- Salvo
- A group of shells fired almost simultaneously by one turret or the full main battery.
- Alpha damage
- The amount of damage an armament can deliver immediately. High-alpha ships hit hard per salvo even if their DPM is modest.
- DPM
- Damage per minute: theoretical sustained damage output before accuracy, armour, target access, and player decisions are considered.
- AP
- Armour-piercing shells. They are strongest against exposed broadsides and armour thick enough to arm the fuse.
- HE
- High-explosive shells. They can start fires and deal direct damage when their penetration exceeds the armour thickness hit.
- SAP
- Semi-armour-piercing shells. They do not start fires but can deal heavy damage to sections they penetrate.
- Pen / Full pen
- A penetration where the shell enters and detonates inside the ship without reaching the citadel.
- Overpen
- An overpenetration: the shell passes through the target and exits before detonating inside.
- Shatter
- A shell fails to penetrate because the armour is too thick for its penetration capability.
- Bounce
- A ricochet caused by a shallow impact angle. Ricochet thresholds vary by ammunition and ship.
- Cit / Citadel
- The protected vital area containing machinery and magazines. A citadel penetration deals the shell’s maximum listed damage.
- Devstrike / Devastating Strike
- Destroying a ship after removing at least half of its base HP in a very short time. Players also use the term loosely for spectacular one-salvo kills.
- Overmatch
- An AP mechanic that ignores the angle of armour that is too thin. The shell calibre must exceed 14.3 times the plate thickness.
- Sigma
- A value describing how strongly shells tend to cluster toward the centre of the dispersion ellipse. It is only one part of accuracy.
- Dispersion
- The area in which shells can land around the aim point. It varies with range, ship formula, upgrades, and effects.
- Shell grouping
- How tightly the shells land inside the dispersion ellipse.
- Lead
- The distance aimed ahead of a moving target to account for shell travel time.
- Waterline aim
- Aiming near the waterline to hit the belt and citadel of a broadside target.
- Fuse
- The shell mechanism and delay that determine when it detonates after penetration.
- Arming threshold
- The minimum effective armour thickness required to arm an AP shell fuse.
- Normalization
- The change in shell path toward the perpendicular after penetrating armour, helping it pass through later layers.
- Saturation
- Reduced damage to a ship section that has already lost much of its local HP pool.
- DoT
- Damage over time, mainly from fires and flooding.
- Fire / Flooding
- Damage-over-time effects removed by Damage Control Party. Poor DCP timing can leave a ship exposed to the next effect.