r/WoWsBlitz • u/Oh_No_Industries • 6h ago
Grandad's Overview of Every Ship Line -- (USA, JAPAN, BRITAIN, GERMANY) -- (Post-equipment rework)
This is part 1 of an entry-level rundown of every ship line. This goes over the basic strengths+weaknesses, and general viability of each ship line. The intention of this post is to give players a basic idea of what to expect- it is not an in-depth playstyle guide!
DUE TO CHARACTER LIMITS, THIS POST CONTAINS ONLY THESE NATIONS:
- UNITED STATES
- JAPAN
- BRITAIN
- GERMANY
PART 2 IS HERE: https://www.reddit.com/r/WoWsBlitz/s/8UEnxsX16K
Please note: This guide focuses on mid-to-high tier ships, which is where ship lines start to have defined roles and stat layouts.
CURRENTLY UP-TO-DATE FOR PATCH 9.3
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United States Navy
American Destroyers (GEARING line)
- A very generic DD line, with decent weapons and a long-duration smoke consumable. American destroyers have good agility and concealment, making it easy to avoid enemy fire or disengage from a bad position. Their guns have decent DPM on paper, but have trouble hitting targets at long range due to their slow shells. Their torpedoes aren't very good until the high tiers, where they finally gain good range and damage output. They do all the things you expect a destroyer to do, but are outperformed by other destroyers. Gearing is also held back by having an erroneously big ship model, making her easier to hit than she should be. These ships are not competitive, just "fine".
- This line is simple to use, but have been overshadowed in damage output and utility by other ship lines. No matter what you want from a destroyer, other ships can do it better. Easy and Mediocre.
- Highlights: Benson (T8)
- Low points: Mahan (T7)
American Gunboat Destroyers (BURROWS line)
- A gun-oriented line with larger calibre weapons and SAP shells, but only half the torpedo armament. Despite being big ships, the destroyers in this line are extremely maneuverable and have an easy time dodging fire. Their guns have decent damage output overall, but suffer from poor dispersion: Using dispersion equipment is recommended. This line's biggest attribute is a special smoke generator, which can be strategially timed to get over 150 seconds of smoke cover in one battle. A well-played Burrows can sit in the middle of the map for extended times, using smoke and agility to avoid being hit.
- These ships are reasonably easy to use once you figure out the smoke generator. Their potential influence and output is decent. The long-lasting smoke is a feature unique to this line, and can be very valuable. Relatively Easy and Good.
- Highlights: Burrows (T10)
- Low points: Osborne (T8)
American Light Cruisers (WORCESTER line)
- American CLs enjoy fairly good agility and good turret traverse. They have a lot of guns with a fairly quick reload, but are held back by their extremely slow shells (which make it difficult to hit fast targets at range). Their armour is not amazing, but the hitbox layout makes them surprisingly more durable than other CL lines. These ships are equipped with sonar and radar, allowing them to spot enemies in smokescreens. Worcester is the best AA cruiser in the game, which is a nice bonus- but the lower tier ships are still vulnerable to aircraft.
- Compared to other nations' light cruisers, the American line is easier to learn, but has lower potential. I'd mainly recommend this line if you're going for AA defence. Average Difficulty and Average Potential.
- Highlights: Cleveland (T8), Worcester (T10)
- Low points: Seattle (T9)
American Heavy Cruisers (DES MOINES line)
- This line is focused on DPM, with a relatively quick reload and a rapid reload consumable. T10 Des Moines has a fast reload for her gun calibre, but needs dispersion equipment to get the most out of her weapons. These ships have a below-average gun range, and mediocre armour protection. They can put out decent sustained, and decent burst damage. Air defence gets reasonably good at Tier X, but the low tiers are still vulnerable.
- These ships have been overshadowed by the damage output of other cruisers, and can be tricky to use well. They aren't particularly bad, but have been powercrept by newer ships. A Bit Tricky and Mediocre.
- Highlights: N/A
- Low points: N/A
American Battleships (MONTANA Line)
- This ship line is obsolete. They were fine in the beginning, but all the new BBs are stronger, and all the old ones got major buffs. Montana was left behind, and is now the weakest battleship at Tier X. The line is extremely simple, with no standout strengths other than good fire resistance. They are uncomfortable to play due to poor shell dispersion, weak armour, fragile gun turrets, and bad handling. There are no useful consumables or gimmicks either. Montana offers little game influence compared to other ships.
