World of Warships: Legends ship guide

Vuk

Also called: Beta
Pan-Europe · Tier VII · Battleship · Premium / event variant · Brandenburg Variant
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~7.6 km) so the auto-fire battery starts contributing
  • Avoid: Sniping from the back line
Key characteristics
18 km gun rangeStrong secondaries (8 km)Improved HE penSpotter planeFragileEasily spotted
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Community Data

Vuk Community Stats

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Playstyle

Overview

Brandenburg is a Tier VII German turtleback battleship: her sloped internal armor bounces plunging shells at close range, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 7.6 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: top-decile punch-through secondaries in T7 BBs (38 mm) and top-decile turret traverse rate in T7 BBs (6).

Positioning

Push to within secondary range (~7.6 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.

Potato Avoidance

Sniping from the back line

The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does.

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 15/48 T7 BBs.

Fast torpedoes

86.0 kt torpedo speed, best of T7 BBs. Less reaction time for targets to dodge.

Punch-through secondaries

38.0 mm best HE pen across secondary families, top decile of T7 BBs. Pens hull plates peers' secondaries shatter on.

ELITE MAIN BATTERY
  • Fast turret traverse · 6.0°
  • Flat AP shells · 865.0 m
  • Long-range sniper BB
Wide dispersion

238.5 m max horizontal dispersion, worst of T7 BBs. Long-range salvos are noticeably wider than peers'.

Easily spotted

15.87 km surface detect, worst of T7 BBs. Visible before you can react; position early.

Acquisition

How to get Vuk

Vuk 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 0.4% One of the pirate ships Event containers · Pirate Chest '26 · 1 of 5 ships
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.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Vuk sits among Tier VII BBs (48 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.

BestSecondary range7.6 km (1 of 2 tied) BestTorpedo speed86 kt (1/16) Top 10%AP velocity865 m/s (4/48) Top 10%AP arming threshold51 mm (3/48) Top 25%Traverse-to-turn ratio5.38 × (13/48) Top 25%Main battery range17.6 km (7/48) Top 25%Fires per minute7.71 (12/47) Top 25%AP DPM268,571 (11/48) Top 25%Secondary DPM (per side)296,525 (11/48) Top 25%Secondary HE pen38 mm (7/45) Top 25%HE velocity865 m/s (9/47) Top 25%Turn-speed retention219.5 hp/m (9/48) Bottom 25%HE alpha1,700 (41/45) Bottom 25%AA range4.5 km (39/48) Bottom 10%Hit points59,700 HP (45/48) Bottom 10%Main battery caliber305 mm (45/48) Bottom 10%HE shell damage3,600 (44/47) WorstStealth profile15.87 km / 12.7 km (48/48 / 48/48) WorstMain dispersion238.5 m (48/48) WorstAP fuse timer0.01 s (1 of 3 tied) WorstTorpedo damage≈10,667 (16/16)
See 24 mid-pack stats

Not standouts for Vuk -- 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.

Max speed31 kt(17/48) Rudder shift15.8 s(30/48) Main battery reload25.2 s(22/48) Sigma1.9(17/48) HE DPM102,857(31/47) Secondary fire chance8%(28/45) Acceleration34.9 s(14/48) Engine power180,000 hp(15/48) Displacement47,520 t(25/48) Power-to-weight3.79 hp/t(17/48) AA DPS570(17/48) AA threat1,957(15/48) Torpedo range8 km(7/16) Torpedo reload85 s(7/16) Repair charges3(23/48) Max armor350 mm(34/48) Citadel belt340 mm(23/47) Deck armor50 mm(25/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points59,700
Displacement47,520 t
Armor range19–350 mm
Plate armor thicknesses19, 32, 38, 45, 50, 60, 80, 100, 110, 120, 145, 150, 180, 220, 340, 350 mm
Armor material/layer entries62
Fire resistance36.6%
Fire duration60 s
Torp Reduction23%
Main Battery
ModuleArtillery: 305 mm/56 SK C/39
Mounts / barrels4 mounts / 12 barrels
Reload time28 s
Firing range17.6 km
Turret traverse6 °/s
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1760030·122.21000+2.2)·30=238.5m
238.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =238.5·0.6=143.1m
143.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =238.5·0.332(σ=1.9)=79.1m
79.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =143.1·0.331(σ=1.9)=47.4m
47.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ12 broadside guns x 60 / 28 s base reload = 25.7.
25.7
HE shells
HE Damage3,600
HE Velocity865 m/s
Fire Chance27%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,600 HE damage x 12 broadside guns = 43,200.
43,200
Base HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
92,571
Installed HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
102,857
Base fires/min
ƒ25.7 shells/min x 27% fire chance = 6.94.
6.94
AP shells
AP Damage9,400
AP Velocity865 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·4150.69·0.3051.07·8651.38=631.7mm. Matches the in-game spec card.
631.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22 km), where the shell has slowed to 485.7 m/s: P=107·2450·4150.69·0.3051.07·485.71.38=284.8mm.
284.8 mm
AP full-salvo alpha
ƒ9,400 AP damage x 12 broadside guns = 112,800.
112,800
Base AP DPM
ƒ112,800 AP full-salvo alpha x 60 / 28 s base reload = 241,714.
241,714
Installed AP DPM
ƒ112,800 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 268,571.
268,571
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.
90
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time85 s
Projectile speed86 kt
Range8 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=32,000·0.333=10,667.
≈ 10,667
Torpedo detectability1.6 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,667 = 42,668.
42,668
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (165×3.5×0.7) + (63×3.5×0.75) = 570. 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.
570
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 3818×4 30mm
105 mm L/65 Dop. L. C/37 (DP)10×2 105mm
Far aura
DPS
ƒIncludes 63 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
63
Range4.5 km
Near aura
DPS165
Range3 km
Total DPS in Aura
ƒFar 63 + Near 165 = 228
228
S
Secondary Battery
Mounts16
Firing range7.6 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 7.6 km
ƒ7.6 km × 57 + 30 = 463.2 m.
463.2 m
105 mm L/65 Dop. L. C/37 (×10)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 180,000 hp
Engine power180,000 hp
Maximum speed31 kt
Turning circle radius820 m
Rudder shift time15.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31 kt), from our in-house acceleration model.
34.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31 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.
55.6 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·31.0·0.5144820=1.11°/s, so ratio=ωturretωhull=61.11=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea15.87 km
Detectability by air12.7 km
Smoke firing penalty12.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.87 km
Detect Fire Sea17.87 km
Detect Fire Air15.7 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,358 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 25,074 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 298 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (59,700 HP) per second = 298 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

