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Destroyer | U.S.A. | Tier X
Tech Tree Position
Joshua Humphreys
Research price236000 exp
Purchase price19,500,000 Credits
Hit Points19,400 
Main Battery
127 mm/38 Mk.12 on a Mk.38 mount3 х 2 pcs.
Rate of Fire20 shots/min.
Reload Timesec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range11.12 km.
Maximum Dispersion98 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Mk152 х 5 pcs.
Rate of Fire0.58 shots/min.
Reload Time103 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk16 mod. 1 
Maximum Damage19,033 
Torpedo Speed66 knot
Torpedo Range10.5 km.
AA Defense
127 mm/38 Mk.12 on a Mk.38 mount3 х 2 pcs.
. . . Average Damage per Second45.3 
. . . Firing Range5.01 km.
40 mm/56 Bofors on a Mk.2 mount2 х 4 pcs.
. . . Average Damage per Second31.8 
. . . Firing Range3.51 km.
20 mm Oerlikon on a Mk.4 mount12 х 1 pcs.
. . . Average Damage per Second43.2 
. . . Firing Range2.01 km.
40 mm/56 Bofors on a Mk.1 mount2 х 2 pcs.
. . . Average Damage per Second22.6 
. . . Firing Range3.51 km.
Maximum Speed36 knot
Turning Circle Radius640 m.
Rudder Shift Time3.3 sec.
Surface Detectability Range7.33 km.
Air Detectability Range3.41 km.
Battle Levels

Gearing — American Tier X destroyer.

The Fletcher-class destroyers didn't quite meet the requirements of the U.S. Navy: The ships' contours and inadequate AA defenses were subject to criticism. The new class of destroyers had an elongated hull, which resulted in an increase in displacement but solved the stability issue. Most of the ships entered service after the end of World War II and served in the navies of 12 countries during the Cold War. USS Gearing didn't participate in World War II either—she was used to conduct training operations in the 1940s and 1950s.

Five of the class are preserved as military museum ships: USS Joseph P. Kennedy, Jr. in Fall River, Massachusetts; ROKS Jeon Ju (ex-USS Rogers) in Dangjin, South Korea; ROCS Te Yang (ex-USS Sarsfield) in Tainan City, Taiwan; TCG Gayret (ex-USS Eversole) in Izmit, Turkey; and USS Orleck in Jacksonville, Florida.


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
127 mm/38 Mk.12 on a Mk.38 mount207.2981,80052,100 01,900,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Gearing19,4001321312/2/2/32 02,650,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Mk16 mod. 10.61037.219,0336610.5 02,500,000
Mark 170.51167.217,9006616.5 30,0002,500,000
Maximum Firing Range
Research price
Purchase price
Mk10 mod. 10 01,600,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 60,000 hp36 01,750,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Defensive AA Fire Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Improved Hull Concealment
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


The Tier X Destroyer Gearing is the penultimate ship of the American destroyer line, and the successor to Fletcher. With further upgrades to her torpedo battery, she represents the final step in the shifting role of American destroyers from gunboats to torpedo boats. Despite her torpedo-focused role, Gearing is a versatile ship that can play around with her artillery when the situation favorably calls for it. The excellent area denial and team utility provided by her presence makes her a solid ship for both casual and competitive play.


Gearing possesses a hull that is wider and longer than Fletcher, which allows her to fit more armament on her deck, at the cost of maneuverability. With Survivability Expert, Gearing has 2,650 more hit-points than her predecessor, for a maximum hit-point value of 22,900, which is relatively low compared to other Tier X destroyers. Gearing is one of the few destroyers at Tier X that has armored plating, which can be considered as both a blessing and a curse. The sides of her midsection have 21 mm of plating, compared to the 19 mm of plating that is found everywhere else on the ship. This causes HE shells that do not have the ability to penetrate 21mm of armor to shatter on the plating, dealing no damage to the ship. However, the presence of 21mm plating makes Gearing more susceptible to taking increased damage from AP shells and rockets, due to them having an easier time arming on her plating and causing full penetrations. Her additional plating is an overall negative addition, as it only helps her when fighting a few destroyers at her tier, at the cost of potentially taking more damage than usual from half of the destroyers found at the same tier.

