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Battleship | U.K. | Tier VII
Tech Tree Position
Research price80000 exp
Purchase price6,500,000 Credits
Hit Points52,600 
Main Battery
381 mm/45 Mk.VII on a Mk.III mount3 х 3 pcs.
Rate of Fire1.94 shots/min.
Reload Time31 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range16.5 km.
Maximum Dispersion186 m.
HE Shell381 mm HE Mk VIIIc 
Maximum HE Shell Damage5,350 
Chance of Fire on Target Caused by HE Shell34 %
Initial HE Shell Velocity836 m./s.
HE Shell Weight879 kg.
AP Shell381 mm AP Mk XIIIb 
Maximum AP Shell Damage11,400 
Initial AP Shell Velocity836 m./s.
AP Shell Weight809 kg.
Secondary Armament #1
152 mm/50 BL Mk.XXII on a Mk.XVIII mount8 х 2 pcs.
Firing Range5.6 km.
Rate of Fireshots/min.
Reload Time12 sec.
HE Shell152 mm HE Mk V 
Maximum HE Shell Damage2,150 
Initial HE Shell Velocity884 m./s.
Chance of Fire on Target Caused by HE Shell%
Secondary Armament #2
113 mm/45 QF Mk.I/III on an RP10 Mark II BD mount6 х 2 pcs.
Firing Range5.6 km.
Rate of Fire12 shots/min.
Reload Timesec.
HE Shell113 mm HE 5crh 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity746 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
533 mm PR Mk II4 х 1 pcs.
Rate of Fire0.63 shots/min.
Reload Time95 sec.
Rotation Speed12 deg./sec.
180 Degree Turn Time15 sec.
Torpedo533 mm Mk IX* 
Maximum Damage15,867 
Torpedo Speed61 knot
Torpedo Range8.01 km.
AA Defense
113 mm/45 QF Mk.I/III on an RP10 Mark II BD mount6 х 2 pcs.
. . . Average Damage per Second53.4 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk.I on a Mk.IIA mount8 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.01 km.
40 mm/39 Vickers QF Mk.VIII on a Mk.VII mount10 х 4 pcs.
. . . Average Damage per Second140 
. . . Firing Range2.49 km.
20 mm Oerlikon Mk.I on a Mk.IIIA mount8 х 1 pcs.
. . . Average Damage per Second28.8 
. . . Firing Range2.01 km.
Maximum Speed31.9 knot
Turning Circle Radius950 m.
Rudder Shift Time20.8 sec.
Surface Detectability Range12.98 km.
Air Detectability Range11.21 km.
Battle Levels

Rooke — British Tier VII battleship.

Battlecruiser designs K2 and K3, presented in 1920, were deemed unsuitable due to their enormous dimensions. Later, the designers presented Project J3—a smaller version of the ship armed with nine 381 mm guns housed in three turrets. Her displacement had been reduced by 10,000 tons. Such a ship could use any dock suitable for Hood and pass through the Suez and Panama Canals.


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
381 mm/45 Mk.VII on a Mk.III mount1.9301865,3503411,400 0650,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Rooke (A)52,6001645736/816/10/64 0975,000
Rooke (B)59,2001645736/816/4/6/64 27,0001,800,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk IX0.6951515,866618 0650,000
Maximum Firing Range
Research price
Purchase price
Mk VII mod. 10 0650,000
Mk VII mod. 20 18,0001,200,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 151,000 hp31.9 0650,000

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
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Airstrike Modification 1

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.

Representing the J3 battlecruiser design, Tier VII Rooke continues the distinctive characteristics of British battlecruisers — high speed, good concealment, improved main battery accuracy, and turning torpedoes, but shorter gun range and lower survivability. Like Renown, she’s most comfortable out on a flank at mid range, punishing broadsides and creating crossfires while avoiding return fire.


Rooke carries nine 381mm guns in three triple turrets, the same guns and turrets as found on Tier VIII Monarch. Her HE damage and fire chance are average for a Tier VII battleship, but she lacks both the increased fire chance and penetration of the main battleship line. Her 381mm AP can overmatch up to 26mm plating, which includes the bow and stern of mid tier battleships and non-German or American high tier cruisers. They also have the same improved fuse time as other British battleships. Unlike the main battleship line, neither ammo type is good enough to use exclusively.

