World of Warships: Legends ship guide

Almirante Grau B

Also called: 格劳海军上将 B Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold a flank where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Wide always-pen zoneStrong AAStealthy (11.5 km)Reload BoosterSlowFragile
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Playstyle

Overview

Almirante Grau B is a Tier VII Pan-American light cruiser that fights from concealment: her 11.5 km surface detection is 6th of 58 Tier VII cruisers, so she usually chooses when an engagement starts. Her second consumable slot sets her job. Advanced Sonar detects enemy torpedo launches early and finds destroyers hiding in smoke; Defensive AA Fire makes her an air-defense escort instead. The Main Battery Reload Booster cuts her 6 s reload for a short burst, best saved for a spotted destroyer or a broadside cruiser. Her Repair Party returns far more HP per charge than a standard heal, which is what keeps her 33,900 HP, near the bottom of Tier VII cruisers, in the fight.

Positioning

Hold a flank where rotated focus can find island cover within one heal cycle. The super-heal (~1.2%/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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

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

ELITE AA ↗
  • Top-tier AA · 671 AA
  • Long-reach AA · 6 km
Best-in-class stealth ↗

11.5 km surface detect, top quartile of T7 CAs. Stays dark longer.

ELITE REPAIR PARTY ↗
  • Repairs citadel hits · 70%
  • Super-heal
  • Fast heal cycle · 10050 HP
Wide torpedo sonar ↗

3.8 km Sonar torpedo-detection range, top decile of T7 CAs. More reaction time on incoming torps.

Fragile HP pool ↗

33900 HP, bottom decile of T7 CAs. Trade hits sparingly.

Slow heal cycle ↗

80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Almirante Grau B

Almirante Grau B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

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Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Almirante Grau B sits among Tier VII CAs (58 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.

BestAP ricochet start60° (1 of 14 tied) BestAA DPS671 (1/58) BestAA range6 km (1 of 3 tied) BestAA threat2,658 (1/58) Top 10%Stealth profile11.48 km / 6.89 km (6/58 / 5/58) Top 10%Smoke fire bloom5.37 km (3/58) Top 10%Repair heal rate1.2 %/s (4/57) Top 25%Main battery reload6 s (8/58) Top 25%AP auto-bounce angle67.5° (11/58) Bottom 25%Max speed32 kt (51/58) Bottom 25%HE fire chance11% (39/50) Bottom 25%Engine power85,000 hp (45/57) Bottom 10%Max armor100 mm (54/58) WorstNo secondaries (7 of 58 in cohort) WorstNo torpedoes (15 of 58 in cohort) WorstCitadel belt75 mm (1 of 2 tied)
See 27 mid-pack stats

Not standouts for Almirante Grau B -- 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.

