World of Warships: Legends ship guide

Almte. Oquendo

Also called: 奥肯多海军上将 · Almirante Oquendo · Almirante Oquendo Beta
Spain · Tier VIII · CA Cruiser · Premium
Sonar cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Work the middle distance, where 203 mm AP still bites and her 12.6 km detection is not an immediate liability
  • Avoid: Do not use the speed to arrive alone
Key characteristics
2.1 sigma accuracySonarFast for the classTight pattern at max rangeShort AA reach
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Community Data

Almte. Oquendo Community Stats

Across 290+ Standard battles from 54 players, Almte. Oquendo averages a 57% win rate, 81,300 damage and 1.0 kills per battle, and survives 44% of them.

Community Data

Almte. Oquendo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Almte. Oquendo: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Almirante Oquendo is a fast Spanish Tier VIII premium heavy cruiser: 203 mm guns with AP and HE, 36 knots, Sonar and a Repair Party. Sonar on a hull this quick makes her a cap contester - she can arrive first, reveal whatever is sitting in smoke or behind an island, and still have the calibre to punish a broadside when it appears.

Positioning

Work the middle distance, where 203 mm AP still bites and her 12.6 km detection is not an immediate liability. Use Sonar deliberately rather than on cooldown: firing it as you enter a cap or push a smoke is what converts it into damage. Six torpedo tubes give a close-range answer if something forces the range down.

Potato Avoidance

Use the speed to arrive alone

48,300 HP and 177 mm of armour will not survive being focused, and a 790 m turning circle makes disengaging slow once you have committed. The second mistake is saving Sonar for a perfect moment that never comes.

Signature Traits

PINPOINT BATTERY ↗
  • Tight grouping
  • Tight pattern at max range · 115.1 m
Fast for the class ↗

36 kt, top decile of T8 CAs. Lets you rotate flanks or escape disengagements.

ELITE SONAR ↗
  • Long-range sonar · 5.9 km
  • Long-duration sonar · 122 s
  • Wide torpedo · 4 km
Short AA reach ↗

4 km AA reach, bottom quartile of T8 CAs. Bombs and torpedoes drop before AA bites.

Shatter-prone secondaries ↗

15 mm best HE pen across secondary families, bottom decile of T8 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Acquisition

How to get Almte. Oquendo

Almte. Oquendo is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Event currency.

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

Official WG availability sources
  • Anniversary Update: Tides of Adventure Event currency Start: 2026-07-30
    • These include two new ships: Soviet Tier V Premium battleship Novorossiysk and Spanish Tier VIII Premium cruiser Almirante Oquendo.
  • Legendary Birthday: Adventures Are Calling! Event currency Start: 2026-07-31
    • That's enough to unlock the first two bundles from the Call of Adventure chained bundle, featuring the new Commander guise of Cecilia Shaw, a journalist and adventurer, as well as new Soviet Tier V Premium battleship Novorossiysk.
    • The remaining two bundles in the chain are also available for Mariner's Coins and include a set of Explorer's Chests and another new ship: Spanish Tier VIII Premium cruiser Almirante Oquendo.

Builds

Build for survivability and gun output - reload, fire chance and repair value all pay here. Concealment lets her choose her fights, and anything improving consumable uptime gets more out of both Sonar and the heal.

Open in Build Tool →

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 Almte. Oquendo sits among Tier VIII CAs (35 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.

BestMain dispersion115.1 m (1/36) Top 10%Max speed36 kt (3/36) Top 10%Sigma2.1 (3/36) Top 25%Fires per minute8.74 (8/29) Top 25%Engine power170,000 hp (7/36) Top 25%Power / turn radius215.2 hp/m (5/36) Top 25%Power-to-weight8.26 hp/t (7/36) Top 25%Citadel belt177 mm (10/36) Bottom 25%Secondary HE alpha1,300 (25/27) Bottom 25%HE velocity814 m/s (24/29) Bottom 25%AA threat1,566 (30/36) Bottom 10%Flak damage per salvo (expected)1,260 (35/36) WorstSecondary fire chance5% (1 of 12 tied) WorstSecondary HE pen15 mm (1 of 2 tied) WorstAA range4 km (1 of 4 tied)
See 39 mid-pack stats

