World of Warships: Legends ship guide

Caledon

Also called: 卡利登 Beta
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Wide always-pen zoneFast for the classExtra heal chargesThickest plateSensitive AP fuseShallow effective HP
On this page
Community Data

Caledon Community Stats

Across 1,100+ Standard battles from 270+ players, Caledon averages a 55% win rate, 20,300 damage and 1.0 kills per battle, and survives 28% of them.

Community Data

Caledon Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Caledon is a Tier II British all-rounder light cruiser with 152mm guns at 11.2 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: top speed in T2 CAs (29 kt, 5th of 26) and quick acceleration in T2 CAs (3 s, 1st of 26). The trade is shallow effective HP in T2 CAs (24,320, 4th of 4).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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. The helm answers fast (5.6 s) but the circle is wide (530 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

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 8.6 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 19,000 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

ELITE MOBILITY ↗
  • Fast for the class · 29 kt
  • Quick acceleration
Extra heal charges ↗

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

Thickest plate ↗

152 mm on her single heaviest plate, top decile of T2 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

ELITE MAIN BATTERY ↗
  • Sensitive AP fuse · arms on 12 mm+ plate
  • Fast turret traverse · 10°/s
Shallow effective HP ↗

24320 effective HP once Repair Party is counted, bottom quartile of T2 CAs. What you start with is close to all you get; there is little healing back.

Quick-fuse AP ↗

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

Acquisition

How to get Caledon

Caledon is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

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

Show U.K. tech-tree branch diagram
Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 25% off British Tech Tree ships: Queen Elizabeth, Tiger, Caledon, Orion

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL BelfastAL CheshireAL Neptune

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 Caledon sits among Tier II CAs (25 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.

BestTime to 90% speed7.6 s (1/26) BestAcceleration (0-12 kt)3 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%AP velocity853 m/s (7/25) Top 25%Engine power40,000 hp (5/26) Top 25%Power / turn radius75.5 hp/m (5/26) Top 25%Displacement5,278 t (6/26) Top 25%Power-to-weight7.58 hp/t (4/26) Top 25%Torpedo damage≈9,100 (2/6) Top 25%Torpedo reaction time7.7 s (2/6) Top 25%Max armor152 mm (5/26) Bottom 25%Hit points19,000 HP (23/26) Bottom 25%Turning circle530 m (23/26) WorstNo secondaries (10 of 26 in cohort) ShortestAP fuse timer0.004 s (25/25) WorstFlak damage per salvo (expected)180 (1 of 4 tied) WorstTorpedo range6 km (1 of 2 tied)
See 17 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.

