World of Warships: Legends ship guide

Castilla

Also called: 卡斯蒂利亚 Beta
Spain · Tier ★ · CB Cruiser · Premium
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
2.15 sigma accuracyStrong secondaries (5.5 km)SonarFast for the classFast AP shellsSlow reload
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Community Data

Castilla Community Stats

Across 3,900+ Standard battles from 160+ players, Castilla averages a 67% win rate, 103,000 damage and 1.4 kills per battle, and survives 49% of them.

Community Data

Castilla Community Stats

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

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Playstyle

Overview

Castilla is a Legendary Spanish heavy cruiser whose 254mm guns earn citadels on broadsides at 6,300 AP alpha (8th of 21), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Standout traits: best top speed in Legendary CAs (37 kt, 1st of 21) and sigma in Legendary CAs (2.1, 3rd of 21). The trade is worst main battery reload in Legendary CAs (23 s, 21st of 21).

Positioning

Work the islands rather than a firing line. Sonar (5 km on ships, 3.5 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 9.2 km, so pick the salvo rather than holding the trigger.

Potato Avoidance

Pushing in blind because the kit says brawler

5-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Fast for the class ↗

37 kt, best of Legendary CAs. Lets you rotate flanks or escape disengagements.

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Fast AP shells · 4.55 s
  • Fast HE shells · 4.51 s
  • Flat arc HE shells · 954 m/s
  • Flat AP shells · 945 m/s
Long-range sonar ↗

5 km Sonar ship-detection range, top decile of Legendary CAs. Lights DDs and torpedoes inside the bubble.

Slow reload ↗

23 s reload, worst of Legendary CAs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Castilla

Castilla is the Legendary ship of the Ready Rack Cruisers branch of the Spain Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

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

Official WG availability sources
  • Halloween Update: Misty Voyage Bureau project Start: 2025-10-02
    • Meet new Spanish Legendary Tier cruiser Castilla, available through a free Bureau Project that you can start researching on October 6.

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 Castilla sits among Legendary CAs (20 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.

BestMax speed37 kt (1/21) BestHE velocity954 m/s (1 of 2 tied) Top 10%Sigma2.15 (3/21) Top 10%AP velocity945 m/s (3/21) Top 25%Power / turn radius243.9 hp/m (5/21) Top 25%Power-to-weight9.17 hp/t (5/21) Top 25%Secondary range5.5 km (3/14) Bottom 25%Fires per minute6.78 (16/19) Bottom 25%AA threat1,953 (17/21) Bottom 25%Torpedo range8.01 km (11/13) WorstMain battery reload23 s (21/21) WorstSecondary fire chance5% (1 of 5 tied)
See 42 mid-pack stats

