World of Warships Legendary Modules Guide – The Best and the Worst

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This is a comprehensive guide on all the World of Warships legendary modules. Well, all except for the two CVs and the Grozovoi. But the rest are all in there. I give my thoughts on each one and tell you wich are the best, and which are the worst. Of course this is my opinion, and you have the information here to decide if you want to make the arduous grind for them or not.

46 Comments:

  1. I try shimakaze legendary module, it’s no good at all, I can’t even make a properly torpedo wall. if you a front liner where enemy can pop up at any direction this mod is big no no.
    BUT imo this mod is excellent for 20 km torp

  2. HA BA ROVSK

  3. minotaur is a 100% no. you’re giving up concealment for a nothing. the smoke doesnt last longer. if anything its shorter

    • +bladeclanhalo3 that might be true, but for me it still is a good option. If you don’t want to use this module, don’t do it. Say whatever you want, i will accept your opinion

    • Sir Raint, Knight of Silverwing

      Sitting inside the smoke is definitely not a good idea either. You either get blind-torped or nuked by the experienced BB with Spot Plane players. And giving up the -10% concealment means you have less safe gap for stealth torping.

    • if you get blind torped in a minotaur you shouldnt be using the minotaur 😀

    • +Sir Raint, Knight of Silverwing but if you move inside your smoke while using hydroacoustic search, it will be hard for enemies to kill you inside the smoke

    • Sir Raint, Knight of Silverwing

      I know but there are a lot of minotaur or even other cruiser players forget what hydro is.

  4. The Shimakaze module is *terrible*. It only gives you a 10% reload time reduction over the Torp Mod 3, which is an improvement of only fifteen seconds. In exchange, it makes your Shimakaze entirely unable to torp while maneuvering, and introduces huge gaps between your spreads because it takes so long to aim each one. It only works for the long-range flanking sniper DD, which is the worst, most selfish Shimakaze playstyle. Don’t take this. Ever.

    • I personally found the torps almost unplayable after the Shima un-legendary module “upgrade”. The torp tubes are just so slow,m I found myself missing launches trying to make small adjustments right before launch.

    • Exactly ive grinned mine in few days after release mounted it and de mounted day after for doubloons,
      ITS SHIT. I am aggressive dd player , shima also one of my fav’s – you loose ability to knife fight, you cant defend your self in need and push other dd away at least from you due to awful traverse speed of torp tubes even accelerated by different module , this still makes it unusable for me. Long range spammers will love the faster reload where they sit broadside and with all accelerations can launch torps in about 102-103 sec. But thats just stupid.

  5. I’m four minutes into the video, and I already feel the need to comment that people should not listen to this guide, or at least not without consulting other CC’s. I am glad you made this video zoup but I honestly feel that this video is not properly thought through.

    Edit: I watched the whole video, first thing is that I like that you remember to emphasize that is your personal opinion, not the general consensus or factual advice. Secondly I still stand by my first statement that these thoughts on legendary modules sound primarily wrong and that people should seek advice from other sources as well as this video. I agree on some statements made in this video (yamato, wooster, GK) but again, that is just my takeaway from the video.

    Thanks for the video anyways zoup!

    • Same, totally different from my choices.

    • If anything this points out that because these modules are not straight up bonuses but choices to gain something at the expense of something else, then whether to take them at all is going to be a personal decision based on your own playstyle.

    • Also on the shim, you don’t get a 25% to reload on torps, you get a 10% boost. Thats B/c you are replacing the mod that all ready gives you 15% so you only net 10%

    • You should feel the need to make your own choices about Legendary Modules, like the rest of us … they are not true upgrades, just trade offs.

    • I feel like most of them are sidegrades, but to play optimally in most situations some will hamper your performance compared to the regular choices. The fact that Zoup uses the term “no go” on many of these verdicts will persuade some players not to try these and that is a shame since many of these are actually quite good.

