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Cruiser | U.K. | Tier VIII
Tech Tree Position
Research price108000 exp
Purchase price8,800,000 Credits
Hit Points31,800 
Main Battery
152 mm/50 Mk XXIII4 х 3 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time25.71 sec.
Firing Range14.02 km.
Maximum Dispersion129 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 6crh Mk IV 
Maximum AP Shell Damage3,100 
Initial AP Shell Velocity841 m./s.
AP Shell Weight50.8 kg.
Secondary Armament #1
102 mm/45 QF Mk XIX6 х 2 pcs.
Firing Rangekm.
Rate of Fire20 shots/min.
Reload Timesec.
HE Shell102 mm HE 35 lb 
Maximum HE Shell Damage1,500 
Initial HE Shell Velocity811 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm TR Mk IV2 х 3 pcs.
Rate of Fire0.83 shots/min.
Reload Time72 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IX* 
Maximum Damage15,867 
Torpedo Speed61 knot
Torpedo Range8.01 km.
AA Defense
20 mm Oerlikon Mk IV8 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.01 km.
40 mm Vickers 2-pdr. Mk VIII3 х 8 pcs.
. . . Average Damage per Second59.4 
. . . Firing Range2.49 km.
20 mm Oerlikon Mk V5 х 2 pcs.
. . . Average Damage per Second30.5 
. . . Firing Range2.01 km.
102 mm/45 QF Mk XIX6 х 2 pcs.
. . . Average Damage per Second56.4 
. . . Firing Range5.01 km.
Maximum Speed32.5 knot
Turning Circle Radius680 m.
Rudder Shift Time13.4 sec.
Surface Detectability Range11.7 km.
Air Detectability Range8.13 km.
Battle Levels

Edinburgh — British Tier VIII cruiser.

The most powerful light cruiser in the Royal Navy during World War II. Outrivaled most other same-type ships in terms of armor protection. She inherited powerful main guns from her predecessors. Among other Royal Navy cruisers of the 1930s, Edinburgh carried more powerful AA weapons.


Main Battery Rate of Fire
180 Degree Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
152 mm/50 Mk XXIII825.711293,100 0600,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Edinburgh (A)31,8006114463/8/5/620 0900,000
Edinburgh (B)36,40061144614/620 28,0002,200,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180 Degree Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk IX*0.8727.215,866618 01,000,000
533 mm Mk IX**0.8727.215,5336210 12,0001,200,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk VIII mod. 1014 0700,000
Mk VIII mod. 21015.4 15,0001,500,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 80,000 hp32.5 0500,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 2 Secondary Battery Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 2
 Slot 5  Target Acquisition System Modification 1 Concealment System Modification 1 Steering Gears Modification 3

Player Opinion


Edinburgh will feel familiar to captains progressing up the British cruiser line; her four turrets of triple 152mm barrels are identical to the configuration of her immediate predecessor, Fiji. In point of fact, Edinburgh has only a few upgrades from Fiji, but those upgrades make a measurable difference in her effectiveness.

By now, veterans of the branch are accustomed to having access to the Repair Party consumable. Edinburgh is no different in this regard, though she has access to a much more potent version of the consumable; one that restores as much as 40% of her health pool per use. Neptune and Minotaur have heals of similar effectiveness, meaning that ships at the high end of the Royal Navy cruiser branch can be exceedingly difficult to sink if they are allowed to escape sustained fire with any health remaining. Like her predecessors, Edinburgh has the tools to make good that escape — should it become necessary — through her ability to equip the Smoke Generator consumable. Additionally, Edinburgh is the first ship in the line given access to Surveillance Radar. Though she must give up her access to Smoke Generator in order to have Surveillance Radar available, the combination of radar and Hydroacoustic Search make her an incredibly potent destroyer hunter. Any destroyers that find themselves within 9.0 km of a radar-equipped Edinburgh are in a very vulnerable position.

Her armor is improved over that of Fiji, and while she will stand up to heavy cruiser fire better than her predecessor, Edinburgh will still suffer when under fire from enemy battleships. Her torpedoes gain some extra range and are now capable of reaching targets at ranges out to 10 km, and her anti-aircraft damage per second is nearly double that of Fiji. She is a well-rounded cruiser, but one that must be played very carefully in order to maximize her ability to punish lighter enemy units while minimizing her exposure to fire from enemy capital ships.



  • Armor is largely for show and offers little real protection; incoming rounds larger than 203mm will penetrate Edinburgh easily.
  • Really only effective against lighter enemy units, such as destroyers and other cruisers. Edinburgh barely registers as a threat to enemy battleships.
  • Lightly-armored turrets are incapacitated more frequently than many of her contemporaries.
  • Shortest main battery range of all Tier VIII cruisers.


Hull B should be researched first, as it improves survivability with some sorely-needed hit points and improved rudder shift, as well as reinforcing the AA suite. Next should be the torpedoes; in contrast to Fiji's anemic torpedo upgrade, the extra range greatly increases opportunities for their use. The fire control should be upgraded last, as the ballistics are quite poor near maximum range.