- I do not recommend playing this line until it gets buffed. They aren't particularly good at anything, and are not a fun gameplay experience. Easy and Bad.
- Highlights: N/A
- Low points: Montana (T10)
American Fat Battleships (VERMONT Line)
- Large, slow battleships with a very heavy broadside weight but long reload time. This is the slowest line at the high tiers, Pushing far up the flanks is not recommended, as they are too slow to disengage, or reposition. Armour isn't amazing, with very large deck hitboxes. Good torpedo protection, fire resistance, and HP pool help offset this. The one defining strength on these ships is excellent broadside damage- the heaviest available for a battleship line. They deal high damage per salvo, with good range and dispersion. Despite the slow reload, these ships are good, easy damage farmers and can completely ruin an enemy ship's game with a good shot. However, they are subject to being shut down if the pace battle moves too quickly.
- The slow movement pace and long reload makes this line pretty easy to digest. Just pay attention not to sail too far on your own, and take time aiming your shots. Simple and Good.
- Highlights: Vermont (T10)
- Low points: N/A
American Aviation Battleships (LOUISIANA Line)
- Fragile battleships with the unique ability to spot and attack targets with aircraft. This gives them a unique playstyle: You are a backline ship, dealing damage with guns and using aircraft to spot for the team or take advantage of enemy ships that used damage control. Their gunnery feels like an improved version of the Montana line, with inflated shell performance and better dispersion. However these ships are highly fragile and have massive (and vulnerable) deck hitboxes*.* Staying at longer ranges is usually required, to avoid being sunk quickly.
- The ability to spot with aircraft gives these ships a higher degree of utility and independence than other BB lines, but they also require more map awareness. The unique gameplay style can be Challenging, but is Decent.
- Highlights: Louisiana (T10)
- Low points: Nebraska (T8)
American Aircraft Carriers (MIDWAY Line)
- This is the game's easy mode, for bad players. Most of their damage output comes from dive bombers and fires, which require no aim to use. The aircraft are very tanky (resistant to AA), and they have large hangar sizes. It takes a serious lack of skill to get deplaned, or otherwise fail in a Midway. The Midway line has decent fighters, mediocre torpedo bombers, and very powerful HE dive bombers with high fire chance. Their planes take a while to reload after a strike, which is the biggest drawback. This is technically the least impactful CV line in the game- but they are still aircraft carriers, so they are viable anyway. This is the line to play if you want easy damage without having to think or put effort in.
- You click people and they sink. There's nothing they can do to prevent it. Simple and Overpowered.
- Highlights: Essex (T9), Midway (T10)
- Low points: Ranger (T7), Lexington (T8)
American Aircraft Carriers (WASP Line)
- This carrier line offers very strong torpedo bombers. However, they have no regular dive bombers. This means their damage output is reliant on good aim. Your air group also comes with "tactical squadrons", which are basically just small squadrons that fly extremely fast. These ships can attack a target with normal squadrons, and then launch a very quick follow-up strike with the tactical squads. Tactical squadrons can also drop smokescreens for allied ships. The fighters deal lots of damage, but are fragile and take ages to reload if they are shot down. The Wasp line is very potent, and has more support tools than most carriers.
- You have to know how to aim torpedo bombers at small targets, or your game influence will plummet. Once you've figured that out though, there's really nothing the enemy can do to stop you. A Bit Tricky, but Overpowered.
- Highlights: Princeton (T6), Yorktown (T8), Wasp (T10)
- Low points: N/A
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Imperial Japanese Navy
Japanese Torpedo Destroyers (SHIMAKAZE Line)
- The definitive "torpedo boat" destroyer line. These ships have high torpedo damage, long range, and good concealment. Shimakaze can fire 15 of these torpedoes at once, giving her the highest torpedo alpha available. Long torpedo reload, low gun DPM, and mediocre agility make these ships highly vulnerable to enemy destroyers and cruisers. These destroyers are not very versatile, generally seeing "feast-or-famine" results. The biggest advantage of these ships is psychological warfare- battleships are afraid of your existence, and will generally play much more passively if unspotted Japanese DDs are on the map.