Her main battery reload is on the slower end of average, and her 18.2km main battery range is low for the tier. Getting close enough to fight puts her well within range of return fire from the enemy battleships. Her firing angles are slightly better than most battleships, allowing her to bring all guns to bear while still maintaining a narrower profile. She also has decent shell ballistics and fast flight time.

As with the rest of the line, Rooke uses the large cruiser dispersion found on the German battlecruisers and ships like IX Alaska and VI Graf Spee. This gives her better dispersion than other battleships at her tier, but her lower sigma will result in some inconsistent salvos. Players of other lower sigma battleships like VII Lyon should be familiar with the effect this has on dispersion, where some salvos are accurate and others land nowhere near the aim point.

In addition to her main battery, Rooke carries torpedoes in four single launchers, two per side. Compared to those on the German battleships and battlecruisers, Rooke’s are fairly average but have increased damage and flood chance. Each torpedo can cripple a smaller target, but with only two per side they’re less effective against larger targets.

Like the rest of the line, Rooke's torpedoes feature the Torpedo Turning mechanic. Immediately after launch, they will perform an S-turn to reach the selected heading before arming and proceeding in a straight line. This allows her fixed launchers to fire at much wider angles, but the arming time and minimum arming distance are longer as a result. In addition, their "traverse speed" is half as fast as those of "real" launchers, which can cause issues at close range or during drive-bys.

Even among non-secondary battleships, Rooke's secondary armament is forgettable. Her 113mm mounts reload fast enough to contribute some damage, but her 152mm mounts have a painfully slow 12 second reload.


Rooke carries the same consumable suite as Renown — Repair Party, Defensive AA Fire, and Engine Boost.

She uses the standard battleship Repair Party rather than King George V’s improved consumable. Rooke's lacks the increased penetration damage heal and has the normal 80 second cooldown rather than 60 seconds. Her Engine Boost is identical to the one on high tier French tech tree battleships, providing an 8% increase to her top speed and increasing her acceleration.

Her Defensive AA Fire consumable, an unusual feature among battleships, provides a 50% increase to her continuous damage and 300% to damage from flak clouds. Unlike her premium battleship counterparts Florida and Hood, Rooke only has three charges rather than four.


Like Renown and the German battlecruisers, Rooke is fast. Her nearly 32 knot top speed is tied with Gneisenau and Hood for fastest in tier. She also gets improved acceleration, reaching full speed in only 40 seconds like most cruisers rather than the normal 60 seconds for battleships. Further increasing her speed potential, she carries the same Engine Boost consumable found on high tier French battleships. When it’s active, she’ll be one of the fastest battleships in her match and easily keep pace with her team’s cruisers.

However, she is not an agile ship. Her rudder shift is average for her tier, but her turning circle is among the worst. She relies on positioning to avoid enemy fire and reduce the threat of torpedoes.


Like Renown, Rooke doesn’t have the best survivability. Her health pool is decidedly average, and her lack of improved Repair Party leaves her with the lowest maximum potential health among her Tier VII British counterparts.

She has some of the weakest armor protection in tier. Her 305mm main belt extends halfway up her side and she has a reinforced deck around her rear turret, but her upper belt and most of her deck are only 26mm thick. It can shatter small caliber HE and bounce cruiser AP when angled, but large caliber HE and all battleship AP will easily penetrate and deal damage. Her large superstructure is an easy target for small caliber HE, and most notably her bow and stern are only 16mm thick. They’re extremely vulnerable to all HE shells, and every battleship can overmatch them; even some larger-gunned cruisers can overmatch her. Torpedoes are also a major threat as she has almost no torpedo protection. At only 13%, it’s one of the lowest at Tier VII.

However, she’s not defenseless. In addition to her high speed, Rooke's second best in tier surface concealment can help her disengage and heal. At 11.7km with the Concealment Expert skill, she’s one of the stealthiest battleships in her matchmaking range and can even rival or outspot some cruisers with Concealment Expert and the Concealment System Modification 1 upgrade. Unfortunately, she has one of the worst aerial detection ranges at Tier VII. Even if she manages to hide from enemy ships, planes will still spot her.