Not standouts for Castilla -- 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 points56,000 HP(8/21) Concealment13.67 km(15/21) Smoke fire bloom9.18 km(13/21) Air detection8.2 km(15/21) Rudder shift11.6 s(11/21) Turning circle820 m(14/21) Main battery caliber254 mm(9/21) Main battery range15.82 km(9/21) HE shell damage3,600(8/19) HE fire chance16%(11/19) HE DPM152,471(11/19) AP shell damage6,300(8/21) AP DPM266,824(14/21) Main dispersion142.2 m(11/21) Secondary DPM (per side)180,000(7/14) Secondary HE alpha1,500(10/13) Secondary HE pen21 mm(5/13) Time to 90% speed25.6 s(10/21) Acceleration (0-12 kt)8.4 s(7/21) AP arming threshold42 mm(15/21) Engine power200,000 hp(7/21) Displacement21,800 t(10/21) AP pen at 10 km391 mm(8/21) Effective HE DPM (incl. fire)208,048(13/19) AA DPS543(13/21) AA range5.2 km(9/21) Flak damage per salvo (expected)2,925(9/20) Torpedo damage≈15,533(8/13) Torpedo speed62 kt(8/13) Torpedo reaction time7.8 s(9/13) Torpedo reload106 s(7/13) Repair heal rate0.6 %/s(9/21) Max armor220 mm(9/21) Citadel belt150 mm(12/21) Bow armor25 mm(13/21) Stern armor25 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.033 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points56,000
Displacement21,800 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.
240.4 x 27.18 m
Armor range15–220 mm
Plate armor thicknesses15, 16, 25, 30, 40, 50, 60, 80, 90, 100, 150, 180, 200, 220 mm
Armor material/layer entries55
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 56,000 HP = 5,040 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 × 56,000 HP = 5,600 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
25,500
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.
16,800
Effective HP
ƒBase 56,000 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 56,000 HP = 9,408 HP per charge, × 2 charges = 18,816 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.
74,816
Repairable: penetration50%
Repairable: citadel33%
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
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,900 = 15,800), 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.
7,900
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 × 42,000 = 84,000), 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.
42,000
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 × 4,000 = 8,000), 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.
4,000
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 × 2,300 = 4,600), 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.
2,300
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: 254 mm/60
Mounts / barrels3 mounts / 9 barrels
Reload time23 s
Firing range15.8 km
Turret traverse7 °/s
Turret armor250 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.
±153°, 2x ±150°
Guns to bear
ƒ180° − 153° (the most restricted aft-facing mount's arc) = 27° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
27° off bow / 30° off stern
Shells in Rack2
Ready Rack Reload2.5 s
Shell Grouping (σ)2.15
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.8 km) shells land in an ellipse about 142 m wide and 85 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 =(1582030·8−1.11000+1.1)·30=142.2m
142.2 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.2·0.6=85.3m
85.3 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =142.2·0.62.15=39.7m
39.7 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =85.3·0.62.15=23.8m
23.8 m at 15.8 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 23 s base reload) cycle = 42.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 20.714 s (20.7 s = 145 ticks) all-upgrades reload (23 s × 0.9 Main Battery Mod. 3 = 20.7 s)) cycle = 46.5.
Initial: 42.4 → 46.5
Ready-rack burst alpha
ƒ2 rack salvos x 9 broadside guns x 6,300 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
113,400
Burst window
ƒ(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
2.5 s
HE shells
HE alpha3,600
HE Velocity954 m/s
Fire Chance16%
HE fire DPM vs T8 BB30793
Effective HE DPM vs T8 BB115315
HE penetration
ƒ42 mm ≈ 254 mm caliber / 6 (standard HE penetration ratio).
42 mm
HE full-salvo alpha
ƒ3,600 HE damage x 9 broadside guns = 32,400.
32,400
HE DPM
ƒZero upgrades: 32,400 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 23 s base reload) cycle = 152,471. All upgrades (Main Battery Mod. 3 = -10% reload): 32,400 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 20.714 s (20.7 s = 145 ticks) all-upgrades reload (23 s × 0.9 Main Battery Mod. 3 = 20.7 s)) cycle = 167,483.
Initial: 152,471 → 167,483
Fires/min
ƒZero upgrades: 42.4 shells/min × 0.16 (16% fire chance) = 6.78. All upgrades (Main Battery Mod. 3 = -10% reload): 46.5 shells/min × 0.16 (16% fire chance) = 7.44.
Initial: 6.78 → 7.44
AP shells
AP alpha6,300
AP Velocity945 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold42 mm
AP pen max range306 mm
AP overmatch
ƒfloor(254 mm caliber / 14.3) = 17 mm (AP auto-penetrates plating this thick or less).
17 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2650·227.90.69·0.254−1.07·9451.38=620.9mm.
620.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 566 m/s: P=10−7·2650·227.90.69·0.254−1.07·5661.38=306.1mm.
306.1 mm at 15.8 km
AP full-salvo alpha
ƒ6,300 AP damage x 9 broadside guns = 56,700.
56,700
AP DPM
ƒZero upgrades: 56,700 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 23 s base reload) cycle = 266,824. All upgrades (Main Battery Mod. 3 = -10% reload): 56,700 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 20.714 s (20.7 s = 145 ticks) all-upgrades reload (23 s × 0.9 Main Battery Mod. 3 = 20.7 s)) cycle = 293,095.
Initial: 266,824 → 293,095
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.
40
Torpedoes
ModuleTorpedoes: 533 mm Quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time106 s
Projectile speed62.0 kt
Range8.01 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=46,600·0.333=15,533. 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.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. 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.
16,633
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.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. 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.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 15,533 = 77,665. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
77,665
AA Defense
AA mount points20
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
37 mm/54 Model 193912×4 37mm
20 mm/70 Breda Model 19418×6 20mm
128 mm/61 KM40 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 128mm
Far aura
Guns128 mm/61 KM40 (DP)
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 107 from dual-purpose secondaries firing as AA in this range band.
107
Range5.2 km
Medium aura
Guns37 mm/54 Model 1939
Continuous DPS
ƒEffective DPS: 111 raw aura damage × 3.5 × 0.9 hit probability = 350 - the same in-game units as the Close-range AA DPS headline.
350
Range3.5 km
Total DPS in Aura
ƒFar 107 + Medium 350 = 457
457
Near aura
Guns20 mm/70 Breda Model 1941
Continuous DPS
ƒEffective DPS: 29 raw aura damage × 3.5 × 0.85 hit probability = 86 - the same in-game units as the Close-range AA DPS headline.
86
Range2 km
Total DPS in Aura
ƒFar 107 + Medium 350 + Near 86 = 543
543
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 13 clouds per salvo × 250 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.
3 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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 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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts8
Firing range5.5 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: 8×2 128 mm (8/side) × 60/4 s × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
180,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 6 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 49,183. 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.
49,183
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 49,183 = 229,183: shell damage plus fire damage against one T8 battleship, every shell hitting.
229,183
128 mm/61 KM40 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 128mm
Caliber128 mm
Reload time4 s
HE alpha1,500
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 6. 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.
6
HE Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine power200,000 hp
Maximum speed37.0 kt
Turning circle radius820 m
Rudder shift time11.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37 / 4 + 4.9 = 14.2 kt. Base value; speed modifiers scale it.
14.2 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.
28.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37.0 kt).
25.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37.0 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.
40.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.6 = +1.4°/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 (+1.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.67 km x 0.955 = 13.05 km. Camouflage does not change detectability by air.
13.67 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.67 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.05 km.
13.05 km
Detectability by air8.2 km
Smoke firing penalty9.18 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.67 km) = 15.82 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.82 km
Detect when firing (air)
ƒAir detectability 8.2 km + gun-firing bloom 5.08 km = 13.28 km. The bloom tracks main-battery caliber 254 mm × 0.020 = 5.08 km.
13.28 km
Detect when on fire (sea)
ƒSea detectability 13.67 km + 2.0 km while burning = 15.67 km.
15.67 km
Detect when on fire (air)
ƒAir detectability 8.2 km + 3.0 km while burning = 11.2 km.
11.2 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 9,408 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 56,000 HP = 9,408 HP: up to 16.8% of max HP restored per charge.
· 18,816 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 56,000 HP = 18,816 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 336 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 56,000 HP = 336 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 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
· 1 squadron size