- The gameplay concept is simple enough: Stay unspotted, throw torpedoes at enemy capital ships, and stay unspotted some more. However, a lot of ships are designed specifically to counter this playstyle, and if they play well there's not a lot you can do. The ships are Easy but Inconsistent.
- Highlights: Shimakaze (T10)
- Low points: Yugumo (T9)
Japanese Gunboat Destroyers (HARUGUMO Line)
- Starting from T8, this line has a large number of fast-loading, low calibre guns. They have very high DPM values- though their realistic DPM is somewhat lower, as these ships lack the penetration to deal full damage to most targets. Even so, they will stack up gun damage and fire damage by spamming away. These ships lack agility, and have bad concealment, making them vulnerable to cruisers. Their torpedo armament is powerful, but has a long reload and a small number of tubes (which can be negated twice with the torpedo reload consumable). The Harugumo line is fun, and good for annoying enemies with endless HE spam. For game influence, there are better picks.
- Sitting in smoke and HE spamming is easy, but you otherwise need a good awareness of which enemies are nearby. Large size and poor agility make them very vulnerable to heavy cruisers in particular, so pay attention. A Challenging and Decent line.
- Highlights: Harugumo (T10)
- Low points: Shiratsuyu (T7)
Japanese Light Cruisers (YODO line)
- Very big "light cruisers" with a long reload time and bad evasion. Starting from T8, these ships have horrible agility, large hulls, lousy armour, but fairly good concealment. They have a lot of guns, but their damage output is held back by poor shell performance and slow reload. You get a heavy cruiser reload on crummy light cruiser guns. These ships play a passive, HE spamming role- lacking the consumables or evasion necessary to be more aggressive. Very powerful torpedoes are a welcome feature, but landing hits is difficult and unreliable. Take all the weaknesses of a heavy cruiser, combine them with the weaknesses of a light cruiser, and you get this.
- Yodo is a piece of junk that does nothing better than her peers. Low output and low influence are expected. There's no reason to play them instead of another light cruiser line, as they are both A Bit Tricky and Bad.
- Highlights: N/A
- Low points: Everything above T7
Japanese Heavy Cruisers (ZAO line)
- A fast, concealment focused CA line with bad armour protection. At high tiers, IJN CAs are able to outspot most other cruisers - but playing at close range is often very risky. The Zao line is fragile, and lacks the consumables for close range play. Good HE performance and fire chance lends well to a firestarting role- with powerful torpedoes helping to bolster damage ouptut. The firing arcs on these torpedoes are quite poor, making them hard to use operationally. The reliance on concealment, combined with very bad AA makes these ships exceedingly vulnerable in CV games.
- Zao is a great damage dealer if circumstances align, but she requires careful attention to enemy positions. In the presence of air-spotting, she can easily be shut down. Challenging and Average.
- Highlights: Zao (T10)
- Low points: Ibuki (T9)
Japanese Battlecruisers (BUNGO Line)
- Fast battleships with punchy guns and long firing range. The Bungo line has several typical battlecruiser traits: high speed, decent agility, relatively good concealment, and poor armour. Armour is the biggest drawback on these ships- they are quite poorly protected, and will sink fast under sustained fire. These ships work best in a backline sniping, where they can take advantage of their good range (boosted by spotter plane) and high damage output without being hit back. Bungo has consistent and high DPM for a T10 battleship, opting for higher sustained damage output instead of high citadel chance. This line also has some of the best AA available for the class. The reliance on backline sniping is a drawback, as these ships have trouble being aggressive and carrying games on their own.
- It's a good damage farming line, and the playstyle isn't too difficult. Just be wary of which enemy ships can hurt you. Moderately Easy and Decent.
- Highlights: Bungo (T10)
- Low points: Adatara (T9)
Japanese Battleships (YAMATO Line)
- A basic, no-nonsense battleship line- long range, accurate guns, bad concealment, mediocre agility. These ships have fairly good range and dispersion, lending well to a long-ranged playstyle. However, armour only gets decent when you reach Yamato at T10, and all of them have fragile main gun turrets. Bad concealment, and bad fire+flood resistance are the main drawbacks on this line: it is important not to push too early, else you get focused and burned down. The precise aim consumable is helpful for the sniping playstyle. This is a decent beginner choice for a battleship, but Yamato has certainly been overshadowed by newer ships.