Her 36-knot base top speed is half a knot slower than her predecessor, and is relatively slow compared to her peers. Still, the inclusion of her Engine BoostWhile active, increases a ship's speed by a fixed percentage. consumable gives her an edge, when comparing her speed to destroyers that lack it. Gearing’s hull is a clear downgrade from her predecessor when it comes to her maneuverability, as her rudder shift time is 0.3 seconds slower, and her turning radius increases to 640 m. Despite this, she has above average handling when compared to the majority of destroyers that are at her tier. The combination of Gearing’s larger hull with her worse handling makes her a clumsier ship to sail, and captains will need to be aware of that fact when engaging other ships in battle.

With standard concealment upgrades and captain skills, Gearing has a surface concealment of 5.9 km, giving her above average concealment when compared to her peers. She already has the ability to comfortably outspot most of the destroyers at her tier, but she can be built to have even better concealment. As a Tier X tech tree ship, Gearing has access to an unique upgrade, which provides her with an alternate playstyle. Improved Hull Concealment (–15% detectability radius / +5% dispersion of enemy shells fired at your ship / +15% main battery loading time./ +5% torpedo tubes reload time.) goes into slot 5 in lieu of the traditional Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship., decreasing her surface detectability to 5.6 km, at the cost of reducing her main battery reload by 15% and torpedo reload by 5%. This upgrade allows Gearing to match the concealment of Shimakaze, allowing them to be tied for the stealthiest destroyers at Tier X. Depending on their playstyle, captains have the flexibility to choose between having improved damage output or better stealth, with the addition of the unique upgrade.

Overall, Gearing’s hull appears to be a downgrade from Fletcher; slower, clumsier, and easier to hit. However, these sacrifices are made in order to accommodate her improved armament, which are well worth the trade-offs.


After three predecessors with essentially the same main battery, Gearing finally gets an incremental improvement in her main battery firepower. She adds another gun, for a total of six guns housed in three twin turrets, with two turrets at the bow and one turret at the stern. Her turrets have a fast 180° turn time of 7.2 seconds, making it easy to bring her guns to bear. Her main battery reload drops from 3.3 seconds to 3 seconds, giving her an overall noticeable improvement in raw damage output. Still, Gearing’s damage per minute values are just average for a Tier X destroyer, and the improvements she receives are not enough to make her main battery worth building into. All of the shortcomings regarding the main batteries of American destroyers are present, as she has the worst ballistics and high explosive fire chance for a Tier X destroyer. Her floaty shells are a significant disadvantage when taking fights with other ships, as it makes it easy for ships to dodge and mitigate damage, while potentially taking more damage in return due to the enemy simply missing less shells. A 5% HE firechance is not as big of a deal when facing low-to-mid tier ships, as their innate Fire Resistance Coefficient (FRC) is relatively low. However, ships at Tier X have an FRC value of 0.5, meaning that the effective fire chance for an HE shell gets cut in half. This means that tier for tier, Gearing has a harder time setting fires on equal tier enemy ships, when compared to her predecessors, who have the same HE shells and only marginally slower rates of fire. To add insult to injury, Gearing’s main battery range is reduced to 11.1 km from the 12.9 km range of the Fletcher, which gives her less coverage for her artillery, and pressures her to play in riskier positions to be able to utilize it.

In contrast, Gearing’s torpedoes are the star of the show, and are the standout feature of the ship. Captains start out with the Mk16 mod. 1 torpedoes found on the Fletcher, and have the option to research and equip the Mk17 torpedoes. Both torpedo options are excellent depending on the use case, and have their own sets of strengths and weaknesses. The Mk16 torpedoes have an excellent alpha of 19,033 damage per torpedo, range of 10.5 km, 323% flooding chance per torpedo, and reload every 103 seconds per tube. The Mk17 torpedoes have a lower alpha of 17,900 damage per torpedo, an excellent 16.5 km of range, a lower flooding chance of 301%, and a longer reload at 116 seconds. Both torpedoes share the same speed of 66 kt and detectability at 1.4 km. The Mk16 torpedoes have better raw damage output than the Mk17s, due to their greater alpha and faster reload, but have a limited 10.5 km range, which limits overall torpedo coverage and places the player in riskier situations in order to utilize them effectively. While the Mk17 torpedoes have slightly less damage output and take longer to reload than the Mk16s, having 16.5 km torpedoes allows captains to deny vast amounts of area, and are a better tool to hinder pushes. The extended range allows Gearing to launch outside the radius of 12 km radars without being detected, which realistically cannot be done with the Mk16 torpedoes. Both torpedo choices are excellent options to use in battle, but to get the most out of Gearing, captains should use the Mk17 torpedoes, as they are unique to her. Players that enjoy using the shorter-ranged but higher-damage Mk16 torpedoes are better off playing Fletcher instead, as there is basically no difference between stock Gearing and upgraded Fletcher in terms of torpedo prowess. In exchange for three seconds of torpedo tube reload, Fletcher tier-for-tier has a superior hull when compared to Gearing, and has a more forgiving matchmaking spread being a Tier IX ship. When compared to other destroyers at Tier X, Gearing with her Mk17 torpedoes has formidable torpedo prowess that has no crippling weaknesses in any area. They have average damage, reload, speed, and stealth for her tier, while having the 2nd longest torpedo range in the entire game. Other torpedo boats may have better parameters in a specific area, but they pay by falling short in other areas.

