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Cruiser | U.K. | Tier V
Tech Tree Position
Research price18000 exp
Purchase price1,560,000 Credits
Hit Points24,000 
Main Battery
152 mm/45 CPXIV7 х 1 pcs.
Rate of Fireshots/min.
Reload Time7.5 sec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range12.38 km.
Maximum Dispersion126 m.
Chance of Fire on Target Caused by HE Shell%
AP Shell152 mm AP 4crh SC 
Maximum AP Shell Damage3,000 
Initial AP Shell Velocity936 m./s.
AP Shell Weight45.36 kg.
Secondary Armament #1
102 mm/45 Mk V3 х 1 pcs.
Firing Range4.5 km.
Rate of Fire15 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 IV4 х 3 pcs.
Rate of Fire0.85 shots/min.
Reload Time71 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk V 
Maximum Damage11,967 
Torpedo Speed59 knot
Torpedo Rangekm.
AA Defense
12.7 mm Mk III6 х 4 pcs.
. . . Average Damage per Second12.6 
. . . Firing Range1.2 km.
40 mm Vickers 2-pdr. QF Mk II2 х 1 pcs.
. . . Average Damage per Second11.2 
. . . Firing Range2.01 km.
102 mm/45 Mk V3 х 1 pcs.
. . . Average Damage per Second8.4 
. . . Firing Range3.51 km.
Maximum Speed33 knot
Turning Circle Radius670 m.
Rudder Shift Time10.9 sec.
Surface Detectability Range11.52 km.
Air Detectability Range6.75 km.
Battle Levels

Emerald — British Tier V cruiser.

The most advanced British light cruiser among those designed during World War I. The ship's powerful propulsion allowed for high speeds. Her larger displacement helped strengthen the cruiser's artillery and torpedo armament as well as equip her with aircraft-handling gear.


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/45 CPXIV8181263,000 0100,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Emerald (A)24,0001076736/2/340 0140,000
Emerald (B)27,1001076736/340 6,800340,000
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 V0.8957.211,966596 0150,000
533 mm Mk VII0.81067.215,733596 4,000400,000
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk V mod. 1012.4 0110,000
Mk V mod. 21013.6 4,700460,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 80,000 hp33 085,000

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

Player Opinion


Emerald is the final evolution of the Royal Navy's cruiser designs based around single, centerline mounted 152mm guns. Though she has seven total turrets, only six can be brought to bear on a single target at once; the turrets just aft of the bridge are mounted on either side of her funnels and can only fire on one side of the ship.

Unfortunately, this represents a bit of a step back for the line, putting Emerald in much the same situation that Caledon was in at Tier III: she's badly outgunned by most opponents she will face. Every other Tier V cruiser save Furutaka can get more barrels on target than Emerald can, and Furutaka’s guns are significantly larger due to the Japanese cruiser line transitioning to heavy cruiser designs. The situation gets even more unpalatable when Emerald finds herself up-tiered into Tier VII games (at least Caledon can only see opponents one tier higher).

Like Caledon and Danae, captains looking to get the most out of their Emerald will have to play incredibly smart and make maximum use of her torpedoes and consumables to see that she survives deep into games. Her stock torpedoes are equivalent to the upgraded ones on Danae, and while the torpedo module upgrade boosts their damage, they're stuck with the same 6.0 km range. Emerald is more sluggish on her rudder and has a larger turning circle than Danae, so new captains should take some time to get to know her before putting her in situations that require precise maneuvering.

Emerald is an average ship in a tough spot with unfavorable matchmaking tiers. Getting through — and past — her while working up the branch can be frustrating, but Leander makes the pain worthwhile.


  • Has the lowest detection range of any Tier V cruiser.
  • Gains access to the Smoke Generator consumable, while retaining access to the Repair Party consumable.
  • Has a large number of torpedoes with eight per side.
  • The firing arcs for her torpedoes are large which allows her to use them while presenting a sharp angle.


  • Often has difficulty damaging battleships due to a lack of high explosive shells.
  • Limited firing arcs on some of her main battery guns especially against targets aft of the ship.
  • The citadel is quite large and sits high above the water making it easy to hit.
  • Has +2 MM, unlike her predecessors, and will frequently be matched up against Tier VIIs.
  • Suffers immensely from being up-tiered due to short range torpedoes and frequently ineffective guns.


Captains are encouraged to research the Gun Fire Control System module first to extend Emerald’s range before moving on to Hull (B) and the Torpedo module.

Optimal Configuration


The recommended upgrades for Emerald are as follows:

Commander Skills


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

As a Royal Navy light cruiser, Emerald can be deadly to enemy destroyers, but also rather frail against them. This makes it advisable to equip premium consumable Hydroacoustic Search II, to spot the enemy ships as well as detecting the enemy torpedoes early. Additionally, her thin armor makes it highly advisable to equip premium consumable Repair Party II and Smoke Generator II (for an extra consumable charge, reduced cooldown times, and increased survivability). Catapult Fighter is not recommended due to the little protection it provides and Spotting Aircraft is not recommended due to potential difficulty in reaching out to your targets. However, some players may find Spotting Aircraft more useful than Smoke Generator due to the rather abysmal range of this cruiser. But Smoke Generator can work very well in conjunction with Hydroacoustic Search, as enemy ships may find it rather tempting to launch torpedoes at the smoke cloud.


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.


India Delta and November Foxtrot are highly recommended to optimize the ship’s Repair Party consumable. Flags that speed up the research process such as Equal Speed Charlie London may also be useful.


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