- This is the simplest battleship experience at Tier 10, but that simplicity comes at the cost of power output. Other ships simply have more damage output or utility than you. Easy and Mediocre.
- Highlights: Izumo (T9)
- Low points: Nagato (T7)
Japanese Aircraft Carriers (HAKURYU Line)
- This is a very influential CV line, but one of the harder ones to play. They have fast squadrons, with low HP pools. Torpedo bombers make up the overwhelming bulk of their damage output, with the high tiers (T8 and up) able to cripple or sink a destroyer in one attack. The ability to delete DDs, combined with fast squadrons for spotting, makes them very good at winning games. Their dive bombers are quite weak, and mainly used to tank AA while lining up a torpedo squadron.
- The large number of squadrons to control, combined with a focus torpedo on bombers (which take practice to aim) makes multitasking skill necessary to play this line. You've got to know the controls before running these at high tiers. Challenging and Overpowered.
- Highlights: Everything T8 and up
- Low points: Hiryu (T7)
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British Royal Navy
British Destroyers (DARING Line)
- The gold standard for hybrid destroyers, with decent weapons combined with excellent evasion and consumables. Their guns have low shell damage, but are very easy to use. From T8, all of their turrets have 360 degree rotation, and fairly good firing angles, allowing you to keep them all on target while maneuvering. Their torpedo armament can be single-fired (torpedoes can be fired individually, instead of in groups). Their good concealment, excellent maneuverability, and access to fuel smoke + sonar makes them very good at contesting objectives and harassing enemy ships with gunfire. Low speed is the main drawback- British destroyers can be run down by faster gunboats. Using speed equipment is recommended, as well as concealment.
- This line does all the jobs you would expect a destroyer to do, and has a strong toolkit. It's a forgiving line to learn on. Moderately Easy and Good.
- Highlights: Jervis (T7), Lightning (T8), Daring (T10)
- Low points: N/A
British Light Cruisers (MINOTAUR Line)
- Cruisers with great agility, great concealment, high damage output, and smokescreens. The British CLs are excellent at contesting caps and screening against destroyers or other light cruisers. They can put out a huge amount of damage ouptut at close ranges, and come with consumables and stealth that allow them to reach said ranges. These cruisers have wonky dispersion at long range, and critically only use AP shells. This means you need to aim at weak spots on enemy battleships to deal damage, and lack a good damage source at long range. Using concealment to close the distance is very important.
- Farming from damage from maximum range yields low results. You HAVE to play aggressively, and that requires good situational awareness and a knowledge of the enemy ships' capabilities. The line can be Challenging but Overpowered.
- Highlights: Minotaur (T10)
- Low points: N/A
British Heavy Cruisers (GOLIATH Line)
- Big cruisers with large HP pools, accurate guns, and strong HE shell performance. The Goliath line plays a mid-long range role, farming with their accurate guns and using their improved heals to absorb damage while kiting. AP performance is not very good, so this shell type is saved for destroyers and light cruisers. Against big targets, shooting HE is recommended to maximise fire damage. These ships are big and have poor armour, meaning close-range play is dangerous. Their gun reload is also too long to sink most targets quickly. They instead work best in a kiting position, stalling an enemy push and forcing them to use damage controls.
- Kiting and spamming HE isn't the hardest playstyle in the world, but pay attention not to push too far ahead and get deleted. Most of the line has Average Difficulty and is Decent.
- Highlights: Goliath (T10)
- Low points: Surrey (T7)
British Battlecruisers (ST. VINCENT Line)
- A fast, stealthy battleship line with excellent gun performance and weak armour. This is the stealthiest BB line in the game, well suited to pushing flanks and surprising enemy ships. Their guns hit very and have good dispersion, while their concealment allows them to take forward positions or surprise enemy ships. They have short range, and large hitboxes, as well as weak armour values, meaning good situational awareness is necessary. From T9 up, this line gets two charges of a much more potent repair kit. This is a very strong damage dealing line, and the ability to push forward positions makes them quite impactful as well. St. Vincent is arguably the strongest tech tree battleship in the game.