Hit points33,900 HP() Rudder shift9.1 s(30/58) Turning circle700 m(19/58) Main battery caliber152 mm(43/58) Main battery range15.62 km() Sigma2(31/58) HE shell damage2,250() Fires per minute8.8() HE DPM180,000() AP shell damage3,500() AP DPM280,000() Main dispersion140.8 m(38/58) AP velocity900 m/s(25/58) HE velocity900 m/s(23/50) Time to 90% speed24.7 s(23/57) Acceleration (0-12 kt)9.1 s(43/57) AP fuse timer0.025 s(31/58) AP arming threshold25 mm(19/58) Power / turn radius121.4 hp/m() Displacement12,165 t() Power-to-weight6.99 hp/t() Effective HE DPM (incl. fire)245,277() Flak damage per salvo (expected)1,575(30/58) Bow armor25 mm(35/55) Stern armor25 mm(35/55) NormTurn speed retained81%(54 of 58 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points33,900
Displacement12,165 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
187.2 x 17.98 m
Armor range13–100 mm
Plate armor thicknesses13, 15, 16, 20, 25, 27, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries68
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 33,900 HP = 3,051 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 33,900 HP = 3,390 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
17,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,200
Effective HP
ƒBase 33,900 HP plus everything Repair Party can restore: 0.012 of max HP per second (1.2%) × 28 s × 33,900 HP = 11,390 HP per charge, × 2 charges = 22,781 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
56,681
Repairable: penetration70%
Repairable: citadel70%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,900 = 5,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,900
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 25,400 = 50,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
25,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/53 Model 1942
Mounts / barrels4 mounts / 8 barrels
Reload time6 s
Firing range15.6 km
Turret traverse8 °/s
Turret armor100 mm
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 33° off stern
Shell Grouping (σ)2
Dispersion type
ƒShips that share one main-battery dispersion curve. Also on this curve (217): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 205 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1562330·8−1.11000+1.1)·30=140.8m
140.8 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.8·0.6=84.5m
84.5 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.8·0.62=42.2m
42.2 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.5·0.62=25.3m
25.3 m at 15.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 88.4.
Initial: 80 → 88.4
HE shells
HE alpha2,250
HE Velocity900 m/s
Fire Chance11%
HE fire DPM vs T7 BB65277
Effective HE DPM vs T7 BB245277
HE penetration
ƒ30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,250 HE damage x 8 broadside guns = 18,000.
18,000
HE DPM
ƒZero upgrades: 18,000 HE full-salvo alpha x 60 / 6 s base reload = 180,000. All upgrades (Main Battery Mod. 3 = -10% reload): 18,000 HE full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 198,947.
Initial: 180,000 → 198,947
Fires/min
ƒZero upgrades: 80 shells/min × 0.11 (11% fire chance) = 8.8. All upgrades (Main Battery Mod. 3 = -10% reload): 88.4 shells/min × 0.11 (11% fire chance) = 9.73.
Initial: 8.8 → 9.73
AP shells
AP alpha3,500
AP Velocity900 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·46.70.69·0.152−1.07·9001.38=317.7mm.
317.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 346.6 m/s: P=10−7·2500·46.70.69·0.152−1.07·346.61.38=85.1mm.
85.1 mm at 15.6 km
AP full-salvo alpha
ƒ3,500 AP damage x 8 broadside guns = 28,000.
28,000
AP DPM
ƒZero upgrades: 28,000 AP full-salvo alpha x 60 / 6 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 28,000 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 309,474.
Initial: 280,000 → 309,474
AP AOE Radius
ƒAP 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.
15
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
6 km
57mm 60 Bofors M50 SW4×2 57mm
Bofors 40mm70 SP488×1 40mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 66 from dual-purpose main battery firing as AA in this range band.
66
Range6 km
Outer Medium aura
Guns57mm 60 Bofors M50 SW
Continuous DPS
ƒEffective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.
290
Range4 km
Total DPS in Aura
ƒFar 66 + Outer Medium 290 = 356
356
Inner Medium aura
GunsBofors 40mm70 SP48
Continuous DPS
ƒEffective DPS: 100 raw aura damage × 3.5 × 0.9 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.
315
Range3.5 km
Total DPS in Aura
ƒFar 66 + Outer Medium 290 + Inner Medium 315 = 671
671
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 3.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-6 km
Maneuverability
Engine power85,000 hp
Maximum speed32.0 kt
Turning circle radius700 m
Rudder shift time9.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.
12.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32.0 kt).
24.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
39.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.6 = +2.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.48 km x 0.955 = 10.96 km. Camouflage does not change detectability by air.
11.48 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.96 km.
10.96 km
Detectability by air6.89 km
Smoke firing penalty5.37 km
Detect when firing (sea)
ƒLarger of 15.62 km range and 5.37 km smoke firing penalty = 15.62 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
15.62 km
Detect when firing (air)
ƒAir detectability 6.89 km + gun-firing bloom 3.04 km = 9.93 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
9.93 km
Detect when on fire (sea)
ƒSea detectability 11.48 km + 2.0 km while burning = 13.48 km.
13.48 km
Detect when on fire (air)
ƒAir detectability 6.89 km + 3.0 km while burning = 9.89 km.
9.89 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Advanced Sonar2 charges · 100 s reload · 70 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Main Battery Reload Booster2 charges · 120 s reload · 25 s active · +50% reload boost
Repair Party2 charges · 80 s reload · 28 s active · 11,390 HP (33.6% of max HP) total heal (per charge)
ƒ0.012 of max HP per second (1.2%) × 28 s effective active time = 0.336 of max HP × 33,900 HP = 11,390 HP: up to 33.6% of max HP restored per charge.
· 22,780 HP (67.2% of max HP) total heal (all charges)
ƒ0.336 of max HP per charge × 2 charges = 0.672 × 33,900 HP = 22,780 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.
· 407 HP/s (1.2% of max HP) heal per second
ƒ0.012 (1.2% of max HP) × 33,900 HP = 407 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15623=7812 m, and radiusOnMax=0.6 at 15623 m. Below the kink: k=0.2+(0.5−0.2)·50007812=0.392, so σV=σH·k=67.5·0.392=26.5m.
Shell scatter height @ 10 km53.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15623=7812 m, and radiusOnMax=0.6 at 15623 m. Above the kink: k=0.5+(0.6−0.5)·10000−781215623−7812=0.528, so σV=σH·k=102·0.528=53.9m.
Shell scatter height @ 15 km80.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15623=7812 m, and radiusOnMax=0.6 at 15623 m. Above the kink: k=0.5+(0.6−0.5)·15000−781215623−7812=0.592, so σV=σH·k=136.5·0.592=80.8m.
HE flight time @ 10 km5.76 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2841·0.15228·46=5.6×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.76 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2884·0.15228·46.7=5.6×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,500
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass46.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2884
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range66
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 8x1 -> 315 DPS @ 3.5 km; 57mm 60 Bofors M50 SW 4x2 -> 290 DPS @ 4 km; Far AA (?) -> 66 DPS @ 6 km.
AA DPS layered by range66 DPS @ 6 km, 356 DPS @ 4 km, 671 DPS @ 3.5 km
@ 6 km: 66 from one family; @ 4 km: 290 + 66 = 356; @ 3.5 km: 315 + 290 + 66 = 671. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank671
315 + 290 + 66 = 671 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2658
315 × 3.5 + 290 × 4 + 66 × 6 = 2658. 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.
Open in Charting Tool

Ship Charts

Background

The flagships of the Peruvian Navy traditionally bear the name of Admiral Miguel Grau Seminario, with a total of five such ships in history. The third ship bearing this name was purchased from the Netherlands in 1973. Almirante Grau served as the flagship of the Peruvian Navy for 45 years. At the time of her decommissioning, the ship was the last artillery cruiser belonging to any navy.

Armor Beta

Hull HP 33,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern25 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,695 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 16–100 mm)≈ 25,425 (~75% of HP)
No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–75 mm)≈ 1,695 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 15–75 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–75 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Almirante Grau B can equip.

  • Almirante Grau B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision