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Jervis

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Jervis
Jervis_wows_main.jpg
Destroyer | U.K. | Tier VII
Tech Tree Position
Icarus
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Lightning
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General
Research price65000 exp
Purchase price5,150,000 Credits
Hit Points11,800 
Main Battery
120 mm/45 CPXIX3 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed10 deg./sec.
180 Degree Turn Time18 sec.
Firing Range10.98 km.
Maximum Dispersion97 m.
HE Shell120 mm HE 
Maximum HE Shell Damage1,700 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity808 m./s.
HE Shell Weight22.68 kg.
AP Shell120 mm AP 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity808 m./s.
AP Shell Weight22.68 kg.
Torpedo Tubes
533 mm PR Mk II2 х 5 pcs.
Rate of Fire0.5 shots/min.
Reload Time120 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk VII 
Maximum Damage15,733 
Torpedo Speed59 knot
Torpedo Range7.02 km.
AA Defense
12.7 mm Mk III4 х 4 pcs.
. . . Average Damage per Second8.4 
. . . Firing Range1.2 km.
40 mm/39 QF Mark VII1 х 4 pcs.
. . . Average Damage per Second12.9 
. . . Firing Range2.49 km.
40 mm/39 QF Mark II2 х 1 pcs.
. . . Average Damage per Second11.4 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed36 knot
Turning Circle Radius590 m.
Rudder Shift Time4.9 sec.
Concealment
Surface Detectability Range7.2 km.
Air Detectability Range2.95 km.
Battle Levels
12345678910
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VII
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5,150,000

Jervis — British Tier VII destroyer.

The J-class ships became the pioneers of the the new generation of British destroyers. Their increased size enabled them to carry powerful artillery in new twin mounts.

Modules

Main Battery Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
120 mm/45 CPXIX1218971,70082,100 0420,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Jervis (A)11,80061634/2/120 0600,000
Jervis (B)14,30061631/220 23,5001,500,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
533 mm Mk VII0.51207.215,733597 0430,000
Gun Fire Control System Firing Range Increase
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Mk VII mod. 1011 0350,000
Mk VII mod. 21012.1 17,0001,100,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 44,000 hp36 0405,000

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 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Steering Gears Modification 2

Player Opinion

Performance

Players will find Jervis a pleasant upgrade from Icarus, being an upgrade across the board. As a warship, she prefers to find herself on the front lines, taking advantage of her powerful gun battery and stealth. This also helps players use her torpedo battery to its fullest, compensating for the relative inferiority in quality compared to many of her contemporaries.

Perhaps one of Jervis’ best assets is the power of her gunnery at medium to close range, especially when she's aggressively charging enemy ships. It is trivially easy for the player to bring all six guns to bear, even when rapidly switching from side to side, and combined with her high rate of fire, this allows her to quickly pummel enemy destroyers, gaining an early advantage in a fight even against enemy destroyers able to bring to bear their full armament. Her massive quantity of torpedoes also allows her to put a staggering amount of torpedoes into the water at once. Her ability to utilize Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) allows her to be safer when charging enemy smokescreens (or utilizing her own) with the earlier detection of torpedoes — although her Hydro is inferior to those of German destroyers, so it should not be relied upon to spot enemy ships.

For all her benefits at mid to close-range combat, players will find that Jervis’ abilities drop off sharply at longer ranges - in fact, about 7 kilometers is where this happens. Not only is this the maximum range of her torpedoes, but it's also the edge of her effective maximum gunnery range due to the ballistics of her guns. The ballistics of this guns are actually inferior to that of the 5"/38 found on most American destroyers, which means only the slowest targets are viable choices at longer ranges. This puts a hard cap on the engagement range of Jervis, and the player should generally seek to avoid exposing themselves in such engagements - the better ballistics of weapons such as the Soviet 130mm, or the 152mm guns found on light cruisers, will give them a major advantage over the player at ranges over 7 kilometers.

The smoke of Jervis bears unique attributes that will effect how she plays. Due to its rapid reload time, it can be used frequently, but players should be aware of its short generation time and the short period of time that is lasts for. Because of this, it is extremely inadvisable to use in order to sit and HE-spam enemy targets. Instead, it is advised players use it as a supplement to their concealment, using it to break contact with enemy ships more rapidly, creating a barrier that will last just long enough for you to put adequate distance between the player and the enemy.

Like most destroyers, Jervis is a warship who's lethality increases as the battle wears on. The fewer ships that can challenge its concealment and close-range lethality, the easier it will be for the player to close in on and ambush enemy ships. Destroyers the player can get close to will melt under Jervis’ gunnery, and larger ships will find it difficult to avoid her spreads of ten torpedoes, especially when they can be single-launched for precision accuracy.

