Ashen Majesty
Also called: 灰烬威严 · Пепельное величие · 灰燼威嚴 · Majesté cendrée · Majestad ceniza Beta- Open fire from 11 to 13 km, near the edge of her 13.7 km range, and let concealment decide when she is seen: at 10.39 km she can hold a lane quietly and choose the moment to light up a target
- Avoid: Pushing forward to chase kills
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Ashen Majesty Community Stats
Ashen Majesty has 3 Standard battles from 2 players so far, too few for stable community averages.
Ashen Majesty Community Stats
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Ashen Majesty Community Stats
Record History
Playstyle
Overview
Ashen Majesty is the Halloween event's Dutch Tier IV cruiser, built on the Celebes hull with her upgraded modules already fitted. Her eight guns reload in 8.0 s against an 8.5 s median and reach 13.7 km. Her 6.6 fires per minute rank 5th of 20 Tier IV cruisers. Her 180,000 AP damage per minute ranks 7th of 23. Her 10.39 km surface detectability is tied for 3rd of the 23, lower being better. The trade is mobility: 32.5 knots and a 7.7 s rudder shift, both below the cohort median.
Positioning
Open fire from 11 to 13 km, near the edge of her 13.7 km range, and let concealment decide when she is seen: at 10.39 km she can hold a lane quietly and choose the moment to light up a target. Her 580 m turning circle, 2nd-tightest of the 23, lets her reverse course behind an island, but the slow 7.7 s rudder shift means she should start every turn early. Set fires on battleships with HE and switch to AP against broadside cruisers.
Potato Avoidance
Pushing forward to chase kills
At 32.5 knots she is the 5th-slowest of 23 Tier IV cruisers, and her 26,600 HP is only the cohort median, so once she is spotted inside 10 km she cannot outrun the return fire. Fight from range, fall back before she is caught out, and let her fire output do the work instead of her hull.
Signature Traits
How to get Ashen Majesty
Ashen Majesty is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
- Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Builds
Invest in fire setting and main battery reload, because her damage comes from steady HE and AP volume rather than single heavy salvos. Concealment comes next to protect her 10.39 km detection, then survivability. Rudder and speed improvements help most if you play her close to islands. Check current picks in the Build Tool before committing points.
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 Ashen Majesty sits among Tier IV CAs (22 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 29 mid-pack stats
Not standouts for Ashen Majesty -- 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 IV CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (13.7 km) shells land in an ellipse about 128 m wide and 77 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 8 s base reload = 60.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 8 broadside guns = 17,200.ƒ
17,200 HE full-salvo alpha x 60 / 8 s base reload = 129,000.ƒ
60 shells/min x 11% fire chance = 6.6.AP shells
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floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 383.2 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
24,000 AP full-salvo alpha x 60 / 8 s base reload = 180,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 53 raw aura damage × 3.5 × 0.9 hit probability = 167 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 167 + Near 18 = 185ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(main battery range, sea detectability 10.39 km) = 13.73 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability 6.24 km + gun-firing bloom 3 km = 9.24 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Sea detectability 10.39 km + 2.0 km while burning = 12.39 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 6.24 km + 3.0 km while burning = 9.24 km; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 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):
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
In practice: the baseline curve for a standard cruiser -- at max range (13.7 km) shells land in an ellipse about 128 m wide and 77 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.The standard cruiser dispersion curve.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same verified 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.Vertical dispersion ellipse height at max range: How tall the scatter ellipse is at a fixed 5 km, from the same verified 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 13733.5 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 13733.5 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 383.2 m/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, , 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. 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: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.4 mounts × 2 barrels = 8; all 8 bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,150 HE damage x 8 broadside guns = 17,200.3,000 AP damage x 8 broadside guns = 24,000.17,200 HE full-salvo alpha x 60 / 8 s base reload = 129,000.24,000 AP full-salvo alpha x 60 / 8 s base reload = 180,000.8 broadside guns x 60 / 8 s base reload = 60.60 shells/min x 11% fire chance = 6.6.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 8x2 -> 167 DPS @ 3.5 km; 25mm Bofors M32 2barrels 2x2 -> 18 DPS @ 2.5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.@ 3.5 km: 167 from one family; @ 2.5 km: 167 + 18 = 185. 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.167 + 18 = 185 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).167 × 3.5 + 18 × 2.5 = 630. 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 third Java-class cruiser was laid down in Schiedam in June 1917, and she should have become the flagship of the Dutch Navy in the East Indies. It was planned to finalize her construction in 1920; however, due to the economic blockade by England and the lack of resources during wartime, the shipbuilding process slowed significantly, and the construction of Celebes was never actually finished.
Armor Beta
Hull HP 26,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–50 mm) | ≈ 1,330 (~5% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 13 mm | ≈ 19,950 (~75% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–50 mm) | ≈ 1,330 (~5% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 60 mm primary (range 10–60 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 Ashen Majesty 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.
