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Cruiser | U.K. | Tier V
Tech Tree Position
Research price11000 exp
Purchase price1,250,000 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
102 mm/45 Mk V3 х 1 pcs.
. . . Average Damage per Second8.4 
. . . Firing Range3.51 km.
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.
Maximum Speed33 knot
Turning Circle Radius730 m.
Rudder Shift Time10.9 sec.
Surface Detectability Range10.18 km.
Air Detectability Range5.4 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 Guns Rate of Fire
180° 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
( Credits)
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
( Credits)
Emerald (A)24,0001076736/3/240 0140,000
Emerald (B)27,1001076733/6/640 6,100340,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
( Credits)
533 mm Mk V0.8957.211,966596 0150,000
533 mm Mk VII0.81067.215,733597 3,600400,000
Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
( Credits)
Mk V mod. 1012.4 0110,000
Mk V mod. 21013.6 4,200460,000
Engine Maximum Speed
Research price
Purchase price
( Credits)
Propulsion: 80,000 hp33 085,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Hydroacoustic Search Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1 Smoke Generator Modification 1 Torpedo Tubes 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). As icing on the cake, the citadel is easily penetrated and positively huge: an Emerald captain should never forget that exposing the ship's sides to any enemy ship larger than a destroyer is almost invariably fatal.

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, with the torpedo module upgrade boosting their damage, while upgrading the 6.0 km range to 7.0 km. 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 (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) consumable, while retaining access to the Repair Party (While active, restores a percentage of the ship's health points each second.) consumable.
  • Has a large number of torpedoes with six per side, eight with the upgraded hull.
  • 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.
  • Unlike her predecessors, has -2/+2 matchmaking and will frequently be matched up against Tier VII ships.
  • 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

While a short main battery range has its downside, it also makes for a smaller maximum detection range. A possible destroyer hunter build would leave the range un-buffed and go for Radio Location and Concealment Expert with the purpose revealing yourself to as few enemies as possible when opening up on your prey.


Emerald can equip the following consumables:

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 Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.). Catapult Fighter (While active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft.) is not recommended due to the little protection it provides and Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) is not recommended due to potential difficulty in reaching out to your targets. However, some players may find Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) more useful than Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) due to the rather abysmal range of the main battery. But Smoke Generator (While active, generates a smoke screen that blocks line-of-sight for both enemies and teammates.) can work very well in conjunction with Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.), as smoke clouds are infamous torpedo magnets.


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 (+20% to the amount of HP recovered when the Repair Party consumable is used.) and November Foxtrot (-5% reload time on all consumables.) are highly recommended to optimize the ship’s Repair Party (While active, restores a percentage of the ship's health points each second.) consumable. Flags that speed up the research process, such as Equal Speed Charlie London (+50% XP earned for the battle.), may also be useful.

Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


  1. 1.0 1.1 1.2 Use of the Juliet Charlie signal makes detonation impossible.

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