  6. Khab is a no. You don’t give up concealment mod, you give up steering gears mod 3 which is kinda essential for Khab. The increase in range is offset by the fact you can’t dodge as effectively. The only reason to take it is if you’re running smoke, which is a less effective Khab anyways. Taking YY legendary is bizarre. It’s not a pure gunboat DD so why would you get rid of concealment? Moskva’s legendary is for more consistent AP salvos at range. It’s an excellent upgrade if you play the ship right and use AP more often.

    • I play with the LM on Khab and it is amazing! 100k+ over the last 100 games and 70%WR. Beyound 12km nothing will hit you. It almost reminds me of pre nerf Khaba with 15.6km range…

    • khaba doesnt need to dodge…just move at max speed at long range…

  7. You okay Zoup? You sound very tired and blue.

  8. I thought Mino mod increased time smoke disperses, not how long it lasts.

    • You get more puffs so the first will disperse sooner but the last one will last longer from the time you activate it compared to stock.

  9. Sir Raint, Knight of Silverwing

    Conqueror’s legendary module is actually a fair trade-off. You give up a portion of your concealment for better turret traverse, faster rudder shift, and faster rudder passive repair. It’s definitely fun to play a battleship with cruiser-like rudder shift. 8.3 sec rudder shift for a battleship is…. *majestic.* I rarely got torped since then that only Asashio & Yueyang got me.

  10. Half the recommendations sound like Zoup hasn’t played them and is just looking at the stats and talking.

  11. I disagree on the Yamato. I feel the ROF and traverse is more important than accuracy.

  12. It would be helpful if you provided some actual time changes, even if it’s for your particular build and not necessarily for mine. Percentages don’t translate to anything meaningful in my brain. And as far as the Des Moines is concerned, I’d rather have an increased turret rotation, even if it means a somewhat longer reload – but that’s where hard numbers would come in handy, just to make sure HOW MUCH of a longer reload you’d be getting. Turret rotation time is the single most annoying thing about that ship to me.

  13. Sorry Zoup you lost me at Montana. Fully upgraded 12.4 rudder shift time is priceless. There are spotter planes and dds everywhere tier 10. There’s no way 1.5 km concealment loss outweighs the ability to reliably torpedobeat as well as going from nose on to all four turrets on target and back to nose on in an instant. Montana with legendary mod feels almost like the Alabama.
    Staying angled at all times and even having to turn in a bad situation are almost painless with a 12.4 second rudder shift and solid turn radius numbers. For those of you out there that are contemplating the legendary module……..it makes Montana handle slightly better than Conqueror. 👍

    • Kevin Clifford you also can get to sub-30 sec fire duration on the Montana with this, assuming you take BoS, Damage Control Mod 2, and fire duration flag ((((60×0.20)x0.15)x0.15)x0.15) = 29.48 sec burn time

      Not to mention the flooding duration reduction.

    • Robert Crismon Correct, even more reason to take legendary module

  14. Hindenburg legendary weak? LMAO it’s one of the best. You build it up for fire and flooding resistance and fires literally last 10 seconds, and floodings last around 20 seconds. Combine that with the already strong armor the ship has, and it literally becomes unsinkable. My main ship for CBs is the Hindy, and with the legendary upgrade, my commander just tells me “Hold that flank while we push the other one.”, and I always do because this upgrade is so good. And that’s considering it got nerfed heavily during testing.

    • especially in competitive play, match up w/ a Moskva (same concealment) & flag, fires last just 15 seconds & cpt skill too 10 seconds

    • Floods are 14 seconds if you have the flag equipped. That and 10 second fires are nice. I’m still getting used to the larger concealment value, so it’s been an experiment. But that rudder shift enhancement is a nice touch to help counter that conceal.

    • I don’t think the module is that good (the Hindenburg is pretty much my goto t10 ship). The shells and torps still do damage, that’s the part that hurts. Then I’m hardly ever on fire or flooding (if a DD gets that close I did something wrong anyway) without having damage control ready. And even if I have to let a fire burn or flood, that damage can be repaired fully. I can’t really think of many battles where shorter fire/flooding duration would have made any difference.

