World of Warships: Legends ship guide

Asturias

Also called: 阿斯图里亚斯 Beta
Spain · Tier VI · CA Cruiser · Tech Tree
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Heavy AP pen2.15 sigma accuracyStrong secondaries (5 km)SonarHeavy powerplantSlow reload
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Community Data

Asturias Community Stats

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Playstyle

Overview

Asturias is a Tier VI Spanish heavy cruiser whose 203mm guns earn citadels on broadsides (171,789 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: best sigma in T6 CAs (2.1) and best punch-through secondaries in T6 CAs (26 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 39,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Tight grouping

Sigma 2.15, best of T6 CAs. More shells land near aim.

Punch-through secondaries

26.0 mm best HE pen across secondary families, best of T6 CAs. Pens hull plates peers' secondaries shatter on.

Heavy powerplant

160000.0 hp engine, best of T6 CAs. More headroom for accelerating out of stops and maintaining speed in turns.

Long heal window

28.0 s Repair Party duration, best of T6 CAs. Restores HP for longer per activation.

Slow reload

24.0 s reload, bottom decile of T6 CAs. Salvos punish more, but cycle is slower than peers.

Sluggish rudder

10.2 s rudder shift, bottom decile of T6 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Asturias

Asturias is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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

Builds Beta

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 Asturias sits among Tier VI CAs (43 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.

BestSigma2.15 (1/43) BestSecondary HE pen26 mm (1 of 3 tied) BestAP fuse timer0.03 s (1 of 21 tied) BestEngine power160,000 hp (1/43) BestDeck armor90 mm (1 of 2 tied) Top 10%Hit points39,600 HP (3/43) Top 10%Turn-speed retention186 hp/m (2/43) Top 10%Power-to-weight9.98 hp/t (4/43) Top 25%Max speed35 kt (8/43) Top 25%HE shell damage3,100 (9/39) Top 25%AP pen at 10 km238 mm (7/42) Top 25%Secondary range5 km (7/38) Top 25%Max armor150 mm (9/43) Top 25%Citadel belt150 mm (7/41) Bottom 25%Air detection7.66 km (34/43) Bottom 25%Rudder shift10.2 s (39/43) Bottom 25%AP DPM184,755 (33/42) Bottom 25%HE alpha1,200 (35/38) Bottom 25%Secondary fire chance5% (34/38) Bottom 25%Displacement16,037 t (38/43) Bottom 25%AA DPS206 (37/43) Bottom 25%AA threat696 (37/43) Bottom 25%Torpedo reload106 s (29/33) Bottom 10%Main battery reload24 s (42/43) WorstRepair heal rate0.5 %/s (1 of 4 tied)
See 25 mid-pack stats

Not standouts for Asturias -- 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.