Rooke's AA defenses are average for a Tier VII battleship, but still unimpressive. Her long range defenses are noticeably weak, providing little damage and only producing a couple flak clouds. Although she produces more flak than Nelson and Collingwood, she still uses the same low damage flak as her premium counterparts. Most of her AA damage comes from her short and mid range mounts, which are among the strongest in her tier. But with only a 2.0 and 2.5km max range respectively, planes will be well into their attack run when they start firing.

Like the rest of the line, Rooke carries the Defensive AA Fire consumable by default, which can increase her defenses. Although she doesn’t get an improved version and has one less charge than Hood, simply having it is unusual for a battleship.

Rooke's primary defense against aircraft is staying near allies. Her shorter range defenses will shoot down planes and make herself a costly target to attack, but she can’t deter strikes by herself. And with her high aerial detection, even if they don’t attack, the planes will still keep her spotted for their team.

Battle performance

As with other battlecruisers, Rooke is best suited to the flanks, providing fire support and creating crossfires with her tankier battleship teammates. Look for targets of opportunity while the enemy team is distracted, but keep her low range in mind. She needs to avoid drawing too much attention to herself or being the only target that enemy cruisers and battleships can shoot. Whenever possible, avoid areas where destroyers are hiding, as her poor agility and weak torpedo defenses leave her vulnerable to their torpedoes.

Her main guns are her primary weapon, as her torpedoes are best used for deterring suicide rushes. Ideally, she should engage targets around her concealment range, so she can disengage and go dark when needed. Her high speed and engine boost allow her to react to the battle and reposition as it evolves. She can push with her team, but she should avoid being the one leading it.


  • Large cruiser dispersion
  • Fast turret traverse
  • Shorter AP fuse time
  • Torpedoes, with the Torpedo turning mechanic
  • Strong mid and short range AA defenses
  • High top speed with improved acceleration
  • Excellent surface concealment
  • Carries the DFAA and Engine Boost consumables


  • Average health and weak armor
  • Very low torpedo damage reduction
  • Low main battery range
  • Slow main battery reload
  • Only two torpedoes per side, with longer arming time and minimum arming distance
  • Slow secondary reload
  • Very weak long range AA defenses
  • Very large turning circle
  • High air detection range
  • No improved Repair Party consumable


Researchable upgrades for Rooke:

  1. Hull: Upgrade to Hull (B) for improved survivability and maneuverability. Research of this module unlocks progression to Hawke.
  2. Gun Fire Control System: Upgrade to Mk VII Mod. 2 for an extra 10% range on the main battery.

Optimal Configuration

Like most other battleships and battlecruisers, Rooke is all about her guns. Players should select skills and upgrades that improve her main battery performance and survivability.


The recommended upgrades are:

For players with large coal reserves, the Engine Boost Modification 1 Increases the action time of the Engine Boost and Emergency Engine Power consumables.: +50% action time. is available to further boost Rooke's engine boost duration. However, if coal is scarce, it’s better to save it for the higher tiers

Commander Skills

Unique Commander Andrew Cunningham can be a good fit for Rooke. His Equipment Spoils talent that provides an extra set of consumables after killing two ships is useful for the extra heal. Although more difficult to activate, ‘’Rooke’’ would also benefit from his Lightning Fast talent that further increases her speed if she causes two floodings on enemy ships.


Rooke 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.

  • Available for testing by supertesters in the game starting from Update 0.11.4.

Testing Changes

  • DevBlog 310:
    • Preliminary characteristics.
  • DevBlog 328:
    • AP shell maximum damage decreased from 11,900 to 11,400.
    • Main battery firing range with the stock Gun Fire Control System module increased from 15.9 to 16.5 km.
    • Main battery firing range with the researchable Gun Fire Control System module increased from 17.5 to 18.2 km.
  • DevBlog 336:
    • Main battery reload time increased from 30 to 31 s.
  • Update 0.11.6:
    • Available from sequential bundle #4 of the British Battleships event (for British tokens).
  • Update 0.11.7:
    • Fixed a bug that caused some secondary battery mounts to shoot at incorrect angles; the firing sectors of the affected turrets have been slightly reduced at short ranges.
  • Introduced into the game as a researchable ship in Update 0.11.8.
  • Update 0.11.8
    • Fixed the location of the water drain for the hull.

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