Not standouts for Almte. Oquendo -- 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 points48,300 HP(13/36) Concealment12.62 km(18/36) Smoke fire bloom7.2 km(15/36) Air detection7.57 km(17/36) Rudder shift11.3 s(27/36) Turning circle790 m(23/36) Main battery caliber203 mm(19/36) Main battery range15.73 km(13/36) Main battery reload14 s(21/36) HE shell damage2,850(18/29) HE fire chance17%(12/29) HE DPM146,571(16/29) AP shell damage4,500(23/35) AP DPM231,429(26/35) Secondary DPM (per side)117,000(21/28) AP velocity814 m/s(23/35) Time to 90% speed25.8 s(17/36) Acceleration (0-12 kt)8.7 s(11/36) AP arming threshold34 mm(17/35) Displacement20,570 t(21/36) AP pen at 10 km237 mm(21/35) Effective HE DPM (incl. fire)218,215(15/29) AA DPS470(23/36) Torpedo range8.01 km(15/21) Torpedo damage≈15,533(13/21) Torpedo speed62 kt(13/21) Torpedo reaction time7.8 s(11/21) Torpedo reload106 s(14/21) Repair heal rate0.6 %/s(15/36) Max armor177 mm(14/36) Bow armor25 mm(20/36) Stern armor25 mm(21/36) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormAP fuse timer0.033 s(24 of 35 tied at this value) NormAP ricochet start45°(25 of 35 tied at this value) NormAP auto-bounce angle60°(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit Points48,300
Displacement20,570 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.
225.7 x 23.63 m
Armor range13–177 mm
Plate armor thicknesses13, 16, 25, 27, 30, 40, 50, 60, 64, 80, 110, 140, 177 mm
Armor material/layer entries52
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 48,300 HP = 4,347 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 × 48,300 HP = 4,830 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
24,200
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.
14,500
Effective HP
ƒBase 48,300 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 48,300 HP = 8,114 HP per charge, × 2 charges = 16,229 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.
64,529
Repairable: penetration50%
Repairable: citadel33%
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 × 2,200 = 4,400), 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.
2,200
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 × 5,900 = 11,800), 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.
5,900
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 × 36,200 = 72,400), 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.
36,200
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 × 4,100 = 8,200), 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 ×. 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.
4,100
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 × 2,300 = 4,600), 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.
2,300
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
ModuleArtillery: 203 mm/50 Mk IX
Mounts / barrels4 mounts / 12 barrels
Reload time14 s
Firing range15.7 km
Turret traverse8 °/s
Turret armor152 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±143°, 2x ±147°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° 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.
37° off bow / 33° off stern
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: 19% tighter (better) horizontal dispersion and 19% less vertical spread at max range (15.7 km) than a standard cruiser: about 115 m wide × 69 m tall, against 142 m × 85 m. No other ship uses this curve.
Unique to this ship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1573530·6.5−0.91000+0.9)·30=115.1m
115.1 m at 15.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.1·0.6=69.1m
69.1 m at 15.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =115.1·0.62.1=32.9m
32.9 m at 15.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =69.1·0.62.1=19.7m
19.7 m at 15.7 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 14 s base reload = 51.4. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 12.714 s (12.6 s = 89 ticks) all-upgrades reload (14 s × 0.9 Main Battery Mod. 3 = 12.6 s) = 56.6.
Initial: 51.4 → 56.6
HE shells
HE alpha2,850
HE Velocity814 m/s
Fire Chance17%
HE fire DPM vs T8 BB71667
Effective HE DPM vs T8 BB218238
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 12 broadside guns = 34,200.
34,200
HE DPM
ƒZero upgrades: 34,200 HE full-salvo alpha x 60 / 14 s base reload = 146,571. All upgrades (Main Battery Mod. 3 = -10% reload): 34,200 HE full-salvo alpha x 60 / 12.714 s (12.6 s = 89 ticks) all-upgrades reload (14 s × 0.9 Main Battery Mod. 3 = 12.6 s) = 161,393.
Initial: 146,571 → 161,393
Fires/min
ƒZero upgrades: 51.4 shells/min × 0.17 (17% fire chance) = 8.74. All upgrades (Main Battery Mod. 3 = -10% reload): 56.6 shells/min × 0.17 (17% fire chance) = 9.63.
Initial: 8.74 → 9.63
AP shells
AP alpha4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range178 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2850·116.10.69·0.203−1.07·8141.38=433.7mm.