Gearing is an excellent torpedo-focused destroyer that happens to have adequate main battery firepower to bolster her damage output. Her artillery objectively isn’t terrible by Tier X destroyer standards, and it can still do meaningful amounts of damage in the right situations. However, her main battery firepower is simply not good enough to invest into, as there are too many compromises to outweigh the small benefits of building into her guns. It is simply too risky to use them outside of close range or from cover, due to their low range and horrible shell ballistics. Her torpedoes, on the other hand, are the crux of the ship’s gameplay, and have basically every desirable trait one could ask for. With this in mind, it would be more effective for her gameplay and battle impact to invest into her torpedo battery.


Gearing’s AA battery is average for a Tier X destroyer. She has a 5.8 km long-range aura, 3.5 km medium-range aura, and 2 km short-range aura. She puts up three flak clouds, and deals average damage on all three auras. When compared to Fletcher, Gearing essentially has no meaningful improvement in terms of her AA performance, which really isn’t a big concern anyways, as Gearing is able to see the same aircraft carriers in her matchmaking spread as her predecessor. Gearing has the option to boost her AA defenses by taking Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased., which gives an increased bonus to the continuous damage of tech tree American destroyers. Even with DFAA equipped, Gearing’s AA still cannot compete with the AA batteries of some of her peers, as her damage, range, and flak count is just not good enough to shut down enemy strikes. While she is able to inflict some losses on enemy squadrons, competent carrier players are easily able to get strikes through with minimal losses.


Gearing has very good damage output against enemy submarines, but without the assistance of allied spotting, she can only capitalize on the enemy’s mistakes. Her depth charges are among the best of all Tier X destroyers, boasting an excellent alpha of 5,100 damage, excellent flooding and fire chance, and a consistent drop pattern that makes it easy to hit submarines. Due to her great speed and maneuverability, it is easy for her to chase down spotted submarines and not get outmaneuvered by them. However, she is reliant on external spotting, whether through Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain., Submarine SurveillanceDetect submarines underwater., or the sub exposing itself in detection range, as she has no tools to directly spot them herself.


In a similar fashion to other American destroyers, Gearing has a smoke screen that has a 30-second action time, producing puffs with a 130-second dispersion time. This means that Gearing is able to make massive smoke screens that stay on the water for a long period of time. She can effectively use her excellent smokes to create cover for herself to fire at enemies with her guns, or to provide cover for allied ships. Captains can further extend the action time of their smoke screens by equipping Smoke Generator Modification 1 Increases the action time of the Smoke Generator, Short-Burst Smoke Generator, Crawling Smoke Generator, Exhaust Smoke Generator, and Smoke Curtain Generator consumables.: +20% smoke screen emission time. in the third module slot. Just like other American destroyers from Tiers V through X, Gearing can choose between Engine BoostWhile active, increases a ship's speed by a fixed percentage. and an improved Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. with higher bonuses to continuous damage. Using the DFAA consumable allows her to stand a better chance at repelling aircraft, while her Engine Boost consumable increases her acceleration and top speed, allowing captains to quickly reposition around the map. It is a better choice for captains to take Engine Boost over DFAA, as Gearing’s AA batteries are simply not good enough to justify the loss in general utility and survivability that having an Engine Boost can bring to a destroyer. In fact, having the improved acceleration and speed of an engine boost can help her mitigate damage done by carrier strikes, in addition to the damage mitigation it can provide in a surface engagement.