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)1.9
Max Horiz Disp238.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17600}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 238.5\,\text{m}$
Shell scatter width @ 10 km164 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp143.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 238.5 \cdot 0.6 = 143.1\,\text{m}$
Shell scatter height @ 10 km84.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp79.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 238.5 \cdot 0.332\;(\sigma = 1.9) = 79.1\,\text{m}$
Med Vert Disp47.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.1 \cdot 0.331\;(\sigma = 1.9) = 47.4\,\text{m}$
AP Pen Close631.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2450 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 865^{1.38} = 631.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far284.8 mm
Same formula at the ship's max firing range (22 km), where the shell has slowed to 485.7 m/s: $P = 10^{-7}\cdot 2450 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 485.7^{1.38} = 284.8\,\text{mm}$.
HE penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha43,200
3,600 HE damage x 12 broadside guns = 43,200.
AP full-salvo alpha112,800
9,400 AP damage x 12 broadside guns = 112,800.
Base HE DPM92,571
43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
Base AP DPM241,714
112,800 AP full-salvo alpha x 60 / 28 s base reload = 241,714.
Installed HE DPM102,857
43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
Installed AP DPM268,571
112,800 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 268,571.
Base shells/min25.7
12 broadside guns x 60 / 28 s base reload = 25.7.
Installed shells/min28.6
12 broadside guns x 60 / 25.2 s installed Artillery reload = 28.6.
Base fires/min6.94
25.7 shells/min x 27% fire chance = 6.94.
Installed fires/min7.71
28.6 shells/min x 27% fire chance = 7.71.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range35.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage85,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 10,667 = 85,336.
Per-side salvo damage42,668
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,667 = 42,668.

AA defense

Close-range AA DPS570
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (165×3.5×0.7) + (63×3.5×0.75) = 570. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1957
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 range3 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7.6 km463.2 m
7.6 km × 57 + 30 = 463.2 m.

Secondary battery firepower

Secondary DPM (per side)296,525
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 105 mm (10/side) × 60/3.35 × 1200 = 214,925 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400 + 2×2 150 mm (2/side) × 60/7.5 × 1700 = 27,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 38 mm from the 150 mm family.

Armor Beta

Hull HP 59,700, 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 & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–60 mm)≈ 2,985 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)350 mm primary (range 38–350 mm)≈ 44,775 (~75% of HP)
No common caliber overmatches350 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–110 mm)≈ 2,985 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 38–340 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.
Superstructure19 mm primary (range 19–50 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×3Buff ×1Main Battery ×1Concealment ×2
2026-02-20

Pirates Ahead! New Commanders, Ships, and Skins

  • Nation changes from Germany to Europe, and tier changes from Brandenburg's listed Tier VIII page to Tier VII for Vuk in Legends data.
  • Torpedo range increased from 6 to 8 km; speed increased from 64 to 86 knots; detectability increased from 1.3 to 1.6 km; damage reduced from 13,700 to 11,667.
  • Main battery firing range increased from 17.08 to 17.6 km; shell grouping increased by 5.5% (from 1.8 to 1.9 sigma); reload increased from 26.5 to 28 s.
  • Ship speed reduced from 32.5 to 31.0 knots.
  • Detectability range by sea increased from 15.41 to 15.87 km; by air from 12.33 to 12.7 km; sea smoke-firing detectability from 12.01 to 12.37 km; air firing detectability from 6.1 to 6.28 km.
  • Enhanced Secondary Targeting moved to Slot 4.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Vuk default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Brandenburg 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