World of Warships: Legends ship guide

Also known as A. Parseval

August von Parseval

Also called: 奥古斯特·冯·帕塞瓦尔 Beta
AP dive-bomber carrierDrop AP on exposed cruiser and battleship decks; torpedoes cover the rest.
Playstyle
  • 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
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsFast torpedoesThick bow plateSmall-caliber secondaries
On this page
Community Data

August von Parseval Community Stats

Across 12,000+ Standard battles from 170+ players, August von Parseval averages a 66% win rate, 76,800 damage and 1.4 kills per battle, and survives 74% of them.

Community Data

August von Parseval Community Stats

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

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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. Each squadron flies 9 planes and they come back 35.3 s apiece, so losing a full wave costs 318 seconds of reserves.

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. You are spotted at 13.9 km and run at 31.8 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. The helm answers fast (13.1 s) but the circle is wide (1,140 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

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. Replacing a lost aircraft takes 80 s at best, and your most fragile squadron flies at 2,300 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

ELITE ARMOR ↗
  • Thick bow plate · 25 mm
  • Bow-tanker
ELITE AIRCRAFT ↗
  • Tough flight deck · 33400 HP
  • Fast air torpedoes · 55 kn
Small-caliber secondaries ↗

1200 max HE alpha per secondary shell, bottom decile of T7 CVs. Per-shell damage runs below peers'. Fire chance is at the cohort floor too (5%, tied with 2 other ships), so they will not burn a target down either.

Thin armor ↗

100 mm max plate, bottom quartile of T7 CVs. Citadel windows open against peer-tier guns.

Acquisition

How to get August von Parseval

August von Parseval is available in the Atlantic Carriers branch of the Germany Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,810,000 credits.

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

Show Germany tech-tree branch diagram

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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 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.

BestRudder shift13.1 s (1 of 5 tied) BestAA threat3,244 (1/12) BestFlak damage per salvo (expected)2,200 (1 of 2 tied) BestBow armor25 mm (1 of 2 tied) BestDeck HP33,400 HP (1/12) Top 10%Secondary dispersion bracket33 (2/11) Top 10%Displacement29,600 t (2/12) Top 10%Air torpedo speed55 kn (2/10) Top 25%Time to 90% speed31.2 s (3/12) Top 25%AA DPS721 (4/12) Top 25%Squadron size9 (4/12) Bottom 25%Turning circle1,140 m (11/12) Bottom 25%Secondary DPM (per side)126,000 (10/11) Bottom 25%AA range4.5 km (11/12) Bottom 25%Bomb alpha3,500 (11/12) Bottom 25%Air torpedo range3 km (9/10) WorstSecondary HE alpha1,200 (11/11) WorstSecondary fire chance5% (1 of 3 tied) WorstMax armor100 mm (1 of 3 tied) WorstCitadel belt100 mm (1 of 3 tied)
See 17 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.

