World of Warships: Legends ship guide

Wakeful

Also called: 清醒 Beta
Hybrid destroyerBalance guns and torps; cap, spot, and trade as the map allows.
Playstyle
  • Take space aggressively and use your high HE damage to land powerful opening blows
  • Avoid: Wasting smokescreens by not paying attention to your speed is easier in Wakeful than other T3 DDs due t…
Key characteristics
Heavy torpedoesHeavy AP pen10 km gun rangeSmokeQuick accelerationVisible torps
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Community Data

Wakeful Community Stats

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Playstyle

Overview

Wakeful is a Tier III British gun-leaning destroyer that rewards aggression with flexible guns, quick smokes, and a slippery hull. Both her AP and HE are effective, and should be used akin to a cruiser. Her torpedoes are best used in combination with her guns to add chaos to the battlefield. Standout traits: most smoke screens in T3 DDs (6) and top-decile main battery HE damage in T3 DDs after hull upgrade (1700).

Positioning

Take space aggressively and use your high HE damage to land powerful opening blows. Push flanks to get advantageous angles and use your many smokescreens to quickly but safely disengage even in open water.

Potato Avoidance

Wasting smokescreens by not paying attention to your speed is…

Wasting smokescreens by not paying attention to your speed is easier in Wakeful than other T3 DDs due to the poor deceleration of British engines.Getting spotted while slow not only makes you an easy target, but is made even worse by her bottom-decile HP.

Signature Traits

ELITE MAIN BATTERY
  • Close-range AP brick · 180.9 mm
  • Long-range AP brick · 58.6 mm
  • Long gun range · 10.01 km
Heavy torpedoes

11067.0 damage per torpedo, best of T3 DDs.

ELITE SMOKE
  • Extra smoke charges · 6.0 Smoke
  • Fast smoke cycle · 60.0 s
Quick acceleration

~6.5 s to 90% of top speed, top decile of T3 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Visible torps

1.2 km torpedo detect, bottom decile of T3 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Wakeful

Wakeful is available in the Dueling Destroyers branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Wakeful sits in the Dueling Destroyers branch. The highlighted path shows the local branch context inside the full U.K. tree.

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 Wakeful sits among Tier III DDs (11 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.

BestAcceleration6.5 s (1/11) BestAP arming threshold17 mm (1 of 3 tied) BestTorpedo damage≈11,067 (1/11) Top 10%Main battery range10.01 km (2/11) Top 10%Displacement1,504 t (2/11) Top 25%Rudder shift2.6 s (3/11) Top 25%Main battery reload5 s (3/11) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Hit points10,000 HP (10/11) WorstMain battery caliber102 mm (1 of 3 tied) WorstMax armor10 mm (1 of 4 tied) WorstCitadel belt10 mm (1 of 5 tied) WorstDeck armor10 mm (1 of 4 tied)
See 22 mid-pack stats

