Almirante Cochrane
Beta- Hold 12-15 km where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
Almirante Cochrane Community Stats
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Almirante Cochrane Community Stats
Record History
Playstyle
Overview
Almirante Cochrane is a Tier V Pan-American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor.
Positioning
Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.7%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
113.6 m max horizontal dispersion, top decile of T5 CAs. Accurate at range.
4.07 km Sonar torpedo-detection range, top decile of T5 CAs. More reaction time on incoming torps.
950.0 m/s HE muzzle velocity, top decile of T5 CAs. Flatter trajectory, easier to land at range.
130.0 mm citadel belt, top decile of T5 CAs. Citadels through angle are rare.
Smoke on a cruiser is rare. Fight from concealment, then disengage.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
How to get Almirante Cochrane
Almirante Cochrane is available in the Advanced Sonar Cruisers branch of the Pan-America Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Show Pan-America tech-tree branch diagram
Almirante Cochrane sits in the Advanced Sonar Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.
Best listed chance for this ship
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Pan-American Cruiser crate
2%
V Almirante Cochrane
Early access containers · Pan-American Cruiser crate
Official WG availability sources
- Pan-American Cruisers Are Coming to Early Access Early Access Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Pan-American Cruiser crate 2% · V Almirante Cochrane
Builds Beta
Use a Pan-America cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Almirante Cochrane sits among Tier V CAs (30 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 35 mid-pack stats
Not standouts for Almirante Cochrane -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 9 deg/s traverse speed = 20 s.ƒ
8 broadside guns x 60 / 7.5 s base reload = 64.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 8 broadside guns = 16,800.ƒ
16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.ƒ
8 HE shells x 60 / 7.5 s reload x 9% fire chance = 5.76.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 291.7 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
24,000 AP full-salvo alpha x 60 / 7.5 s base reload = 192,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.ƒ
In-game AA card max range: 4 km. Only the longest-reach family contributes at this distance.ƒ
Includes 12 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 12 + Medium 30 = 42ƒ
Far 12 + Medium 30 + Near 16 = 58ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (31.3 kt of 34.8). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (34.5 kt of 34.8). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
High-Frequency Sonar2 charges · 120 s reload · 90 s active · 4.4 km ship detect · 4.07 km torpedo detect
Smoke Generator2 charges · 240 s reload · 20 s emit / 99 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.7% heal per second · 19.6% of max HP total heal
Catapult Fighter2 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13148}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 113.6\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 113.6 \cdot 0.6 = 68.2\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 113.6 \cdot 0.32\;(\sigma = 2) = 36.3\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 68.2 \cdot 0.32\;(\sigma = 2) = 21.8\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2142 \cdot 47.5^{0.69} \cdot 0.152^{-1.07} \cdot 850^{1.38} = 254.5\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 291.7 m/s: $P = 10^{-7}\cdot 2142 \cdot 47.5^{0.69} \cdot 0.152^{-1.07} \cdot 291.7^{1.38} = 58.2\,\text{mm}$.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 8 barrels bear on the broadside.180 degrees / 9 deg/s traverse speed = 20 s.2,100 HE damage x 8 broadside guns = 16,800.3,000 AP damage x 8 broadside guns = 24,000.16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400.24,000 AP full-salvo alpha x 60 / 7.5 s base reload = 192,000.8 broadside guns x 60 / 7.5 s base reload = 64.8 HE shells x 60 / 7.5 s reload x 9% fire chance = 5.76.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,767 = 88,602.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.AA defense
In-game AA card sum: 180 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 4 km is unknown.In-game AA card max range: 4 km. Only the longest-reach family contributes at this distance.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 100 mm (4/side) × 60/6 × 1500 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.Armor Beta
Hull HP 27,900 → 30,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Overmatched by 90+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–30 mm) | 3,000 (10% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 16 mm primary (range 15–130 mm) | 23,000 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 6–130 mm) | 2,100 (7% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 10–130 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 10 mm primary (range 10–100 mm) | 1,200 (4% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 15,400 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (100 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (37 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 9,200 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Almirante Cochrane can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