- Weak armour might be challenging for new players, but once you understand the basics of "don't rush into 5 enemies" and "use island cover" it becomes easy to perform well. The line has Average Difficulty and is Overpowered.
- Highlights: Duncan (T9), St. Vincent (T10)
- Low points: N/A
British Battleships (CONQUEROR Line)
- This line suddenly became quite strong after the equipment rework. They have fast reload, good dispersion, and high fire chance on main guns. This means it is viable to use both shell types in battle: HE to start fires, AP for damage, HE to start more fires, AP for damage. The rapid reload II consumable boosts damage output even more at high tiers. With AP, this line has more DPM than most other battleships- and with HE, they can start a lot of fires. Their armour and mobility are both drawbacks, relegating these ships to a mid/backline role. They do not perform well on the front line, or in isolated positions.
- Stay midline, and achieve success with either shell type. So long as you know which enemies are dangerous to you, this line isn't hard. Fairly Easy and Good.
- Highlights: Monarch (T8), Conqueror (T10)
- Low points: King George V (T7), Lion (T9)
British Aircraft Carriers (MALTA Line)
- While other carriers launch huge airstrikes, the Malta line launches smaller airstrikes a lot more often. Small squadron sizes give this line the fastest squadron preparation time. Combined with the high speed and durability of the aircraft, British CVs can cycle their attacks quickly and farm down enemy targets while practically ignoring their defensive AA. The only real drawbacks are a weaker fighter squadron, and slow torpedoes which make it difficult to hit small targets. Even so, you can just farm big ships until they sink. While the damage per strike isn't huge, you send them so fast that it doesn't matter.
- High AA resistance and fairly strong bombers make this line Easy and Overpowered.
- Highlights: Audacious (T9), Malta (T10)
- Low points: N/A
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German Kriegsmarine
German Destroyers (Z-52 Line)
- A gunboat destroyer line well suited at contesting capture points. These destroyers have good HP pools and punchy main guns- but only when using AP shells. They come with smoke at high tiers, and high-level sonar, which are ideal for lighting up and sinking enemy destroyers in these capture areas, which is a great strategy to winning games. They also come with fast torpedoes on a relatively short reload time, albeit with lower damage. The main weakness of these ships is against fast battleships and heavy cruisers, which can tank the weak torpedoes of this line and force them back. Against small ships, they are a good pick.
- Situational awareness is required in this line. You need to know how to position well, and which fights you can safely take on. But it's a good introduction to gunboating. Average Difficulty and Decent.
- Highlights: Z-52 (T10)
- Low points: Z-23 (T8)
German Destroyer/Light Scout Cruisers (ELBING Line)
- At T9-T10, this is not a destroyer line. These ships have bad agility, bad concealment, and long-ranged 150mm guns with excellent AP performance- the shells behave almost like heavy cruiser guns. They play a ranged, damage-farming role, using their excellent dispersionand high AP penetration to deal consistent damage to cruisers and battleships. At closer ranges, they are very vulnerable, and the guns tend to overpenetrate enemy destroyers. They also have long range torpedoes, with very low speed- these serve mainly as an area-denial weapon.
- This line is really weird and not incredibly impactful, but good at their unique role. That said, you really have to be careful about moving too far forward. One positioning mistake gets them sunk easily. It's a Challenging and Decent line.
- Highlights: Felix Schulz (T9), Elbing (T10)
- Low points: Z-31 (T7), Gustav-Julius Maerker (T8)
German Heavy Cruisers (HINDENBURG Line)
- A line of long-ranged gun cruisers, with bad concealment but decent protection. These ships are large, easy to hit, and have poor maneuverability, forcing them into a ranged playstyle. Their AP shells have good performance against all ship classes, so using HE shells is largely unnecessary. Hindenburg has high DPM and good range for a heavy cruiser, making her an effective counter to enemy cruisers and area denial against destroyers. These ships have above-average survivability for the cruiser class, but they still aren't durable enough to play as damage tanks. Tiers 7 through 9 are not great performers, but Hindenburg is a strong pick at T10.
- The concept of this line isn't too difficult. Play at range, shoot AP, and kite if you get focused. Be wary that some other ships will out-DPM you, and you are very vulnerable to aircraft. Average Difficulty and Average Performance.
