Also known as A. Parseval
August von Parseval
Also called: 奥古斯特·冯·帕塞瓦尔 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
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August von Parseval Community Stats
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August von Parseval Community Stats
Record History
Playstyle
Overview
August von Parseval is the Tier VII German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 55-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.
Signature Traits
How to get August von Parseval
August von Parseval is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.
Builds Beta
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.
Cohort position
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Where August von Parseval sits among Tier VII CVs (11 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 16 mid-pack stats
Not standouts for August von Parseval -- 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
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (174×3.5×1) + (32×3.5×1) = 721. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.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 112 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 174 raw aura damage × 3.5 × 1 hit probability = 609 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 112 + Medium 609 = 721ƒ
Each ~2 s wave fires 2 quick salvos of 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 11 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 33 + 30 = 178.5 m.ƒ
Time to reach 90% of top speed (28.6 kt of 31.8 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.5 kt of 31.8 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
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 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.
AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (174×3.5×1) + (32×3.5×1) = 721. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 33 + 30 = 178.5 m.Secondary battery firepower
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.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.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: 20 mm from the 105 mm family.Armor Beta
Hull HP 50,000 → 51,400 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.
Overmatched by 102+ 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 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 19–40 mm) | 1,600 (3% of HP) | Overmatch not possible in its bracketAngle 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) | 19 mm primary (range 12–80 mm) | 38,600 (75% of HP) | Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–80 mm) | 900 (2% of HP) | Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 100 mm primary (range 20–100 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. |
| Superstructure | 9 mm primary (range 9–60 mm) | 200 (0% 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). |
| Secondary mount (105 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (55 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 15,400 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Balance History
Latest 6 of 7 indexed balance updates affecting August von Parseval. Cards are condensed; use each source link for full context.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- Parseval is receiving nerfs after reigning over Tier VII carriers for a long time. These changes will reduce her damage output and longevity in battle.
- Maximum bomb damage reduced from 6,200 to 6,100.
- Maximum bomb damage reduced from 7,000 to 6,800.
- Maximum torpedo damage reduced from 5,600 to 5,133.
- Hangar size for both AP and Torpedo bombers reduced from 15 to 14.
Ministry of Balance Reports: Carrier Changes
- A top pick from the beginning for Tier VII CVs, we’ve decided to drop her AP Bomb performance down a notch. This ship has the highest battle impact of any carrier and has earned the attention:
- Stock AP bomb damage decreased from 6,450 to 6,200.
- Upgraded AP bomb damage decreased from 7,200 to 7,000.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 12.7 to 13.9 km; air detectability range changed from 8.9 to 9.7 km.
- Stock dive bomber HP changed from 2,600 to 2,730; stock torpedo bomber HP changed from 2,200 to 2,420.
- Upgraded dive bomber HP changed from 2,900 to 3,000; upgraded torpedo bomber HP changed from 2,300 to 2,530.
Anniversary Update: New Horizons
- Tier VII August von Parseval (stock and upgraded dive bombers, upgraded torpedo bombers); Parseval's maximum torpedo bomber damage was also decreased.
March update: All That is Gold Does Not Glitter
- Damage from both dive and torpedo bombers reduced by 5%.
Halloween Update: Double the Fun, Double the Trouble
- Detectability range by sea increased from 10.9 to 12.7 km.
- Detectability range by air decreased from 10 to 8.9 km.
Skins & permanent camouflages
Every custom exterior August von Parseval can equip, from in-game data.
DefaultThe ship’s standard exterior- Lord of the SeekersLord of the Seekers skin for August von ParsevalLord of the Seekers
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.