Concealment12.77 km(33/43) Traverse-to-turn ratio5.84 ×(16/43) Main battery caliber203 mm(14/43) Main battery range15.01 km(13/43) HE fire chance15%(11/39) Fires per minute5.43(30/39) HE DPM112,302(30/39) Main dispersion127.2 m(15/43) Secondary DPM (per side)85,970(25/38) AP velocity900 m/s(13/42) HE velocity900 m/s(13/39) Acceleration25.3 s(19/43) AP arming threshold34 mm(29/42) Effective HE DPM (incl. fire)152,908(29/39) AA range4.5 km(29/43) Flak per wave (expected)900(15/42) Torpedo range8.01 km(21/33) Torpedo damage≈14,767(15/33) Torpedo speed61 kt(19/33) Bow armor16 mm(25/41) Stern armor16 mm(25/41) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormRepair charges2(11 of 13 tied at this value)
Survivability
Hit PointsInitial: 37,200 → 39,600
Displacement16,037 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 25, 30, 50, 70, 90, 100, 120, 140, 150 mm
Armor material/layer entries57
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 203 mm/53 Model 1927
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 26 s → 24 s
Firing range (base)13.6 km
Firing range (top fire control)15 km
Turret traverse7 °/s
Shells in Rack2
Ready Rack Reload2.5 s
AP pen max range177 mm
HE fire DPM vs T6 BB22434
Effective HE DPM vs T6 BB84434
Shell Grouping (σ)2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1364530·81.11000+1.1)·30=127.2m
127.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =127.2·0.6=76.3m
76.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =127.2·0.302(σ=2.15)=38.4m
38.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =76.3·0.303(σ=2.15)=23.1m
23.1 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 33.7. All upgrades (top gun): 8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 36.2.
Initial: 33.7 → 36.2
Ready-rack burst alpha
ƒ2 rack salvos x 8 broadside guns x 5,100 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
81,600
Burst window
ƒ(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
2.5 s
HE shells
HE Damage3,100
HE Velocity900 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,100 HE damage x 8 broadside guns = 24,800.
24,800
HE DPM
ƒZero upgrades: 24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 104,421. All upgrades (top gun): 24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 112,302.
Initial: 104,421 → 112,302
Fires/min
ƒZero upgrades: 33.7 shells/min x 15% fire chance = 5.05. All upgrades (top gun): 36.2 shells/min x 15% fire chance = 5.43.
Initial: 5.05 → 5.43
AP shells
AP Damage5,100
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·125.30.69·0.2031.07·9001.38=451.4mm. Matches the in-game spec card.
451.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.8 km), where the shell has slowed to 419.8 m/s: P=107·2450·125.30.69·0.2031.07·419.81.38=157.6mm.
157.6 mm
AP full-salvo alpha
ƒ5,100 AP damage x 8 broadside guns = 40,800.
40,800
AP DPM
ƒZero upgrades: 40,800 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 171,789. All upgrades (top gun): 40,800 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 184,755.
Initial: 171,789 → 184,755
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time106 s
Projectile speed61 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,300·0.333=14,767.
≈ 14,767
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,867
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 km61 kt×2.6=8.2 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. Torpedo flood 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. Not shown on the in-game port screen.
265%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
59,068
AA Defense
AA mount pointsInitial: 12 → 20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (27×3.5×0.85) + (30×3.5×0.9) = 206. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
206
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm/83 SK Dopp LC/308×2 37mm
20 mm/65 C/38 L/30Initial: 4×1 → 12×1 20mm
105 mm/65 SK Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 105mm
Far aura
Guns105 mm/65 SK Dop. L. C/31 (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 94 from dual-purpose secondaries firing as AA in this range band.
94
Range4.5 km
Medium aura
Guns37 mm/83 SK Dopp LC/30
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.9 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range3.5 km
Total DPS in Aura
ƒFar 94 + Medium 32 = 126
126
Near aura
Guns20 mm/65 C/38 L/30
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.85 hit probability = 80 - the same in-game units as the Close-range AA DPS headline.
Initial: 27 → 80
Range2 km
Total DPS in Aura
ƒFar 94 + Medium 32 + Near 80 = 206
206
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds + 1 outer
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 waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
105 mm/65 SK Dop. L. C/31 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 105mm
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
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 power160,000 hp
Maximum speed35 kt
Turning circle radius860 m
Rudder shift time10.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
25.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
40.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·35.0·0.5144860=1.20°/s, so ratio=ωturretωhull=71.20=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea12.77 km
Detectability by air7.66 km
Smoke firing penalty7.31 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.77 km
Detect Fire Sea14.77 km
Detect Fire Air10.66 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 5,544 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 11,088 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 198 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (39,600 HP) per second = 198 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 · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 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
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points37,200 → 39,600
  • Rudder shift18.6 → 13.3 s
  • AA mounts12 → 20
  • Close-range AA DPS19 → 37
Fire controlUpgrade
  • Main battery range13,645 → 15009.5 m
ArtilleryUpgrade
  • Base reload26 → 24 s

See all derived stats

Show

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

Shell Grouping (σ)2.15
Max Horiz Disp127.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1364530·81.11000+1.1)·30=127.2m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 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.
Max Vert Disp76.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =127.2·0.6=76.3m
Shell scatter height @ 10 km55.8 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.
Med Horiz Disp38.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =127.2·0.302(σ=2.15)=38.4m
Med Vert Disp23.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =76.3·0.303(σ=2.15)=23.1m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close451.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·125.30.69·0.2031.07·9001.38=451.4mm. Matches the in-game spec card.
AP Pen Far157.6 mm
Same formula at the ship's max firing range (18.8 km), where the shell has slowed to 419.8 m/s: P=107·2450·125.30.69·0.2031.07·419.81.38=157.6mm.
AP pen 5 km330 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km238 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km178 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha24,800
3,100 HE damage x 8 broadside guns = 24,800.
AP full-salvo alpha40,800
5,100 AP damage x 8 broadside guns = 40,800.
HE DPMInitial: 104,421 → 112,302
Zero upgrades: 24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 104,421. All upgrades (top gun): 24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 112,302.
AP DPMInitial: 171,789 → 184,755
Zero upgrades: 40,800 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 171,789. All upgrades (top gun): 40,800 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 184,755.
Shells/minInitial: 33.7 → 36.2
Zero upgrades: 8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 26 s base reload) cycle = 33.7. All upgrades (top gun): 8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 24 s all-upgrades reload) cycle = 36.2.
Fires/minInitial: 5.05 → 5.43
Zero upgrades: 33.7 shells/min x 15% fire chance = 5.05. All upgrades (top gun): 36.2 shells/min x 15% fire chance = 5.43.
Ready-rack burst alpha81,600
2 rack salvos x 8 broadside guns x 5,100 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
Burst window2.5 s
(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage118,136
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,767 = 118,136.
Per-side salvo damage59,068
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.

AA defense

Close-range AA DPS206
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (27×3.5×0.85) + (30×3.5×0.9) = 206. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index696
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 dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)85,970
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen26 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: 26 mm from the 105 mm family.

Armor Beta

Hull HP 37,20039,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel150 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–50 mm)3,300 (8% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)140 mm primary (range 25–150 mm)29,700 (75% of HP)
No common caliber overmatches140 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–90 mm)2,800 (7% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 13–150 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.
Superstructure13 mm primary (range 13–150 mm)2,100 (5% 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 HP19,800 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (105 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 HP11,900 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Asturias can equip, from in-game data.

  • Asturias 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.