Not standouts for Wakeful -- 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 speed35 kt(5/11) Concealment5.73 km(6/11) Air detection2.87 km(5/11) Traverse-to-turn ratio4.85 ×(8/11) HE shell damage1,500(7/10) HE fire chance6%(5/10) Fires per minute2.88(5/10) HE DPM72,000(5/10) AP shell damage1,800(7/9) AP DPM86,400(5/9) Main dispersion83.2 m(9/11) AP velocity811 m/s(4/9) HE velocity811 m/s(5/10) Engine power27,000 hp(9/11) Turn-speed retention54 hp/m(6/11) Power-to-weight17.95 hp/t(6/11) AA DPS24(5/11) AA range2.5 km(6/11) AA threat61(4/11) Torpedo range6 km(8/11) Torpedo reload71 s(9/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)
Survivability
Hit PointsInitial: 8,400 → 10,000
Displacement1,504 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries21
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 102/45 Mk V
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9.1 km
Firing range (top fire control)10 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 =(910030·80.51000+0.5)·30=83.2m
83.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.2·0.6=50m
50 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =83.2·0.32(σ=2)=26.6m
26.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50·0.32(σ=2)=16m
16 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,500 → 1,700
HE Velocity811 m/s → 774 m/s
Fire Chance6% → 9%
HE penetration
ƒIn-game data: 20 mm = 102 mm caliber / 5.1 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
Base HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
Base fires/min
ƒ48 shells/min x 9% fire chance = 4.32.
4.32
AP shells
AP Damage1,800 → 2,200
AP Velocity811 m/s → 774 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 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 =107·2300·28.120.69·0.121.07·7741.38=215.4mm. Matches the in-game spec card.
215.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.5 km), where the shell has slowed to 294.5 m/s: P=107·2300·28.120.69·0.121.07·294.51.38=56.8mm.
56.8 mm
AP full-salvo alpha
ƒ2,200 AP damage x 4 broadside guns = 8,800.
8,800
Base AP DPM
ƒ8,800 AP full-salvo alpha x 60 / 5 s base reload = 105,600.
105,600
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Mk V
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed59 kt
Range6 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=33,200·0.333=11,067.
≈ 11,067
Torpedo detectability1.2 km
Flooding chance196%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming182 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
66,402
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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.
24
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount (upgraded hull only)2×1 40mm
12.7 mm Mk III (stock hull only)2×4 13mm
Medium aura
DPS7
Range2.5 km
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed35 kt
Turning circle radius500 m
Rudder shift time2.6 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
6.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
17.4 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·35.0·0.5144500=2.06°/s, so ratio=ωturretωhull=102.06=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea5.73 km
Detectability by air2.87 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.
5.73 km
Detect Fire Sea7.73 km
Detect Fire Air5.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
Module options (4)

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

HullUpgrade
  • Hit points8,400 → 10,000
  • Rudder shift4.7 → 3.3 s
  • Close-range AA DPS3 → 7
  • Maximum AA range1.2 → 2.5 km
Fire controlUpgrade
  • Main battery range9,100 → 10,010 m
ArtilleryUpgrade
  • HE fire chance6 → 9 %
TorpedoesTrade-off
  • Reload62 → 71 s
  • Alpha damage27,300 → 33,200
  • Display damage9,100 → 11,067
  • Speed53 → 59 kt

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)2
Max Horiz Disp83.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9100}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 83.2\,\text{m}$
Max Vert Disp50 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 83.2 \cdot 0.6 = 50\,\text{m}$
Med Horiz Disp26.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.2 \cdot 0.32\;(\sigma = 2) = 26.6\,\text{m}$
Med Vert Disp16 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 50 \cdot 0.32\;(\sigma = 2) = 16\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close215.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 28.12^{0.69} \cdot 0.12^{-1.07} \cdot 774^{1.38} = 215.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far56.8 mm
Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 294.5 m/s: $P = 10^{-7}\cdot 2300 \cdot 28.12^{0.69} \cdot 0.12^{-1.07} \cdot 294.5^{1.38} = 56.8\,\text{mm}$.
HE penetration20 mm
In-game data: 20 mm = 102 mm caliber / 5.1 (non-standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,800
2,200 AP damage x 4 broadside guns = 8,800.
Base HE DPM81,600
6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
Base AP DPM105,600
8,800 AP full-salvo alpha x 60 / 5 s base reload = 105,600.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min4.32
48 shells/min x 9% fire chance = 4.32.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range39.1 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 damage66,402
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
Per-side salvo damage66,402
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.

AA defense

Close-range AA DPS24
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×1) = 24. 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 range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index61
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.

Armor Beta

Hull HP 8,40010,000 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 & stern10 mm

Overmatched by 95+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,500 (15% of HP)
Overmatched by 150mm+ (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 mm primary (range 6–10 mm)1,100 (11% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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 6–10 mm)400 (4% 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 HP5,000 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 (40 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 HP3,000 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 Wakeful can equip, from in-game data.

  • Wakeful default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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