    • I get what you’re saying. The module fits my very aggressive play style, though. It’s done great things for me. I charged a Conq a time or two and came away virtually unscathed (minus secondaries or AA guns)

    • Jaroslaw Krassowizkij

      (copy from above)
      Also @all Hindenburg defenders: Having all T10 Cruisers I can tell you that the speciality of Hindenburg is his stronger Armor, good close range Abilities, while his weakness is his sluggishness, like speed, Ruddershift. Without module you are supposed to play it on one flank only. Full support, you fight and stay till the end. You are in the middle of the fight constantly and 12.3 is enough to disappear if you do it right.
      Taking the legendary makes you kite. You cannot just do the job above since you might get focussed down (kiting does not help you when pushing). So you cannot use your biggest advantage, brawling, AP,… until the lategame (if it comes to this). Or in short, for the most part you are playing a worse Zao. Or Henry with IFHE if you need it. You missplay the ship by not using its stranght. If you need a kiter, play Zao instead (with great conealment and torps). If you want to stay at range, then take henry and pick IFHE (for real). But dont play Hindenburg with legendary.
      Also, did I mention you stay further at range, so less shells hit you, so getting set on fire is not even a problem to begin with? It is like Yamatos camping on the egde of border get a torpedo damage reduction.And you trying to defend it since torpedos are the biggest problem for BBs.

  15. Well, for all watching this video and maybe are a bit disturbed by it (or whatever, some seem to be a bit disturbed when scrolling through the comments):
    1. This video contains his opinion. Not the general consensus, but his own opinion, as he said.
    2. Most modules are choices, not straight upgrade. Let’s look at Yamato, some players play her pretty close (12-15km, and are actually sucessful
    (although rare)), so, do you think the unique mod will benefit the more or even less than the main battery reload mod? I don’t think so. Or take
    the Des Moines mod for example. Some players can make her work really good with her (because nearly british acceleration time when
    starting). Or let’s talk about Z-52’s mod, if you play her like a pure torpedoboat, that mod is great. If you play her like a hybrid, not so much.

    These mods are made for breaking up METAs, that’s my opinion. They purely exist to make this game more unpredictable and harder to have a general strategy because some mods change the playstyle of a ship quite a lot. But that’s a good thing IMO (because I hate that METAs even exist, especially the one we have ingame).

  16. Colonel David Davenport

    Thanks for your views on these Elite Mods – I agree with most – some are good – some are bad – Nice to have another opinion!

  17. From my perspective, you’re wrong on the Des Moine upgrade. The acceleration is invaluable hiding around islands, popping out to shoot, dodging incoming fire, etc. You give up the reload and whilr 4.8 second reload on 203mm guns is great, 5.5 isn’t exactly a slow reload.

  18. Jesus. Zoup runs 20km torps on shime and main battery mod 2???

  19. Jaroslaw Krassowizkij

    Since there are a lot of people here that do actually care, which is seldom- so kudos to you zoup, I will rather state my ‘Opinion’, as a Warlead of EU Top Clan, having spoken about it with other Clans like FRAC and WGP2W. I cannot cover all of them, but I will talk about the ones I have myself or my teammates throughfully tested:
    Dds:
    -Gearing: Amazing for teamplay. In randoms, and especially competitive you are not fighting. But your spotting and your smokes are essential.
    -Shima: meh. You can take it, but you cannot ‘torp’ dds anymore due to your traverse, which is BB levels now. If you are flanking, never contesting, staying out of fight, then sure. But by doing this you already fuck up your team like camping yamas.
    -Grozovoi: Hell Yeah.
    -Khaba: It is a sidegrade. I would take it since from 13.5-14.6 you can farm BBs safer. But at same time you cannot get close due to ruddershift. So depends on how you want to play your khaba
    -Z52: I think competitivly it is not worth it. Your concealment becomes shit. But you can take it well for randoms to spam torps

