World of Warships: Legends ship guide

Caledon

Also called: 卡利登 Beta
U.K. · Tier II · CL Cruiser · Tech Tree
Super-heal cruiserDurability comes from a heavy Repair Party, not armor; sustain the trades.
Playstyle
  • Hold under 10 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Wide always-pen zoneLate auto-bounceExtra heal chargesQuick accelerationHeavy armorQuick-fuse AP
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Community Data

Caledon Community Stats

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Playstyle

Overview

Caledon is a Tier II British cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Standout traits: best AP always-pen window in T2 CAs (65°) and best AP guaranteed-ricochet angle in T2 CAs (80°).

Positioning

Hold under 10 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

ELITE MAIN BATTERY
  • Wide always-pen zone · 65.0°
  • Late auto-bounce · 80.0°
  • Sensitive AP fuse · 12.0 mm
Extra heal charges

2.0 Repair Party charges, best of T2 CAs. More total HP available across a match.

Quick acceleration

~7.8 s to 90% of top speed, top decile of T2 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

Heavy armor

152.0 mm max plate, top decile of T2 CAs.

Quick-fuse AP

0.0 s AP fuse timer, bottom decile of T2 CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Thin deck

6.0 mm armor deck, bottom quartile of T2 CAs. Plunging fire and HE eat through.

Acquisition

How to get Caledon

Caledon 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.

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Commanders frequently paired with this ship AL BelfastAL CheshireAL Neptune

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Cohort position

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Where Caledon sits among Tier II CAs (26 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.

BestAcceleration7.8 s (1/26) BestAP arming threshold12 mm (1/25) BestAP ricochet start65° (1/25) BestAP auto-bounce angle80° (1/25) BestRepair charges2 (1 of 2 tied) Top 10%Turn speed retained93.1% (2/26) Top 25%Max speed29 kt (5/26) Top 25%Stealth profile8.59 km / 5.15 km (5/26 / 5/26) Top 25%Rudder shift5.6 s (6/26) Top 25%Traverse-to-turn ratio6.2 × (5/26) Top 25%AP velocity853 m/s (7/25) Top 25%Engine power40,000 hp (5/26) Top 25%Turn-speed retention75.5 hp/m (5/26) Top 25%Displacement5,278 t (6/26) Top 25%Power-to-weight7.58 hp/t (4/26) Top 25%AA DPS65 (7/26) Top 25%Torpedo damage≈9,100 (2/6) Top 25%Max armor152 mm (5/26) Bottom 25%Hit points19,000 HP (23/26) WorstNo secondaries (10 of 26 in cohort) WorstAP fuse timer0 s (25/25) WorstFlak per wave (expected)180 (1 of 4 tied) WorstTorpedo range6 km (1 of 2 tied) WorstDeck armor6 mm (1 of 3 tied)
See 15 mid-pack stats

Not standouts for Caledon -- 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.