Pros:

  • Good guns - fast firing with decent range.
  • Large number of torpedoes.
  • Excellent firing arcs forward - the aft turret can fire 26 degrees off the bow, and rotates 360 degrees.
  • Great concealment.
  • Decent maneuverability - decent top speed, great turning radius and decent rudder shift.
  • Smoke consumable has a rapid reload, and Jervis also carries the Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, regardless of obstacles (such as smoke screens or islands).) consumable.

Cons:

  • Torpedoes individually aren't very good.
  • Smoke duration is short in all respects.
  • Her anti-aircraft armament is negligible (typical for a destroyer).
  • Her main battery shells are slow in flight and lack penetration.
  • Like all RN DDs (save for the Premiums Gallant and Cossack), she lacks the Engine Boost (While active, increases a ship's speed by a fixed percentage.) consumable.

Research

The research path on this destroyer is very straightforward. The player should prioritize the (B) Hull upgrade to increase their hit points by over 20%, as well as improving rudder shift time and Anti-Aircraft armament. Then, take the Gun Fire Control System upgrade to improve main battery range, as the only remanding researchable module.

Optimal Configuration

Upgrades

The recommended upgrades for Jervis are as follows:

Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) is recommended for Slot 1, although is advisable to take Magazine Modification 1 (-70% to the risk of your ship's magazine detonation.) may also be used if players have no Juliet Charlie (-100% to the risk of your ship's magazine detonating.) signal flags to spare. Propulsion Modification 1 (-20% to the risk of the engine becoming incapacitated. / -20% to engine repair time.) is the best option for Slot 2. but if players have access to the Hydroacoustic Search Modification 1 (+20% to duration of Hydroacoustic Search.) module, they may wish to use that instead in order to maximize the power of their hydro.

Commander Skills

Key skills for Jervis commanders can vary drastically depending on how they choose to set up their ship, in particular among the third tier of skills. The first tiers are almost invariably "Priority Target" and "Last Stand". However, on the third tier many options are viable - "Torpedo Armament Expertise" to increase your already considerable volume of torpedoes, "Basic Firing Training" to further increase your excellent rate of fire, "Superintendent" for extra charges of Smoke or Hydro, or "Demolition Expert" to increase fire chance (especially if the player chooses to take IFHE). Even "Vigilance" is useful, to increase detection via the Hydro. At the fourth tier, "Concealment Expert" should absolutely be the player's priority.

Consumables

Jervis can equip the following consumables:

Camouflage

Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.

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

Signals

Gallery

Historical Info

Historical Gallery


Ships of U.K.
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Cruisers  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Exeter Doubloons • VI Leander • VII Fiji • VII Belfast Doubloons • VIII Edinburgh • IX Neptune • X Minotaur 
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Aircraft Carriers  IV Hermes • VI Furious • VIII Implacable • VIII Indomitable • X Audacious
Destroyers
France  VI Aigle Doubloons • VIII Le Terrible Doubloons • VIII L'Effronté 
Italy  VI Leone 
Japan  II Tachibana Doubloons • II Umikaze • II Tachibana Lima Doubloons • III Wakatake • IV Isokaze • V Minekaze • V Fūjin Doubloons • V Kamikaze Doubloons • V Kamikaze R Doubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome Doubloons • VII Akatsuki • VII Shiratsuyu • VIII Akizuki • VIII Kagero • VIII Asashio Doubloons • VIII Asashio B Doubloons • VIII HSF Harekaze Doubloons • VIII Yukikaze • IX Yūgumo • IX Kitakaze • X Shimakaze • X Harugumo 
U.S.A.  II Sampson • II Smith Doubloons • III Wickes • IV Clemson • V Nicholas • VI Farragut • VI Monaghan Doubloons • VII Mahan • VII Sims Doubloons • VIII Benson • VIII Kidd Doubloons • IX Fletcher • IX Black Doubloons • X Gearing 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V Gremyashchy Doubloons • V Podvoisky • V Okhotnik Doubloons • VI Gnevny • VII Minsk • VII Leningrad Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX Neustrashimy • X Khabarovsk • X Grozovoi 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61 Doubloons • VII Leberecht Maass • VII Z-39 Doubloons • VIII Z-23 • IX Z-46 • X Z-52 
U.K.  II Medea • III Valkyrie • III Campbeltown Doubloons • IV Wakeful • V Acasta • VI Icarus • VI Gallant Doubloons • VII Jervis • VIII Lightning • VIII Cossack Doubloons • IX Jutland • X Daring 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI Anshan Doubloons • VII Gadjah Mada • VIII Hsienyang • VIII Loyang Doubloons • IX Chung Mu • X Yueyang 
Commonwealth  III Vampire Doubloons • VII Haida Doubloons 
Pan-America  
Poland  VII Błyskawica Doubloons