Hit points51,400 HP(9/12) Max speed31.8 kt(9/12) Concealment13.93 km(5/12) Air detection9.75 km(5/12) Secondary HE pen20 mm(8/11) Acceleration (0-12 kt)12.1 s(5/12) Engine power153,000 hp(6/12) Power / turn radius134.2 hp/m(7/12) Power-to-weight5.17 hp/t(5/12) Air torpedo alpha3,833(8/10) Air torpedo stealth1.3 km(5/10) Hangar capacity18(5/12) Squadron HP21,600 HP(6/12) Squadron restore time80 s(5/12) Plane HP2,300 HP(8/12) NormSecondary range4.5 km(7 of 11 tied at this value) NormStern armor19 mm(6 of 11 tied at this value)
Survivability
Hit PointsInitial: 50,000 → 51,400
Displacement29,600 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.
262.6 x 31.83 m
Armor range9–100 mm
Plate armor thicknesses9, 12, 13, 19, 20, 25, 40, 60, 80, 100 mm
Armor material/layer entries53
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 51,400 HP = 12,336 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 51,400 HP = 3,855 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
15,400
Repairable: penetration50%
Repairable: citadel10%
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 × 1,600 = 3,200), 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 ×. 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.
1,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,700 = 25,400), 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.
12,700
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 × 38,600 = 77,200), 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 ×. 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.
38,600
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 × 200 = 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 ×. 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.
200
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 × 900 = 1,800), 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.
900
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
✈
Squadrons
Total plane capacity72
Flight deck HP33,400
Hangar HP33,400
Dive bomber
Plane HPInitial: 2,300 → 2,400
Cruising speedInitial: 150.0 → 155.0 kt
OrdnanceInitial: AP bomb, 3,100 → 3,500 alpha
Squadron size9 planes
Planes per drop3
Bombs per plane2
Bombs per drop
ƒ3 planes per drop x 2 bombs each = 6.
6
Alpha per drop
ƒInitial: 6 bombs x 3,100 alpha = 18,600 → 6 bombs x 3,500 alpha = 21,000. If every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 18,600 → 21,000
Hangar max18
Hangar restore+3 every 106 s, start 18
Recovery time106 s
Torpedo bomber
Plane HP2,400
Cruising speedInitial: 132.0 → 149.0 kt
Ordnancetorpedo, 3,833 alpha
Squadron sizeInitial: 8 → 9 planes
Planes per dropInitial: 2 → 3
Torpedoes per plane1
Torpedoes per drop
ƒInitial: 2 planes per drop x 1 torpedo each = 2 → 3 planes per drop x 1 torpedo each = 3.
Initial: 2 → 3
Alpha per drop
ƒInitial: 2 torpedoes x 3,833 alpha = 7,666 → 3 torpedoes x 3,833 alpha = 11,499. If every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
Initial: 7,666 → 11,499
Flooding chance34%
Torpedo arming time3 s
Torpedo arming distance85 m
Hangar maxInitial: 16 → 18
Hangar restoreInitial: +2 every 80 s, start 16 → +3 every 106 s, start 18
Recovery timeInitial: 80 → 106 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points22
Maximum AA range
ƒInitial: 3.5 km → 4.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
Initial: 3.5 km → 4.5 km
55 mm L/77 Gerät 58 (upgraded hull only)22×1 55mm
37 mm Flak LM/42 (stock hull only)22×2 37mm
105 mm L/65 Dop. L. C/38 (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 105mm
Far + Medium aura
Guns105 mm L/65 Dop. L. C/38 (DP) + 55 mm L/77 Gerät 58
Far 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 112 from dual-purpose secondaries firing as AA in this range band.
112
Medium continuous DPS
ƒEffective DPS: 174 raw aura damage × 3.5 × 1 hit probability = 609 - the same in-game units as the Close-range AA DPS headline.
609
Range4.5 km
Total DPS in Aura
ƒFar 112 + Medium 609 = 721
721
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 11 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, 5 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts6
Firing range4.5 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: 6×2 105 mm (6/side) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
126,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 5.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 38,943. 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.
38,943
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 126,000 + secondary fire DPM 38,943 = 164,943: shell damage plus fire damage against one T7 battleship, every shell hitting.
164,943
105 mm L/65 Dop. L. C/38 (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 105mm
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 5.2. 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.
5.2
HE Pen20 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 33 + 30 = 178.5 m.
178.5 m
Maneuverability
Engine power153,000 hp
Maximum speed31.8 kt
Turning circle radius1140 m
Rudder shift timeInitial: 18.3 s → 13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31.8 / 4 + 4.9 = 12.8 kt. Base value; speed modifiers scale it.
12.8 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.
32.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.6 kt of 31.8 kt).
31.2 s
Acceleration 0-99%
ƒTime 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.
47.9 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.93 km x 0.955 = 13.3 km. Camouflage does not change detectability by air.
13.93 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.93 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.3 km.
13.3 km
Detectability by air9.75 km
Detect when firing (air)
ƒAir detectability 9.75 km + gun-firing bloom 0 km = 9.75 km. The bloom tracks main-battery caliber x 0.020.
9.75 km
Detect when on fire (sea)
ƒSea detectability 13.93 km + 2.0 km while burning = 15.93 km.
15.93 km
Detect when on fire (air)
ƒAir detectability 9.75 km + 3.0 km while burning = 12.75 km.
12.75 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points50,000 → 51,400
  • Rudder shift18.3 → 13.1 s
  • Close-range AA DPS112 → 174
  • Maximum AA range3.5 → 4.5 km

Under the hood

Show ▾

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.