Under the hood

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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 width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.3 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=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Below the kink: k=0.2+(0.5−0.2)·50007910=0.3896, so σV=σH·k=67.5·0.3896=26.3m.
Shell scatter height @ 10 km53.7 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=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Above the kink: k=0.5+(0.6−0.5)·10000−791015820−7910=0.5264, so σV=σH·k=102·0.5264=53.7m.
Shell scatter height @ 15 km80.5 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15820=7910 m, and radiusOnMax=0.6 at 15820 m. Above the kink: k=0.5+(0.6−0.5)·15000−791015820−7910=0.5896, so σV=σH·k=136.5·0.5896=80.5m.
AP pen 5 km491 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 =10−7·2650·227.90.69·0.254−1.07·7971.38=491mm, where 797 m/s is the shell's speed when it arrives at 5 km (from 945 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 km391 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 =10−7·2650·227.90.69·0.254−1.07·675.61.38=391mm, where 675.6 m/s is the shell's speed when it arrives at 10 km (from 945 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 15 km316 mm
AP penetration at a fixed 15 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 =10−7·2650·227.90.69·0.254−1.07·579.71.38=316mm, where 579.7 m/s is the shell's speed when it arrives at 15 km (from 945 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 km4.55 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·0.25·0.25428·227.9=2.78×10−5. That runs from a 945 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.
HE flight time @ 10 km4.51 s
How long an HE 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·0.25·0.25428·227.9=2.78×10−5. That runs from a 954 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,650
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 mass227.9 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 coefficient0.25
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity945 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity954 m/s
Starting speed of the HE shell; sets its flight time and lead.
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 time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range48.1 s
8010 m / (62.0 kt × 2.6855) = 48.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo5 torpedoes
10 wing tubes / 2 = 5: 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 damage155,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 15,533 = 155,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range107
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm Breda barrels 4 12x4 -> 350 DPS @ 3.5 km; 20mm70 Breda barrels 6 8x6 -> 86 DPS @ 2 km; 127mm KC 40 8x2 -> 107 DPS @ 5.2 km.
AA DPS layered by range107 DPS @ 5.2 km, 457 DPS @ 3.5 km, 543 DPS @ 2 km
@ 5.2 km: 107 from one family; @ 3.5 km: 350 + 107 = 457; @ 2 km: 350 + 86 + 107 = 543. 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-blank543
350 + 86 + 107 = 543 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1953
350 × 3.5 + 86 × 2 + 107 × 5.2 = 1953. 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 range2 km

Secondary battery dispersion

Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha1500
The only family (128 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.
Max HE fire chance5%
The only family (128 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 128 mm family.
Max HE pen21 mm
The only family (128 mm): 21 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: 21 mm from the 128 mm family.
Open in Charting Tool

Ship Charts

Background

While developing their own heavy cruisers, Spanish engineers actively learned from their Italian peers and the latest achievements of Italian engineering in the field of ship armor protection and armaments. The knowledge gained could have culminated in a project based on a fusion of Italian and Spanish naval design thinking - projects of the Ansaldo cruisers and a project for a "Super Washington" cruiser from the Ferrol shipyard.

Armor Beta

Hull HP 56,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel200 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,600 (5% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)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)30 mm primary (range 15–220 mm)42,000 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–60 mm)2,300 (4% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 30–150 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.
Superstructure16 mm primary (range 16–50 mm)4,000 (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 HP25,500 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.
Secondary mount (128 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 (37 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 HP16,800 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

Balance updates affecting Castilla. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×1Main Battery ×1
Exteriors

Skins & permanent camouflages

Every custom exterior Castilla 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.