Optimal Configuration

There are a three key choices that dictate how Edinburgh will play: the upgrades in Slots 2 and 6, and which consumable she chooses to go along with Hydroacoustic Search.


The recommended upgrades for Edinburgh are as follows:

Upgrade Slot 1 allows players to mount one of two viable options. Main Armaments Modification 1 is a generally viable choice, but players wishing to specialize for anti-aircraft duties should mount Auxiliary Armaments Modification 1 (+100% to secondary battery survivability. / +100% to AA mounts survivability.).

Upgrade Slot 3 offers choices for specialization in different roles. Aiming Sytems Modification 1 should be equipped for ship to ship combat. AA Guns Modification 2 (+20% to AA mounts maximum firing range.) should be mounted when specializing for AA duties.

Commander Skills

Full Concealment Build: Level 4's Concealment Expert is the most important skill an Edinburgh commander can possess in this style of build. Prior to that, key skills are Expert Marksman at Level 2 and Superintendent at Level 3.

Generalist Build: Edinburgh captains that are less concerned with hunting enemy destroyers should invest points in their anti-aircraft suite. Priority Target is recommended at Level 1, as is Manual Fire Control for AA Armament or Advanced Firing Training for the extra range at Level 4 (though Concealment Expert should be the next skill taken). Level 2's Adrenaline Rush and Level 3's Superintendent remain important skills. Basic Firing Training could also be taken to further improve your anti-aircraft damage but Superintendent should have priority.


Players can equip the following consumables on this cruiser: Damage Control Party, Repair Party, Hydroacoustic Search, and a choice between Smoke Generator, Spotting Aircraft, Catapult Fighter, or Surveillance Radar.

At this Tier in the game, Captains who have opted for the Full Concealment Build and are focused on eradicating enemy destroyers should equip Surveillance Radar. All other builds should stick to Smoke Generator for maximum survivability. Catapult Fighter is still not recommended due to the same reason as for the preceding Tier ships, and Spotting Aircraft is not recommended due to the difficulty in shooting at targets at long range, as it is already fairly difficult to hit targets with Edinburgh's current range. Spending doubloons or credits on Repair Party II is highly recommended for the additional charge and reduced cooldown time, as Edinburgh is the first Royal Navy cruiser to have the special "Super Heal".


Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Edinburgh with Type 18 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.


Historical Info

Historical Gallery


Ships of U.K.
Destroyers  III Campbeltown Doubloons • VI Gallant Doubloons • VII Cossack 
Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Battleships  III Bellerophon • IV Orion • V Iron Duke • VI Warspite Doubloons • VI Queen Elizabeth • VII King George V • VII Hood Doubloons • VII Nelson • VII Duke of York Doubloons • VIII Monarch • IX Lion • X Conqueror 
Aircraft Carriers
Japan  I Hashidate • II Chikuma • III Tenryu • III Katori Doubloons • IV Yūbari Doubloons • IV Kuma • IV Iwaki Alpha Doubloons • V Furutaka • VI Aoba • VII Myoko • VII ARP Myoko • VII ARP Ashigara • VII ARP Haguro • VII Southern Dragon • VII Eastern Dragon • VII ARP Nachi • VIII Mogami • VIII Atago Doubloons • VIII ARP Takao • IX Ibuki • X Zao 
U.S.A.  I Erie • II Chester • II Albany Doubloons • III St. Louis • IV Phoenix • V Omaha • V Marblehead Doubloons • V Marblehead Lima Doubloons • VI Cleveland • VII Atlanta Doubloons • VII Pensacola • VII Indianapolis Doubloons • VII Flint Doubloons • VIII New Orleans • IX Baltimore • X Des Moines • X Salem 
Germany  I Hermelin • II Dresden • II Emden Doubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf Spee Doubloons • VI HSF Admiral Graf Spee Doubloons • VII Yorck • VIII Admiral Hipper • VIII Prinz Eugen Doubloons • IX Roon • X Hindenburg 
U.S.S.R.  I Orlan • II Diana Doubloons • II Diana Lima Doubloons • II Novik • III Aurora Doubloons • III Bogatyr • III Oleg Doubloons • IV Svietlana • V Murmansk Doubloons • V Kirov • V Krasny Krym Doubloons • VI Budyonny • VI Molotov Doubloons • VI Admiral Makarov Doubloons • VII Shchors • VIII Chapayev • VIII Mikhail Kutuzov Doubloons • IX Dmitri Donskoi • X Moskva 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
Pan-Asia  I Chengan • VI Huanghe Doubloons 
Italy  VI Duca d'Aosta Doubloons • VII Duca degli Abruzzi Doubloons 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De Grasse Doubloons • VII Algérie • VIII Charles Martel • IX Saint-Louis • X Henri IV 
Commonwealth  VI Perth Doubloons