Almirante Grau B
Also called: 格劳海军上将 B Beta- Hold a flank where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
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Almirante Grau B Community Stats
Record History
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
- Top-tier AA · 671 AA
- Long-reach AA · 6 km
11.5 km surface detect, top quartile of T7 CAs. Stays dark longer.
- Repairs citadel hits · 70%
- Super-heal
- Fast heal cycle · 10050 HP
3.8 km Sonar torpedo-detection range, top decile of T7 CAs. More reaction time on incoming torps.
33900 HP, bottom decile of T7 CAs. Trade hits sparingly.
80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
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
-
Black Friday '26 crate
1%
VII Almirante Grau B
New · Black Friday '26 crate
Show direct source rows
- Black Friday '26 crate 1% · VII Almirante Grau B
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
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.
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.
Peers in this cohort
Compare Tier VII CruisersShow all 58 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 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.ƒ
Ships 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
Zero 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.HE shells
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30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
2,250 HE damage x 8 broadside guns = 18,000.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 346.6 m/s: .ƒ
3,500 AP damage x 8 broadside guns = 28,000.ƒ
Zero 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.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective 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.ƒ
Effective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Outer Medium 290 = 356ƒ
Effective DPS: 100 raw aura damage × 3.5 × 0.9 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Outer Medium 290 + Inner Medium 315 = 671ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
top speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (28.8 kt of 32.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 11.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.96 km.ƒ
Larger 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.ƒ
Air 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.ƒ
Sea detectability 11.48 km + 2.0 km while burning = 13.48 km.ƒ
Air detectability 6.89 km + 3.0 km while burning = 9.89 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Advanced Sonar2 charges · 100 s reload · 70 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats 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) ƒ
0.012 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.ƒ
0.336 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.ƒ
0.012 (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
(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.(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.(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.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: at 0 m, at m, and at 15623 m. Below the kink: , so .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: at 0 m, at m, and at 15623 m. Above the kink: , so .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: at 0 m, at m, and at 15623 m. Above the kink: , so .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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
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.@ 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.315 + 290 + 66 = 671 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).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.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.
Overmatched by 105+ AP 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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 75 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. |
| Superstructure | 13 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.
Skins & permanent camouflages
Every custom exterior Almirante Grau B can equip.
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.