Smoke fire bloom3.72 km(10/26) Main battery caliber152 mm(9/26) 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(17/25) Main dispersion110 m(13/26) AP pen at 10 km62 mm(13/25) AA DPS65(7/17) AA range3 km(9/17) AA threat124(7/17) Torpedo speed53 kt(5/6) Torpedo reload41 s(3/6) Citadel belt76 mm(11/26) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 17,500 → 19,000
Displacement5,278 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.
137 x 13.7 m (ship-model figure)
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 16, 25, 38, 57, 76, 152 mm
Armor material/layer entries41
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. 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: 0% → 3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 19,000 HP = 1,710 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 19,000 HP = 1,900 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%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
9,500
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.
5,700
Effective HP
ƒBase 19,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 19,000 HP = 2,660 HP per charge, × 2 charges = 5,320 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
21,111–24,320
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 × 2,600 = 5,200), 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.
2,600
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 × 14,300 = 28,600), 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.
14,300
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 × 1,400 = 2,800), 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 ×. 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.
1,400
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 × 1,700 = 3,400), 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.
1,700
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
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
Turret armor76 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±146°, ±148°, ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
35° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.2 km) shells land in an ellipse about 110 m wide and 66 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(11163.930·8−1.11000+1.1)·30=110m
110 m at 11.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =110·0.6=66m
66 m at 11.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =110·0.62=33m
33 m at 11.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =66·0.62=19.8m
19.8 m at 11.2 km
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 alpha2,900
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2045·45.360.69·0.152−1.07·8531.38=236.6mm.
236.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.2 km), where the shell has slowed to 296.2 m/s: P=10−7·2045·45.360.69·0.152−1.07·296.21.38=55mm.
55 mm at 11.2 km
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 speed53.0 kt
Range6 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,100
Maximum damage (ammunition)
ƒ27,300 warhead alpha / 3 + 900 blast = 10,000. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
10,000
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
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×2.6855=7.7 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.7 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. 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.
160%
Torpedo launcher traverse25 °/s
Launch arcswing 143°, 153° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming172 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
36,400
AA Defense
AA mount pointsInitial: 4 → 6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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
ƒInitial: 11 × 3.5 × 0.9 = 35 → 13 × 3.5 × 0.9 = 41. Raw aura damage × 3.5 × hit probability, 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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 100 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, 1 cloud each
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 salvos 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%
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
Maneuverability
Engine power40,000 hp
Maximum speed29.0 kt
Turning circle radius530 m
Rudder shift timeInitial: 7.8 s → 5.6 s
Engine power-boost threshold27.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 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.
24.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
7.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
25.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 6.8 = +3.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+3.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 8.59 km x 0.955 = 8.2 km. Camouflage does not change detectability by air.
8.59 km
With Grade IV camouflage (sea)
ƒDetectability by sea 8.59 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.2 km.
8.2 km
Detectability by air5.15 km
Smoke firing penalty3.72 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 8.59 km) = 11.16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.16 km
Detect when firing (air)
ƒAir detectability 5.15 km + gun-firing bloom 3.04 km = 8.19 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.19 km
Detect when on fire (sea)
ƒSea detectability 8.59 km + 2.0 km while burning = 10.59 km.
10.59 km
Detect when on fire (air)
ƒAir detectability 5.15 km + 3.0 km while burning = 8.15 km.
8.15 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)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 19,000 HP = 2,660 HP: up to 14% of max HP restored per charge.
· 5,320 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 19,000 HP = 5,320 HP: 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
ƒ0.005 (0.5% of max HP) × 19,000 HP = 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 shift7.8 → 5.6 s
  • AA mounts4 → 6
  • Close-range AA DPS14 → 21
Fire controlUpgrade
  • Main battery range10,149 → 11163.9 m

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.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km31.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11163.9=5582 m, and radiusOnMax=0.6 at 11163.9 m. Below the kink: k=0.2+(0.5−0.2)·50005582=0.4687, so σV=σH·k=67.5·0.4687=31.6m.
Shell scatter height @ 10 km59.1 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11163.9=5582 m, and radiusOnMax=0.6 at 11163.9 m. Above the kink: k=0.5+(0.6−0.5)·10000−558211163.9−5582=0.5791, so σV=σH·k=102·0.5791=59.1m.
AP pen 5 km117 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2045·45.360.69·0.152−1.07·511.51.38=117mm, where 511.5 m/s is the shell's speed when it arrives at 5 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km62 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2045·45.360.69·0.152−1.07·3221.38=62mm, where 322 m/s is the shell's speed when it arrives at 10 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.36 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4194·0.15228·45.36=8.39×10−5. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,045
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass45.36 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4194
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.7 s
1100 m / (53.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed53.0 kt
Travel time to max range42.2 s
6000 m / (53.0 kt × 2.6855) = 42.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
4 launchers × 2 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage72,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,100 = 72,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range9
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in HA 12PDR 2x1 -> 9 DPS @ 3 km; 40mm Vickers 2x1 -> 41 DPS @ 2 km; MachineGunMaxim 7 62 2x1 -> 15 DPS @ 1 km.
AA DPS layered by range9 DPS @ 3 km, 50 DPS @ 2 km, 65 DPS @ 1 km
@ 3 km: 9 from one family; @ 2 km: 9 + 41 = 50; @ 1 km: 9 + 41 + 15 = 65. 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-blank65
9 + 41 + 15 = 65 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index124
9 × 3 + 41 × 2 + 15 × 1 = 124. 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
Open in Charting Tool

Ship Charts

Background

This light cruiser was designed to provide support to destroyers and perform reconnaissance duties. In contrast to her predecessors, this ship had a higher speed and carried powerful torpedo armament.

Armor Beta

Hull HP 17,500 → 19,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP 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)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Caledon can equip.

  • 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.