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Destroyer | U.K. | Tier VII
Tech Tree Position
Research price65000 exp
Purchase price5,150,000 Credits
Hit Points11,800 
Main Battery
120 mm/45 Mk.IX on a CPXIX mount3 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 Vickers QF Mk.II on a Mk.II HA mount2 х 1 pcs.
. . . Average Damage per Second11.4 
. . . Firing Range2.49 km.
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount1 х 4 pcs.
. . . Average Damage per Second12.9 
. . . Firing Range2.49 km.
Maximum Speed36 knot
Turning Circle Radius590 m.
Rudder Shift Time4.9 sec.
Surface Detectability Range7.08 km.
Air Detectability Range2.98 km.
Battle Levels

Jervis — British Tier VII destroyer.

In the mid-1930s, the British Navy needed destroyers that could rival foreign ships of the same type. The new class received two 120 mm twin-gun dual-purpose mounts at the bow end and one at the stern, two boiler rooms, and one funnel. It was the first time that longitudinal frames for the hull, which made it more rigid, were implemented. HMS Jervis participated in the battles at Cape Matapan, Crete, and Sirte. In 1941, she was damaged by Italian submarine saboteurs. The ship took part in operations in the Apennine peninsula and Yugoslavia, as well as in the famous Normandy landings.


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
120 mm/45 Mk.IX on a CPXIX mount1218971,70082,100 0420,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Jervis (A)11,80061634/2/12 0600,000
Jervis (B)14,30061634/2/12 23,5001,500,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk VII0.51207.215,733597 0430,000
Maximum Firing Range
Research price
Purchase price
Mk VII mod. 10 0350,000
Mk VII mod. 20 17,0001,100,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 44,000 hp36 0405,000

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
Hydroacoustic Search 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
Steering Gears Modification 1
Depth Charges Modification 1

Player Opinion


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 number of torpedoes into the water at once. Her ability to utilize Short-Range Hydro-Acoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. 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.


  • 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 a hydroacoustic search consumable.


  • 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 BoostWhile active, increases a ship's speed by a fixed percentage. consumable.


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


The recommended upgrades for Jervis are as follows:

The Hydroacoustic Search Modification 1 Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time. special upgrade for Slot 2 provides a 20% (36 second) action time boost to Hydro.

Commander Skills


Jervis equips the following consumables:


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


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

Testing Changes

  • June 24, 2018:
    • Preliminary characteristics.
  • July 10, 2018:
    • The Engine Boost consumable was removed.
  • August 15, 2018:
    • The wide spread aim option for the ship's torpedoes was replaced with a narrow spread.
    • Main battery firing angles were improved.
    • The ability to rotate 360 degrees was added to the ship's third turret, and removed for the second turret.
    • The Smoker Generator consumable was adjusted:
      • Action time was reduced from 15 to 10 s.
      • Duration of the screen was reduced to 40 s.
      • Cooldown was reduced from 240 (160 s) to 80 s (60 s).
      • Number of charges was increased from 2 (3) to 5 (6).
  • September 13, 2018:
    • The Hydroacoustic Search consumable was added.
  • October 1, 2018:
    • The difference in cooldown times of the premium and standard Smoke Generator consumable was changed from a flat 20 s (70 vs 90) to a 50% difference. The standard cooldown was raised from 90 to 105 s. The premium version remained untouched.
  • Available for testing by supertesters in the game starting from Update 0.7.7.
  • Can be obtained after completing a combat mission in Update 0.7.9.
  • Introduced into the game as a researchable ship in Update 0.7.10.
  • Update 0.9.6:
    • The turning circle radius changed to 590m.
  • Update 0.10.6:
    • Detectability by ships increased from 7.2 to 7.3 km. Other types of visibility also increased accordingly.

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