433.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.7 km), where the shell has slowed to 426.3 m/s: P=10−7·2850·116.10.69·0.203−1.07·426.31.38=177.7mm.
177.7 mm at 15.7 km
AP full-salvo alpha
ƒ4,500 AP damage x 12 broadside guns = 54,000.
54,000
AP DPM
ƒZero upgrades: 54,000 AP full-salvo alpha x 60 / 14 s base reload = 231,429. All upgrades (Main Battery Mod. 3 = -10% reload): 54,000 AP full-salvo alpha x 60 / 12.714 s (12.6 s = 89 ticks) all-upgrades reload (14 s × 0.9 Main Battery Mod. 3 = 12.6 s) = 254,831.
Initial: 231,429 → 254,831
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.
25
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time106 s
Projectile speed62.0 kt
Range8.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,633
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 135° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,533 = 46,599. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
46,599
AA Defense
AA mount points36
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Model 193816×2 37mm
20 mm/65 Model 193920×1 20mm
90 mm/50 Model 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 90mm
Far aura
Guns90 mm/50 Model 1939 (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 91 from dual-purpose secondaries firing as AA in this range band.
91
Range4 km
Medium aura
Guns37 mm/54 Model 1938
Continuous DPS
ƒEffective DPS: 94 raw aura damage × 3.5 × 0.9 hit probability = 296 - the same in-game units as the Close-range AA DPS headline.
296
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 296 = 387
387
Near aura
Guns20 mm/65 Model 1939
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.85 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 296 + Near 83 = 470
470
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 × 200 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.
200
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 90 mm (6/side) × 60/4 s × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
117,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 4.5 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 36,887. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
36,887
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 117,000 + secondary fire DPM 36,887 = 153,887: shell damage plus fire damage against one T8 battleship, every shell hitting.
153,887
90 mm/50 Model 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 90mm
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity860 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 4.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.5
HE Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power170,000 hp
Maximum speed36.0 kt
Turning circle radius790 m
Rudder shift time11.3 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 = 36 / 4 + 4.9 = 13.9 kt. Base value; speed modifiers scale it.
13.9 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.
29.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36.0 kt).
25.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36.0 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.
41.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.5 = +2.5°/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 (+2.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.62 km x 0.955 = 12.05 km. Camouflage does not change detectability by air.
12.62 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.62 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.05 km.
12.05 km
Detectability by air7.57 km
Smoke firing penalty7.2 km
Detect when firing (sea)
ƒLarger of 15.73 km range and 7.2 km smoke firing penalty = 15.73 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.
15.73 km
Detect when firing (air)
ƒAir detectability 7.57 km + gun-firing bloom 4.06 km = 11.63 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.63 km
Detect when on fire (sea)
ƒSea detectability 12.62 km + 2.0 km while burning = 14.62 km.
14.62 km
Detect when on fire (air)
ƒAir detectability 7.57 km + 3.0 km while burning = 10.57 km.
10.57 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 8,114 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 48,300 HP = 8,114 HP: up to 16.8% of max HP restored per charge.
· 16,228 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 48,300 HP = 16,228 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 290 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 48,300 HP = 290 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 122 s active · 5.88 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 196×301000=5.88 km
· 4.02 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 134×301000=4.02 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.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