Gearing is a destroyer that brings excellent damage potential and unparalleled team utility to the table when it comes to both casual and competitive play. Gearing’s torpedoes offer unparalleled versatility that make them usable in almost every situation imaginable. They have the damage output to be an immediate threat to enemy ships nearby, while also having the stealth and range to be a threat to ships far away. Gearing’s artillery is a welcome addition to her arsenal, but should not be used if it leads to unfavorable trades, or to her death. In battle, Gearing should be played as a frontline destroyer that supports her teammates in order to secure victory. Gearing’s stealth, especially with the Unique Upgrade, allows her to play directly for objectives, and gives her unparalleled spotting capacity. The inclusion of the Unique Upgrade gives captains great flexibility to min-max their damage output or their stealth. Her excellent smoke screen can be used to provide cover for herself where she can directly capitalize on enemy mistakes, or better yet, give allies insanely valuable cover to help them disengage from enemy fire, or to bolster their own damage output. It is for all these reasons that Gearing can be seen in competitive level play, as there is no ship with the same level of stealth, utility, and damage output. Players usually take Gearing with the Unique Upgrade and pair them up with a radar cruiser such as Alexander Nevsky, Des Moines, and Minotaur on a flank. The destroyer’s role is to smoke up the cruiser, launch torpedoes at enemy positions, and to play for the objective once it is safe to do so. The cruiser’s role is to dish out damage to enemy ships and prevent captured objectives from being retaken, with the help of their radar. This kind of symbiotic relationship is often seen in competitive play, and is a role that Gearing is well suited towards.


  • High rate of fire
  • Average HE and AP damage per minute
  • Fast turret traverse
  • Torpedos with good damage and the second highest range in the game (Mk17)
  • Great depth charge damage
  • Fast rudder shift time and small turning radius
  • Midsection can shatter HE shells that have 20 mm of penetration or less
  • Great concealment, especially with the Unique Upgrade
  • Long smoke duration


  • Floaty shell arcs makes hitting targets at long range difficult
  • Short main battery range
  • Worst HE shell fire chance for its tier (5%)
  • AA will not stop a determined airstrike
  • Is more susceptible to eating AP penetration damage
  • Long Smoke Generator cooldown


  • Torpedoes: The Mk17 torpedoes reload slower and don't hit quite as hard, but travel significantly farther and are just as stealthy as the Mk16 mod 1's.

Optimal Configuration

Gearing should be built in order to maximize her torpedo armament as that is her strongest tool. Captains can choose upgrades that also enhance her overall team utility.


The recommended upgrades for Gearing are:

There is some variety when it comes to optimal upgrades for Gearing, whether captains want to focus on her damage output or stealthiness. For the first slot, 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 vital in order to keep her artillery and torpedoes from getting knocked out during the heat of battle. For slot 2, Captains can choose between Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time. or Engine Boost Modification 1 Increases the action time of the Engine Boost and Emergency Engine Power consumables.: +50% action time. in order to have better protected engines and rudder, or a longer lasting Engine Boost. For slot 3, captains are able to choose between Torpedo Tubes Modification 1 +20% traverse speed of torpedo tubes. / −40% chance of critical damage to torpedo tubes. / +5% to the speed of shipborne torpedoes. to bolster torpedo speed and tube survivability, or Smoke Generator Modification 1 Increases the action time of the Smoke Generator, Short-Burst Smoke Generator, Crawling Smoke Generator, Exhaust Smoke Generator, and Smoke Curtain Generator consumables.: +20% smoke screen emission time. in order to extend the action time of her Smoke Generator. Propulsion Modification 1 Reduces time to full speed: -50% to time for reaching full power. / Increases engine power when the ship starts moving. is the best upgrade for Slot 4, as it greatly improves Gearing’s handling and acceleration, giving captains an easier opportunity to mitigate incoming damage. For Slot 5, Concealment System Modification 1: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship. is recommended in order to enhance her concealment. Captains that want even better concealment should take Improved Hull Concealment (–15% detectability radius / +5% dispersion of enemy shells fired at your ship / +15% main battery loading time./ +5% torpedo tubes reload time.) if they want best in tier stealth characteristics. However, this stealth comes at the cost of 15% main battery reload time and 5% torpedo reload time, which slightly decreases her own damage potential. Finally, Captains should choose Torpedo Tubes Modification 2 : -15% reload time. / +50% risk of incapacitation. in Slot 6 for a significant reduction in torpedo tube reload time.

