MAIN BATTERY
  • AP DPM machine · 103500 AP
  • Big-caliber overmatch · 7.3 mm
  • Tight dispersion · 73.0 m
ELITE MOBILITY
  • Fast for the class · 36.0 kt
  • Nimble for the tonnage · 25.44 hp
Best-in-class stealth

5.21 km surface detect, top decile of T2 DDs. Stays dark longer.

Stiff AP fuse

18.0 mm AP arming threshold, bottom decile of T2 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get V-25

V-25 is available in the Area-Control Destroyers branch of the Germany Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

V-25 sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

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Cohort position

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Where V-25 sits among Tier II DDs (24 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.

BestMax speed36 kt (1 of 3 tied) BestConcealment5.21 km (1/24) BestAP DPM103,500 (1 of 2 tied) BestMain dispersion73 m (1 of 2 tied) Top 10%Air detection2.61 km (2/24) Top 10%Main battery caliber105 mm (3/24) Top 10%Power-to-weight25.44 hp/t (3/24) Top 25%Rudder shift2.1 s (7/24) Top 25%Main battery reload4 s (5/24) Top 25%Turn-speed retention56.4 hp/m (5/24) Top 25%Torpedo damage≈9,800 (4/24) Bottom 25%Hit points7,600 HP (19/24) Bottom 25%Traverse-to-turn ratio4.15 × (19/24) Bottom 25%Main battery range8.5 km (22/24) Bottom 25%HE shell damage1,200 (21/24) Bottom 25%HE fire chance5% (21/24) Bottom 25%AP velocity715 m/s (19/22) Bottom 25%HE velocity715 m/s (21/24) Bottom 10%AP arming threshold18 mm (21/22) WorstAA threat10 (1 of 5 tied)
See 16 mid-pack stats

Not standouts for V-25 -- 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.

Fires per minute2.25(9/24) HE DPM54,000(10/24) Acceleration15.9 s(11/24) Engine power24,800 hp(9/24) Displacement975 t(9/24) AA DPS10(13/24) AA range1 km(17/24) Torpedo range6.99 km(13/24) Torpedo speed52 kt(17/24) Torpedo reload38 s(13/24) Max armor9 mm(15/24) Citadel belt9 mm(15/24) Deck armor9 mm(13/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value) NormStern armor6 mm(22 of 24 tied at this value)
Survivability
Hit PointsInitial: 6,900 → 7,600
Displacement975 t
Armor range6–9 mm
Plate armor thicknesses6, 9 mm
Armor material/layer entries25
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 88 mm L/45 Tbts LC/13
Mounts / barrels3 mounts / 3 barrels
Reload time4 s
Firing range (base)7.7 km
Firing range (top fire control)8.5 km
Turret traverse10 °/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 =(773030·80.51000+0.5)·30=73m
73 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =73·0.6=43.8m
43.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =73·0.319(σ=2)=23.3m
23.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =43.8·0.32(σ=2)=14m
14 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ3 broadside guns x 60 / 4 s base reload = 45.
45
HE shells
HE Damage1,200
HE Velocity715 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 3 broadside guns = 3,600.
3,600
Base HE DPM
ƒ3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
54,000
Base fires/min
ƒ45 shells/min x 5% fire chance = 2.25.
2.25
AP shells
AP Damage2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
134.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (10.6 km), where the shell has slowed to 238.9 m/s: P=107·1870·18.20.69·0.1051.07·238.91.38=29.5mm.
29.5 mm
AP full-salvo alpha
ƒ2,300 AP damage x 3 broadside guns = 6,900.
6,900
Base AP DPM
ƒ6,900 AP full-salvo alpha x 60 / 4 s base reload = 103,500.
103,500
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.
3
Torpedoes
ModuleG/6D
Launchers / tubes4 launchers × 2 tubes = 6 tubes
Reload time38 s
Projectile speed52 kt
Range6.99 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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming161 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount pointsInitial: 0 → 2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.92 mm MG 082×1 8mm
Near aura
DPS3
Range1 km
Maneuverability
Engine moduleEngine: 28,000 hp
Engine power24,800 hp
Maximum speed36 kt
Turning circle radius440 m
Rudder shift time2.1 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 (32.4 kt of 36 kt), from our in-house acceleration model.
15.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
26.8 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·36.0·0.5144440=2.41°/s, so ratio=ωturretωhull=102.41=4.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.1× drags
Concealment
Detectability by sea5.21 km
Detectability by air2.61 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.21 km
Detect Fire Sea7.21 km
Detect Fire Air5.61 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 49 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points6,900 → 7,600
  • Rudder shift3.8 → 2.7 s
  • AA mounts0 → 2
  • Close-range AA DPS0 → 3
  • Maximum AA range0 → 1 km
Fire controlUpgrade
  • Main battery range7,730 → 8,503 m
TorpedoesUpgrade
  • Range6 → 6.99 km
  • Speed49 → 52 kt

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 Disp73 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{7730}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 73\,\text{m}$
Max Vert Disp43.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 73 \cdot 0.6 = 43.8\,\text{m}$
Med Horiz Disp23.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 73 \cdot 0.319\;(\sigma = 2) = 23.3\,\text{m}$
Med Vert Disp14 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 43.8 \cdot 0.32\;(\sigma = 2) = 14\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close134.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 715^{1.38} = 134.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far29.5 mm
Same formula at the ship's max firing range (10.6 km), where the shell has slowed to 238.9 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 238.9^{1.38} = 29.5\,\text{mm}$.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha3,600
1,200 HE damage x 3 broadside guns = 3,600.
AP full-salvo alpha6,900
2,300 AP damage x 3 broadside guns = 6,900.
Base HE DPM54,000
3,600 HE full-salvo alpha x 60 / 4 s base reload = 54,000.
Base AP DPM103,500
6,900 AP full-salvo alpha x 60 / 4 s base reload = 103,500.
Base shells/min45
3 broadside guns x 60 / 4 s base reload = 45.
Base fires/min2.25
45 shells/min x 5% fire chance = 2.25.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed52 kt
Travel time to max range51.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
4 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index10
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 km

Armor Beta

Hull HP 6,9007,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern6 mm

Overmatched by 106+ 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 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–9 mm)1,000 (13% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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.
Stern6 mm primary (range 6–9 mm)700 (9% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel9 mm primary (range 6–9 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 6–9 mm)600 (8% 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 HP3,800 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (8 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 HP2,300 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior V-25 can equip, from in-game data.

  • V-25 default exterior
    DefaultThe ship’s standard exterior

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