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

vs standard cruiser19% tighter H · 19% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.7 km) with the same model as Max Horiz/Vert Disp: horizontal 115 / 142 m − 1 = -19%, vertical 69 / 85 m − 1 = -19%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km55 m
(166.7 × (6.5 − 0.9) / 1000 + 0.9) × 30 = 55 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 km83 m
(333.3 × (6.5 − 0.9) / 1000 + 0.9) × 30 = 83 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 km111 m
(500 × (6.5 − 0.9) / 1000 + 0.9) × 30 = 111 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 km21.5 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=0.5·15735=7868 m, and radiusOnMax=0.6 at 15735 m. Below the kink: k=0.2+(0.5−0.2)·50007868=0.3907, so σV=σH·k=55·0.3907=21.5m.
Shell scatter height @ 10 km43.7 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=0.5·15735=7868 m, and radiusOnMax=0.6 at 15735 m. Above the kink: k=0.5+(0.6−0.5)·10000−786815735−7868=0.5271, so σV=σH·k=83·0.5271=43.7m.
Shell scatter height @ 15 km65.6 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=0.5·15735=7868 m, and radiusOnMax=0.6 at 15735 m. Above the kink: k=0.5+(0.6−0.5)·15000−786815735−7868=0.5907, so σV=σH·k=111·0.5907=65.6m.
AP pen 5 km318 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2850·116.10.69·0.203−1.07·650.31.38=318mm, where 650.3 m/s is the shell's speed when it arrives at 5 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km237 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2850·116.10.69·0.203−1.07·524.51.38=237mm, where 524.5 m/s is the shell's speed when it arrives at 10 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km183 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2850·116.10.69·0.203−1.07·436.21.38=183mm, where 436.2 m/s is the shell's speed when it arrives at 15 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.61 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·0.2637·0.20328·116.1=3.68×10−5. That runs from a 814 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 km5.61 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·0.2637·0.20328·116.1=3.68×10−5. That runs from a 814 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)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,850
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 mass116.1 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 coefficient0.2637
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity814 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity814 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius6.5
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.9
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.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range48.1 s
8010 m / (62.0 kt × 2.6855) = 48.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage93,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,533 = 93,198. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range91
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 16x2 -> 296 DPS @ 3.5 km; Breda 20mm 65 20x1 -> 83 DPS @ 2 km; 90mm 50 twin 6x2 -> 91 DPS @ 4 km.
AA DPS layered by range91 DPS @ 4 km, 387 DPS @ 3.5 km, 470 DPS @ 2 km
@ 4 km: 91 from one family; @ 3.5 km: 296 + 91 = 387; @ 2 km: 296 + 83 + 91 = 470. 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-blank470
296 + 83 + 91 = 470 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1566
296 × 3.5 + 83 × 2 + 91 × 4 = 1566. 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.
Near aura range2 km

Secondary battery firepower

Max HE alpha1300
The only family (90 mm): 1300. Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
The only family (90 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
The only family (90 mm): 15 mm. 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: 15 mm from the 90 mm family.
Open in Charting Tool

Ship Charts

Background

A heavy cruiser with a displacement of 17,500 tons embodying the "Super Washington" design, known as "Proyecto 138." The design was developed in 1938 at the Spanish naval shipyard in Ferrol. Under one of the draft designs, the ship's primary armament comprised twelve 8-inch (203 mm) main guns. However, such an ambitious project for Spanish shipbuilding would never come to life because of the country's economy following the devastating civil war.

Armor Beta

Hull HP 48,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel110 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)2,200 (5% of HP)
Overmatched by 380mm+ AP (Bismarck, 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)30 mm primary (range 27–177 mm)36,200 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–80 mm)2,300 (5% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–177 mm)≈ 165,500 (effectively 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.
Superstructure16 mm4,100 (8% 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 HP24,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (90 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 HP200 per-mount HPDestroyed at 0 HPPer-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 HP14,500 module HPIncapacitated at 0 HPWhen 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Almte. Oquendo can equip.

  • Almte. Oquendo default exterior
    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.