Main battery caliber152 mm(10/26) Main battery range11.16 km(14/26) Main battery reload8 s(13/26) Sigma2(12/26) AP shell damage2,900(9/25) AP DPM108,750(18/25) Main dispersion103 m(11/26) AP pen at 10 km58 mm(12/24) AA range3 km(9/26) AA threat125(7/17) Torpedo speed53 kt(5/6) Torpedo reload41 s(3/6) Citadel belt76 mm(11/25) NormBow armor6 mm(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 tied at this value)
Survivability
Hit PointsInitial: 17,500 → 19,000
Displacement5,278 t
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 16, 25, 38, 57, 76, 152 mm
Armor material/layer entries41
Fire resistanceInitial: 0% → 3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm/45 PXIII*
Mounts / barrels5 mounts / 5 barrels
Reload time8 s
Firing range (base)10.1 km
Firing range (top fire control)11.2 km
Turret traverse10 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1014930·81.11000+1.1)·30=103m
103 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =103·0.6=61.8m
61.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =103·0.319(σ=2)=32.9m
32.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =61.8·0.32(σ=2)=19.8m
19.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 8 s base reload = 37.5.
37.5
AP shells
AP Damage2,900
AP Velocity853 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
236.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14 km), where the shell has slowed to 260.9 m/s: P=107·2045·45.360.69·0.1521.07·260.91.38=46.1mm.
46.1 mm
AP full-salvo alpha
ƒ2,900 AP damage x 5 broadside guns = 14,500.
14,500
AP DPM
ƒ14,500 AP full-salvo alpha x 60 / 8 s base reload = 108,750.
108,750
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Mk II*
Launchers / tubes4 launchers × 2 tubes = 8 tubes
Reload time41 s
Projectile speed53 kt
Range6 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=27,300·0.333=9,100.
≈ 9,100
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.
10,000
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km53 kt×2.6=8 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 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. 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.
160%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.
36,400
AA Defense
AA mount pointsInitial: 4 → 6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) + (13×3.5×0.9) + (5×3.5×0.85) = 65. 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.
65
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/45 HA Mk IV2×1 76mm
40 mm Vickers 2-pdr. QF Mk II2×1 40mm
7.7 mm Maxim machine gun Mk I (upgraded hull only)2×1 8mm
Far aura
Guns76.2 mm/45 HA Mk IV
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.9 hit probability = 9 - the same in-game units as the Close-range AA DPS headline.
9
Range3 km
Medium aura
Guns40 mm Vickers 2-pdr. QF Mk II
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.9 hit probability = 41 - the same in-game units as the Close-range AA DPS headline.
Initial: 35 → 41
Range2 km
Total DPS in Aura
ƒFar 9 + Medium 41 = 50
50
Near aura
Guns7.7 mm Maxim machine gun Mk I
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.85 hit probability = 15 - the same in-game units as the Close-range AA DPS headline.
15
Range1 km
Total DPS in Aura
ƒFar 9 + Medium 41 + Near 15 = 65
65
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power40,000 hp
Maximum speed29 kt
Turning circle radius530 m
Rudder shift time5.6 s
Engine power-boost threshold27 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
7.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
26.5 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·29.0·0.5144530=1.61°/s, so ratio=ωturretωhull=101.61=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea8.59 km
Detectability by air5.15 km
Smoke firing penalty3.72 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.59 km
Detect Fire Sea10.59 km
Detect Fire Air8.15 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,660 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.
· 5,320 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.
· 95 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (19,000 HP) per second = 95 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (2)

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

HullUpgrade
  • Hit points17,500 → 19,000
  • Rudder shift10.2 → 7.3 s
  • AA mounts4 → 6
  • Close-range AA DPS14 → 21
Fire controlUpgrade
  • Main battery range10,149 → 11163.9 m

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp103 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1014930·81.11000+1.1)·30=103m
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 Disp61.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =103·0.6=61.8m
Shell scatter height @ 10 km60.9 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 Disp32.9 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =103·0.319(σ=2)=32.9m
Med Vert Disp19.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =61.8·0.32(σ=2)=19.8m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close236.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
AP Pen Far46.1 mm
Same formula at the ship's max firing range (14 km), where the shell has slowed to 260.9 m/s: P=107·2045·45.360.69·0.1521.07·260.91.38=46.1mm.
AP pen 5 km115 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 km58 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 overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha14,500
2,900 AP damage x 5 broadside guns = 14,500.
AP DPM108,750
14,500 AP full-salvo alpha x 60 / 8 s base reload = 108,750.
Shells/min37.5
5 broadside guns x 60 / 8 s base reload = 37.5.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
4 launchers x 2 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage72,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,100 = 72,800.
Per-side salvo damage36,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,100 = 36,400.

AA defense

Close-range AA DPS65
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) + (13×3.5×0.9) + (5×3.5×0.85) = 65. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index125
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 range1 km

Armor Beta

Hull HP 17,50019,000 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 & stern6 mm

Overmatched by 107+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–152 mm)2,600 (14% of HP)
Overmatch not possible in its bracket6 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)25 mm primary (range 13–25 mm)14,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–38 mm)1,700 (9% of HP)
Overmatch not possible in its bracket6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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.
Superstructure6 mm1,400 (7% 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 HP9,500 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.
AA mount (76 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 HP5,700 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Caledon 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.