Commander Skills

Preventative Maintenance at Level 1 and Last Stand at Level 2 are must-haves for Gearing commanders. Both are crucial for any destroyer, as they reduce the probability and severity of engine or rudder failure. Losing steering or engine power during the heat of battle is likely to cost captains their ship, so it is imperative that they are protected. Swift Fish or Consumables Enhancements are nice but optional Level 2 skills for captains to take if they have remaining points left over.

Level 3 offers a number of good options. Survivability Expert is an essential pick, buffing Gearing’s health pool by 18%. Fill the Tubes is valuable for captains looking to cut down the reload of their torpedo tubes. Superintendent is a strong choice for utility and teamplay, as it gives players more charges of smoke screen and engine boost that is able to be used over the course of a match. Adrenaline Rush can provide valuable boosts in her damage output over the course of a match.

Concealment Expert is recommended as the first Level 4 skill as it helps Gearing achieve competitive concealment values. Radio Location is occasionally useful in casual play and a necessity in competitive play, as it gives captains a bearing on the location of nearby enemy ships.


Gearing can equip the following consumables:

Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased. is not recommended over Engine BoostWhile active, increases a ship's speed by a fixed percentage. due to the ship's mediocre AA.


Sierra Mike (+5% to the ship's maximum speed.) is a must-have to increase Gearing's maximum speed. Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) are worthwhile picks to increase her firestarting capability. Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) is recommended to increase the flooding chance of her torpedoes. Juliet Charlie (-100% to the risk of your ship's magazine detonating.) is a highly recommended choice for destroyers in particular. November Foxtrot (-5% reload time on all consumables.) is useful for reducing the long cooldown of her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. and getting her Engine BoostWhile active, increases a ship's speed by a fixed percentage. up faster. X-Ray Papa Unaone (+10% Smoke Generator action time.) is useful to increase her Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. duration.

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


Historical Info

Historical Gallery


External Links

  1. USS Gearing - Wikipedia
  2. Gearing-class destroyer - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Added to the game in Update 0.1.5 (Alpha) as a Tier IX destroyer.
  • Moved to Tier X in Update
  • Update 0.5.0:
    • Defensive Fire consumable added.
  • Update 0.5.2:
    • XP earnings increased by 4%.
    • Credit earnings increased by 3%.
  • Update 0.5.7:
    • The armored model of the hull was refined.
  • Update 0.6.4:
    • The appearance was improved.
  • Update 0.6.12:
    • Detectability when firing main guns in smoke changed to 2.83 km.
  • Update 0.6.13:
    • The efficiency of the Defensive Fire consumable was increased. Now it increases the power of the aura by four times (instead of three).
    • Fire extinguishing time now 30 s instead of 60 s.
    • The survivability of air defense weapons was tested and brought to a single standard. The change affects 40mm guns.
  • Update 0.7.3:
    • Added a special space camouflage. Until the release of Update 0.7.4, camouflage can be purchased in the game client for 8,000 doubloons.
  • Update 0.7.6:
    • Stock Mk16 mod.1 torpedo tubes were added (similar to those of the destroyer Fletcher) with the following characteristics:
      • Maximum damage: 19033.
      • Range: 10.5 km.
      • Speed: 66 knots.
      • Reload time: 106 s.
      • Detectability from ships: 1.4 km.
  • Update 0.7.7:
    • For 127mm AP / SC Mk38 armor-piercing shells, the detonation time of the fuse was decreased from 0.03 to 0.01 s.
  • Update 0.8.6:
    • Reload time of researchable torpedo tubes decreased from 136 to 122 s.
  • Update 0.9.1:
    • Reload time of stock torpedo tubes decreased from 106 to 103 s.
    • Reload time of researchable torpedo tubes decreased from 122 to 118 s.
  • Update 0.9.2:
    • Reload time of researchable torpedo tubes decreased from 118 to 116 s.
    • Fixed the position of the destroyer in the "Designer's Table" port.
  • Update 0.9.5:
    • Small changes to geometry and textures.
  • Update 0.9.6:
    • The bonus to the permanent damage of AA defenses by the Defensive AA Fire consumable was increased from +50% to +75%.
  • Update 0.9.7:
    • The bonus to the permanent damage of AA defenses by the Defensive AA Fire consumable was increased from +75% to +100%.
  • Update 0.10.5:
    • Fixed geometry and textures of the ship.
  • Update 0.11.5
    • Ship's 3D model changed, resulting in:
      • 0.5 m increase in draught.
      • 1.2 m decrease in hull height.
      • 0.7 m decrease in waterline length.
      • 0.6 m decrease in total length.
      • 1.23 m decrease in waterline hull width.
      • 1.95 m decrease in maximum hull width.
    • Aiming sector of the third main battery turret decreased by 1 degree on each side.
    • Aiming sector of the first torpedo launcher decreased by 7 degrees on each side.
    • Aiming sector of the second torpedo launcher increased by 9 degrees on each side.
    • The second torpedo launcher can now rotate 360 degrees.
    • The amount of HP in the bow increased from 2,100 to 2,200.
    • The amount of HP in the stern reduced from 2,000 to 1,900.
    • Armor thickness of the ship's central part below the waterline increased from 19 to 21 mm.
    • The conning tower is now included in the superstructure plating, and has the same armor thickness of 13 mm.
  • Update 0.11.6:
    • Minor improvements to the models and textures of the ship.
  • Update 0.11.7:
    • Fixed the geometry and textures of the ship.
    • Fixed the textures for the permanent camouflage “Gold Bug”