AA defense

AA DPS at max range721
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 55mm 77 Gerat 22x1 -> 609 DPS @ 4.5 km; 105mm DopL C38 6x2 -> 112 DPS @ 4.5 km.
AA DPS layered by range721 DPS @ 4.5 km
@ 4.5 km: 609 + 112 = 721. 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-blank721
609 + 112 = 721 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index3244
609 × 4.5 + 112 × 4.5 = 3244. 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 firepower

Max HE alpha1200
The only family (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
The only family (105 mm): 5%. 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 pen20 mm
The only family (105 mm): 20 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: 20 mm from the 105 mm family.
Open in Charting Tool

Ship Charts

Background

A draft design for a large, high-speed aircraft carrier, based on the Graf Zeppelin class of carriers, but equipped with a diesel propulsion plant and a different combination of armaments.

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.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming9 mm

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
Bow25 mm primary (range 19–40 mm)1,600 (3% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 12–80 mm)38,600 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–80 mm)900 (2% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 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.
Superstructure9 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 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 (55 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 HP15,400 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.

Balance History

Latest 6 of 9 indexed balance updates affecting August von Parseval. Cards are condensed; use each source link for full context.

Nerf ×21Buff ×15Rework ×3Airstrike ×5Torpedo ×13
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Stock torpedo bomber restoration time increased from 57 to 80 s.
  • Stock torpedo bomber maximum HP per aircraft reduced from 2,420 to 2,400.
  • Upgraded torpedo bomber restoration time increased from 76 to 106 s.
  • Upgraded torpedo bomber base speed reduced from 155 to 149 kts.
  • Dive bombers:
  • Stock dive bomber restoration time increased from 76 to 106 s.
  • Stock dive bomber maximum HP per aircraft reduced from 2,500 to 2,300.
  • Upgraded dive bomber restoration time increased from 76 to 106 s.
  • Upgraded dive bomber maximum HP per aircraft reduced from 2,700 to 2,400.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Stock Dive Bombers:
  • Bombs per aircraft increased from 1 to 2.
  • Maximum HP per aircraft reduced from 2,730 to 2,500 (squadron HP reduced from 24,570 to 22,500).
  • Base speed increased from 143 to 157 knots.
  • Maximum flight range set to 28 kilometers.
  • Bomb damage reduced from 6,100 to 4,500.
  • Now match penetration and falling time of upgraded dive bombers.
  • Maximum & starting hangar aircraft increased from 14 to 18.
  • Aircraft restoration time increased from 57 to 76 seconds.
  • Aircraft restored increased from 1 to 3.
  • Upgraded Dive Bombers:
  • Bombs per aircraft increased from 1 to 2.
  • Maximum HP per aircraft reduced from 3,000 to 2,700 (squadron HP reduced from 27,000 to 24,300).
  • Base speed increased from 149 to 165 knots.
  • Maximum flight range set to 30 kilometers.
  • Bomb damage reduced from 6,800 to 4,750.
  • AP bomb penetration multiplier reduced by 7%.
  • Maximum & starting hangar aircraft increased from 14 to 18.
  • Aircraft restoration time increased from 57 to 76 seconds.
  • Aircraft restored increased from 1 to 3.
  • Stock Torpedo Bombers:
  • Base speed increased from 124 to 140 knots.
  • Maximum flight range set to 27 kilometers.
  • Maximum & starting hangar aircraft increased from 12 to 16.
  • Aircraft restoration time reduced from 73 to 57 seconds.
  • Aircraft restored increased from 1 to 2.
  • Upgraded Torpedo Bombers:
  • Maximum HP per aircraft reduced from 2,530 to 2,400 (squadron HP reduced from 22,770 to 21,600).
  • Base speed increased from 149 to 155 knots.
  • Maximum flight range set to 28 kilometers.
  • Maximum & starting hangar aircraft increased from 14 to 18.
  • Aircraft restoration time reduced from 80 to 76 seconds.
  • Aircraft restored increased from 1 to 3.
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2023-03-02

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 for her stock hull.
  • Maximum bomb damage reduced from 7,000 to 6,800 for her upgraded hull.
  • Maximum torpedo damage reduced from 5,600 to 5,133.
  • Hangar size for both AP and Torpedo bombers reduced from 15 to 14.
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2022-12-09

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.
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2022-09-29

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.
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2022-07-21

Anniversary Update: New Horizons

  • First and foremost, the planes now have more HP, about 150 on average. This change affects the following ships, with more buffs included:
  • Tier VII August von Parseval (stock and upgraded dive bombers, upgraded torpedo bombers); Parseval's maximum torpedo bomber damage was also decreased from 5,833 to 5,600 for both stock and upgraded aircraft.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior August von Parseval can equip.

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.