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 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
On this page
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.
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.
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. 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
- Thick bow plate · 25 mm
- Bow-tanker
- Tough flight deck · 33400 HP
- Fast air torpedoes · 55 kn
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.
100 mm max plate, bottom quartile of T7 CVs. Citadel windows open against peer-tier guns.
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
August von Parseval sits in the Atlantic Carriers branch. The highlighted path shows the local branch context inside the full Germany tree.
Builds
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, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
Hide
▾
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 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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
3 planes per drop x 2 bombs each = 6.ƒ
Initial: 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.ƒ
Initial: 2 planes per drop x 1 torpedo each = 2 → 3 planes per drop x 1 torpedo each = 3.ƒ
Initial: 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.ƒ
Initial: 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.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 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 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.ƒ
Sum 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).ƒ
Fires/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.ƒ
Secondary DPM (per side) 126,000 + secondary fire DPM 38,943 = 164,943: shell damage plus fire damage against one T7 battleship, every shell hitting.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
6×2 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.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
top speed / 4 + 4.9 = 31.8 / 4 + 4.9 = 12.8 kt. Base value; speed modifiers scale it.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, 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (28.6 kt of 31.8 kt).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
Base 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.ƒ
Detectability by sea 13.93 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.3 km.ƒ
Air detectability 9.75 km + gun-firing bloom 0 km = 9.75 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 13.93 km + 2.0 km while burning = 15.93 km.ƒ
Air detectability 9.75 km + 3.0 km while burning = 12.75 km.
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):
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
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.@ 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.609 + 112 = 721 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).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
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.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.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.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.
Overmatched by 103+ AP 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) | 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. |
| Stern | 19 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. |
| 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.
Balance History
Latest 6 of 9 indexed balance updates affecting August von Parseval. Cards are condensed; use each source link for full context.
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.
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.
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.
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
- 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.
Skins & permanent camouflages
Every custom exterior August von Parseval can equip.
DefaultThe ship’s standard exterior
Lord of the SeekersTransformers
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.