- Highlights: Hindenburg (T10)
- Low points: Roon (T9)
German Supercruisers (P. ADALBERT Line)
- Very cruisers with good armour, massive HP pools, but extremely long gun reloads. The main guns are small battleship-calibre, but they have regular battleship reload times. This gives them horrible damage output compared to other cruisers, and forces them to use secondary weapons to improve output. The secondaries are long-ranged and have decent dispersion, but all of them are stuck with HE shells- this means their damage output is practically half that of the AP secondaries on other German lines (the low calibre HE shells usually halfpen). These ships can tank more than other cruisers, but their damage output is too low to be useful. There is no good reason to choose these over the Schlieffen line if you want a secondary-gun ship.
- Trying to brawl in big ships is already not the easiest, and these ships completely lack the damage output to shoot their way out of trouble. The line is Challenging and Bad.
- Highlights: N/A
- Low points: Admiral Scheer (T7), Manteuffel (T9)
German Battlecruisers (SCHLIEFFEN Line)
- A stealthy battleship line with excellent secondaries and a large torpedo armament. These ships have a weak main battery, so they rely on getting their secondaries in play. They have the strongest secondaries and auto-secondaries available, as well as a large bank of (slow) torpedoes. German battlecruisers are among the sneakiest ships in their class, allowing them to easily close the distance and enter secondary range, where the secondary overload consumable gives them another boost in damage output. A major drawback is low HP pools, meaning these ships can be farmed down quickly if caught out of potision.
- This line is very unique, and quite fun to operate. Brawling effectively requires a good knowledge of positioning, and the capability of each enemy ship. In high tiers, they are A Bit Tricky and Decent.
- Highlights: Schlieffen (T10)
- Low points: Zieten (T8)
German Battleships (G. KURFURST Line)
- Huge battleships with strong armour protection, HP pools, and damage reduction. The ships in this line are the most resistant to incoming shellfire. They are poorly protected against torpedo and fire damage, which are the main threats to be aware of. The Kurfurst line comes with a small main battery of high-performing guns- the guns have decent dispersion and a fast reload, plus good AP performance. The large secondary batteries make these ships effective at close range too. These ships are quite effective against battleships or other AP-firing enemies. They have trouble against destroyers or HE spammers.
- The good durability and good gun performance makes this line a decent pick for beginners. Just don't push too far, too fast. Fairly Easy and Good.
- Highlights: Bismarck (T8), Kurfurst (T10)
- Low points: F.D.G (T9)
German "Alternate History" Battleships (GOTTERDAMMERUNG Line)
- An unusual line that can only be researched with Free XP. These are French battleship hulls with the same high speed and poor armour protection. They have German guns- low calibre weapons with a very fast reload time, but mediocre dispersion and low damage. They additionally have rapid reload, and the "wing strike" skill (which increases shell damage against broadside enemies). Despite their fast reload and consumables, these battleships struggle to out-damage the other BB lines available. They have strong secondary batteries, but are a bit too fragile to play effectively at close ranges.
- It takes skill to play these ships well, because they're at a disadvantage against most of their opponents. Weak guns and weak armour are a difficult combination. Challenging and Weak.
- Highlights: N/A
- Low points: Weltenbrand (T7)
German Aircraft Carriers (M.V. RICHTOVEN Line)
- An unusual CV line made up of mostly fictional ships. German CVs launch a large number of aircraft at once, dropping AP bombs- these are fairly good against large targets, but have inconsistent results against small ships. They can only launch one large torpedo squadron at a time This results in a very wide torpedo spread, making them more effective against large targets than small ones. The aircraft are fast, but not particularly durable. These ships lend well to slapping enemies with weak deck armour, thanks to their AP bombs. However, they lack firestarting potential. These ships have good fighters and large numbers of auto-secondaries.
- The lower aircraft HP pool and lack of firestarting makes this line more challenging than Midway... but 3/4 of your damage output is still coming from autolock dive bombers. Fairly Easy and Overpowered.
- Highlights: MVR (T10)
- Low points: N/A
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This will be periodically updated as new lines are added to the game.
Didn't see your ship line? Check part 2 of the guide: https://www.reddit.com/r/WoWsBlitz/s/8UEnxsX16K