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Destroyers  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Cruisers  I Erie • II Chester • II AlbanyDoubloons • III St. Louis • III CharlestonDoubloons • IV Phoenix • V Omaha • V MarbleheadDoubloons • V Marblehead LimaDoubloons • V RattleheadDoubloons • VI Pensacola • VI Dallas • VII AtlantaDoubloons • VII New Orleans • VII Helena • VII IndianapolisDoubloons • VII Atlanta BDoubloons • VII BoiseDoubloons • VII FlintDoubloons • VIII Baltimore • VIII Cleveland • VIII WichitaDoubloons • VIII AnchorageDoubloons • VIII CongressDoubloons • VIII RochesterDoubloons • VIII San DiegoDoubloons • VIII AL MontpelierDoubloons • IX Buffalo • IX Seattle • IX VallejoDoubloons • IX AlaskaDoubloons • IX TulsaDoubloons • IX Alaska BDoubloons • X Des Moines • X Worcester • X Puerto RicoDoubloons • X SalemDoubloons • X AustinDoubloons •  Annapolis 
Battleships  III South Carolina • IV Wyoming • IV Arkansas BetaDoubloons • V New York • V OklahomaDoubloons • V TexasDoubloons • VI New Mexico • VI ArizonaDoubloons • VI W. Virginia '41Doubloons • VII Colorado • VII FloridaDoubloons • VII West Virginia '44Doubloons • VII CaliforniaDoubloons • VIII North Carolina • VIII Kansas • VIII Nebraska • VIII AlabamaDoubloons • VIII MassachusettsDoubloons • VIII Alabama VLDoubloons • VIII ConstellationDoubloons • VIII Massachusetts BDoubloons • VIII Alabama STDoubloons • VIII North Carolina CLRDoubloons • IX Iowa • IX Minnesota • IX Delaware • IX MissouriDoubloons • IX KearsargeDoubloons • IX IllinoisDoubloons • IX Kearsarge BDoubloons • IX GeorgiaDoubloons • X Montana • X Vermont • X Louisiana • X OhioDoubloons • X Rhode Island • X Wisconsin •  Maine 
Aircraft Carriers  IV Langley • VI Independence • VI Ranger • VIII Yorktown • VIII Lexington • VIII EnterpriseDoubloons • VIII SaipanDoubloons • VIII HornetDoubloons • VIII Saipan BDoubloons • X Essex • X Midway • X Franklin D. RooseveltDoubloons •  United States
Japan  II TachibanaDoubloons • II Umikaze • II Tachibana LimaDoubloons • III Wakatake • IV Isokaze • V Minekaze • V FūjinDoubloons • V KamikazeDoubloons • V Kamikaze RDoubloons • V Mutsuki • VI Fubuki • VI Hatsuharu • VI Shinonome BDoubloons • VI ShinonomeDoubloons • VII Akatsuki • VII Shiratsuyu • VII YūdachiDoubloons • VIII Akizuki • VIII Kagerō • VIII AsashioDoubloons • VIII HSF Harekaze IIDoubloons • VIII Asashio BDoubloons • VIII HSF HarekazeDoubloons • VIII AL YukikazeDoubloons • IX Yūgumo • IX Kitakaze • IX MinegumoDoubloons • IX STAR KitakazeDoubloons • X Shimakaze • X Harugumo • X HayateDoubloons •  Yamagiri 
