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Elephant

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Legends_Elephant_splash.png
Tier VII | Type: Cruiser
Cost (Doubloons)17 500
VariantsHampshire
STOCK STATS
Survivability
Hitpoints34 000 
Armor16 - 152 mm
Torpedo Damage Reduction%
Artillery
Main Battery
203mm/50 BL Mk VIII5x2 
Firing Range15.4 km
Reload Time10.5 s
180° Turn Time22.5 s
AP Maximum Damage4900 
Sigma2.1 
Secondary Armament 1
102mm/45 QF Mk XIX6x2 
Firing Rangekm
Reload Times
HE Maximum Damage1500 
HE Fire Chance%
HE Penetration17 mm
Torpedoes
533mm QR Mk IV2x4 
Reload Time96 s
180° Turn Time7.2 s
Maximum Damage15 533 
Detectability by Sea1.3 km
Range10 km
Speed62 kn
AA Defense
AA Armament 1
20mm Oerlikon Mk IV4x1 
DPS14 
Rangekm
AA Armament 2
20mm Oerlikon Mk V18x2 
DPS110 
Rangekm
AA Armament 3
40mm Vickers 2-PDR. Mk VII4x4 
DPS56 
Range2.5 km
AA Armament 4
40mm Vickers 2-PDR. Mk VIII4x8 
DPS79 
Range2.5 km
AA Armament 5
102mm/45 QF Mk XIX6x2 
DPS56 
Rangekm
Maneuverability
Maximum Speed30 kn
Turning Circle Radius710 m
Rudder Shift Time9.8 s
Concealment
Detectability by Sea11.6 km
Detectability by Air7.1 km
Detectability while firing in smoke6.6 km
Legends_Elephant.png

Elephant — Soviet Premium Tier VII Cruiser.

With her vivid colors and ornate decorations, Elephant might seem like a welcoming haven on the high seas. But don't be deceived by her sleek appearance–beneath the surface, she's as dangerous and unpredictable as her captain.

Elephant was temporarily released in the store from December 2nd to December 15th, 2024, in relation to the special "pirates" event.


Year of Design: 1827

Ship Traits Premium Trait
Legends_Surgical_Strike_trait.png Legends_Sequential_trait.png Legends_Flair_for_Piercing_trait.png Legends_Money_Maker_trait.png
Surgical Shells: A short shell fuse time results in lower chance of over-penetration. Sequential: Torpedoes can be launched one by one. Flair for Piercing: Equipped with AP shells only. Money Maker: Grants a significant bonus to XP and credit earnings.


Modules

Legends_Hull.png Hit Points Min Armor (mm) Max Armor (mm) Torpedo Damage Reduction (%) Main Battery Turrets Torpedo Launchers Rudder Shift (s)
Stock 34 000 16 152 7 5x2 2 9.8





Legends_Artillery.png Turret Arrangement Reload Time (s) 180° Turn Time (s) Max AP Damage
203mm/50 BL Mk VIII 5x2 10.5 22.5 4900
Legends_Fire_Control.png Main Battery Firing Range
Stock 15.4 km
Legends_Torpedo.png Launcher Arrangement Reload Time (s) 180° Turn Time (s) Max Damage Range Speed Detection
533mm QR Mk IV 2x4 96s 7.2s 15 533 10 62 1.3
Legends_Engine.png Maximum Speed
Stock 30 kn

Modifications

SLOT 1
Legends_Main_Battery_Mod_2.png
Main Battery Mod 2
  • Main Battery traverse speed +20%
Legends_Aiming_System_Mod_1.png
Aiming Systems Mod 1
  • Dispersion of Main Battery -7%
  • Torpedo tubes traverse speed +20%
  • Secondary Battery firing range +5%
  • Dispersion of secondary battery -5%
Legends_Secondary_Battery_Mod_2.png
Secondary Battery Mod 2
  • Secondary Battery firing range +20%
  • Dispersion of Secondary Battery -20%
Legends_AA_Guns_Mod_2.png
AA Guns Mod 2
  • AA guns firing range +20%
SLOT 2
Legends_Damage_Control_System_Mod_2.png
Damage Control System Mod 2
  • Fire duration -15%
  • Flood duration -15%
Legends_Steering_Gears_Mod_2.png
Steering Gears Mod 2
  • Rudder shift time -20%
SLOT 3
Legends_Concealment_System_Mod_1.png
Concealment System Mod 1
  • Detectability range -10%
  • Incoming fire dispersion +5%
Legends_Target_Acquisition_System_Mod_1.png
Target Acquisition System Mod 1
  • Spotting Range +20%
  • Torpedo visibility range +20%
  • Range of Guaranteed Acquisition of ships +50%
Legends_Steering_Gears_Mod_3.png
Steering Gears Mod 3
  • Rudder shift time -40%
  • Steering gear repair time -80%
SLOT 4
Legends_Main_Battery_Mod_3.png
Main Battery Mod 3
  • Main battery reload time -10%
  • Main battery traverse speed -15%
Legends_Torpedo_Tube_Mod_3.png
Torpedo Tube Mod 3
  • Torpedo tubes reload -15%
  • Risk of torpedo tubes becoming incapacitated +50%
Legends_Secondary_Battery_Mod_3.png
Secondary Battery Mod 3
  • Secondary battery reload time -20%
Legends_Gun_Fire_Control_System_Mod_2.png
Gun Fire Control System Mod 2
  • Dispersion of Main Battery -3%
  • Range of main guns +5%
Legends_AA_Guns_Mod_3.png
AA Guns Mod 3
  • Average AA damage +25%

Consumables

Legends_Damage_Control_Party.png
Damage Control Party
Legends_dpadleft.png
Accelerates repairs to damage modules, firefighting efforts and recovery from flooding.
  • Duration: 5s
  • Reload time: 60s
  • The number of consumables is unlimited
Legends_Repair_Party.png
Repair Party
Legends_dpadup.png
Partially restores the ship's HP by repairing light damage.
  • HP per second: +204
  • Duration: 28s
  • Reload time: 60s
  • Number of consumables: 2
Legends_Sonar.png
Sonar
Legends_dpadright.png
Increases the range of guaranteed acquisition of enemy ships and torpedoes, including those within smoke screens.
  • Detection of torpedoes: 3.4km
  • Detection of ships: 4.9.km
  • Duration: 100s
  • Reload time: 180s
  • Number of consumables: 2
Legends_Spotter_Plane.png
Observation Seaplane
Legends_dpaddown.png
Temporarily tightens main battery shell grouping.
  • Main battery shell grouping: +10%
  • Duration: 35s
  • Reload time: 200s
  • Number of consumables: 3
Legends_DFAA.png
Defensive AA Fire
Legends_dpadright.png
Increases the efficiency of AA fire.
  • Average AA damage: +200%
  • Duration: 40s
  • Reload time: 150s
  • Number of consumables: 2

Player Opinion


Pros:

  • Great AP shell characteristics
  • Good torpedoes
  • Decent AA defenses
  • Good concealment
  • Access to an improved version of the Observation SeaplaneLegends_Spotter_Plane.pngconsumable



Cons:

  • Low HP pool and torpedo damage reduction
  • Low top speed for a cruiser at only 30 knots
  • No access to HE shells
  • Only a few torpedoes per side


Performance

Gallery


WoWsLIconWhite.png  Legends Ship Map  WoWsLIconWhite.png