    Cruisers:
    -Mino: nope. You lose concealment
    -Worcester: Utter shit. You lose 5% Concealment for longer Consumable duration, which is effectivly only the hydro that comes into play…
    -DM: Very interesting. Sounds shitty, but as DM main you biggest problem is to peek out of islands. With that you can peek, overdrive, and get back in time. So it actually saves HP. And that is worth the 12% reload. Range is not usefull anyway
    -Zao: Rather yes. Like Khaba- your range gets shortened and you ahve to play more agressive, but this will be rewarded. Still 17.5 is bad for camping randoms
    -Henry: Competitivly no. For Randoms defenitly. 19.1-20.6 increase is much. You can get more targets and you are safe. At same time you have to stay further at range, but which you have to anyway to survive. And your DPM becomes decent
    -Hindenburg: Nope. You dont die to fires (it help only against conquerors), but either to HE alpha, like a kiting Zao. Or to AP where it does not help you at all. In turn, you are outspotted by BBs so you cannot hide, therefore it costs you more HP than it saves. And if you need the 20% Ruddershift, take the 40% module, will do you more

    BBs:
    Yamato: used to be good, but got nerfed. You lose now 2 sec reload for dispersion. Up to you, does not make much difference now
    Conq: Nope. You lose a valuable tool, your concealment. In turn you get ruddershift, BUT you lose speed fast while turning. So you can turn fast to evade the first salp, but then the next ones will hit you anyway.
    Montana: You win survivability but you lose concealment. Which defensivly is fine. But offensivly, like one shooting unaware enemy cruisers, is a bad tradeoff.
    Rep and Kürfürst- jsut no. Kurfürst loses range to ~18km, Republique to ~19.5 just to get 1 sec faster reaload. Republique can flank well and has good guns to punish any ship on the map. Kurfürst will die mostly without any impact since range is too short while secondaries are situational.

    • Jaroslaw Krassowizkij

      Also @all Hindenburg defenders: Having all T10 Cruisers I can tell you that the speciality of Hindenburg is his stronger Armor, good close range Abilities, while his weakness is his sluggishness, like speed, Ruddershift. Without module you are supposed to play it on one flank only. Full support, you fight and stay till the end. You are in the middle of the fight constantly and 12.3 is enough to disappear if you do it right.
      Taking the legendary makes you kite. You cannot just do the job above since you might get focussed down (kiting does not help you when pushing). So you cannot use your biggest advantage, brawling, AP,… until the lategame (if it comes to this). Or in short, for the most part you are playing a worse Zao. Or Henry with IFHE if you need it. You missplay the ship by not using its stranght. If you need a kiter, play Zao instead (with great conealment and torps). If you want to stay at range, then take henry and pick IFHE (for real). But dont play Hindenburg with legendary.
      Also, did I mention you stay further at range, so less shells hit you, so getting set on fire is not even a problem to begin with? It is like Yamatos camping on the egde of border get a torpedo damage reduction.And you trying to defend it since torpedos are the biggest problem for BBs.

    • The Budgie Admiral

      Hey, thanks for making an actually useful guide that I can get behind. I honestly am kind of disappointed in Zoup here, I stopped watching after he claimed you could perma-smoke with the Minotaur legendary module. That shows that he does not understand how the values of smoke actually work, and on many occasions it seemed like he was just looking at the stats and talking, which I find kinda sad because I really like his other videos.
      My only rank 10 at the moment is Zao, and I have not yet unlocked the legendary module. I use range mod because otherwise it’s hard to evade. I feel like the main limiting factor of Zao is not the rudder shift but in fact the turning circle. It’s too big to angle fast enough and even if you do you still eat the occasional citadel through the deck or bow or stern.
      Question: Has anyone tried running the legendary with the engine mod instead? I imagine it makes the ship a capable island player.

  20. Kind of disappointed the Kurfurst, Yamato or Republic didn’t have an increase to their gun range.

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