U.K.  II Medea • III Valkyrie • III CampbeltownDoubloons • IV Wakeful • V Acasta • VI Icarus • VI GallantDoubloons • VII Jervis • VII Jupiter '42Doubloons • VIII Lightning • VIII CossackDoubloons • VIII Cossack BDoubloons • IX Jutland • IX SommeDoubloons • X Daring • X DruidDoubloons 
France  II Enseigne Gabolde • III Fusilier • IV Bourrasque • V Jaguar • V SirocoDoubloons • VI Guépard • VI AigleDoubloons • VII Vauquelin • VIII Le Fantasque • VIII Le TerribleDoubloons • IX Mogador • X Kléber • X MarceauDoubloons • X Kléber CLR 
U.S.S.R.  II Storozhevoi • III Derzki • IV Izyaslav • V GremyashchyDoubloons • V Podvoisky • V OkhotnikDoubloons • VI Gnevny • VII Minsk • VII LeningradDoubloons • VII Tashkent '39Doubloons • VIII Ognevoi • VIII Kiev • IX Udaloi • IX Tashkent • IX NeustrashimyDoubloons • X KhabarovskDoubloons • X Grozovoi • X Delny •  Zorkiy 
U.S.A.  II Sampson • II SmithDoubloons • III Wickes • IV Clemson • V Nicholas • V HillDoubloons • VI Farragut • VI MonaghanDoubloons • VII Mahan • VII SimsDoubloons • VII Sims BDoubloons • VIII Benson • VIII KiddDoubloons • IX Fletcher • IX BenhamDoubloons • IX HalfordDoubloons • IX Black BDoubloons • IX BlackDoubloons • X Gearing • X SomersDoubloons • X Forrest ShermanDoubloons •  Joshua Humphreys 
Germany  II V-25 • III G-101 • IV V-170 • V T-22 • VI Ernst Gaede • VI T-61Doubloons • VI Karl von SchönbergDoubloons • VII Leberecht Maass • VII Z-31 • VII Z-39Doubloons • VIII Z-23 • VIII Gustav-Julius Maerker • VIII Z-35Doubloons • IX Z-46 • IX Felix Schultz • IX Z-44Doubloons • IX ZF-6Doubloons • X Z-52 • X Elbing • X Z-42Doubloons 
Pan-Asia  II Longjiang • III Phra Ruang • IV Shenyang • V Jianwei • VI Fushun • VI AnshanDoubloons • VII Gadjah Mada • VIII Hsienyang • VIII SiliwangiDoubloons • VIII LoyangDoubloons • VIII FenyangDoubloons • VIII Loyang BDoubloons • VIII Ship SmashaDoubloons • IX Chung Mu • X Yueyang • X Lüshun •  Kunming 
Spain  X Álvaro de BazánDoubloons 
Europe  II Tátra • III Romulus • IV Klas Horn • V Visby • V Muavenet • VI Västerås • VI Stord • VII Skåne • VII Grom • VII BłyskawicaDoubloons • VII Stord '43Doubloons • VIII Öland • VIII Split • VIII OrkanDoubloons • IX Östergötland • IX Lambros Katsonis • IX VelosDoubloons • IX FrieslandDoubloons • IX JägerDoubloons • X Halland • X Gdańsk • X SmålandDoubloons • X RagnarDoubloons •  Dalarna 
Netherlands  IX GroningenDoubloons • X TrompDoubloons 
Italy  II Curtatone • III Nazario Sauro • IV Turbine • V Maestrale • VI Aviere • VI LeoneDoubloons • VII Luca Tarigo • VII FR25Doubloons • VIII Vittorio Cuniberti • IX Adriatico • IX Paolo EmilioDoubloons • X Attilio Regolo 
Commonwealth  III VampireDoubloons • VII HaidaDoubloons • VII HuronDoubloons • X Vampire IIDoubloons 
Pan-America  VI JuruáDoubloons