World of Warships: Legends ship guide

Celebes

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracySonarSlow
Community Data

Celebes Community Stats

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Playstyle

Overview

Celebes is a Tier IV Dutch light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best superstructure armor in T4 CAs (13 mm) and top-decile torpedo belt percent in T4 CAs (16).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 26,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Strong torpedo belt

16.0% torpedo damage reduction, best of T4 CAs.

Hardened superstructure

13.0 mm superstructure, best of T4 CAs. HE farms less.

Long-range sonar

4.44 km Sonar ship-detection range, top decile of T4 CAs. Lights DDs and torpedoes inside the bubble.

Long-duration sonar

100.0 s Sonar duration, top decile of T4 CAs.

Torpedo belt specialist

Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.

Acquisition

How to get Celebes

Celebes is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show The Netherlands tech-tree branch diagram
Netherlands Tech Tree

Celebes sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for range, reload, concealment, rudder, and survivability.

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Cohort position

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Where Celebes sits among Tier IV CAs (21 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.

Top 10%Stealth profile10.39 km / 6.24 km (3/21 / 3/21) Top 25%Fires per minute6.14 (6/20) Top 25%AA threat629 (4/21) Bottom 25%Max speed30.6 kt (18/21) Bottom 25%Rudder shift10 s (17/21) Bottom 25%Main battery caliber150 mm (19/21) Bottom 25%Power-to-weight7.93 hp/t (18/21) Bottom 25%Max armor75 mm (19/21) Bottom 25%Citadel belt60 mm (17/20) WorstNo secondaries (6 of 21 in cohort) WorstNo torpedoes (1 of 21 in cohort)
See 26 mid-pack stats

Not standouts for Celebes -- 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 points26,600 HP(11/21) Traverse-to-turn ratio5.14 ×(13/21) Main battery range13.73 km(8/21) Main battery reload8.6 s(11/21) HE shell damage2,150(15/20) HE fire chance11%(13/20) HE DPM120,000(9/20) AP shell damage3,000(15/21) AP DPM167,442(10/21) Main dispersion119.1 m(10/21) AP velocity900 m/s(9/21) HE velocity900 m/s(9/20) Acceleration10.2 s(15/21) AP fuse timer0.03 s(12/21) AP arming threshold25 mm(9/21) Engine power72,000 hp(16/21) Turn-speed retention124.1 hp/m(14/21) Displacement9,081 t(10/21) AA DPS185(7/21) AA range3.5 km(13/21) Bow armor25 mm(8/20) Stern armor25 mm(13/20) Deck armor75 mm(7/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value)

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

Sonar 4.44 kmFighter
Survivability
Hit PointsInitial: 24,000 → 26,600
Displacement9,081 t
Armor range10–75 mm
Plate armor thicknesses10, 13, 16, 20, 25, 50, 60, 75 mm
Armor material/layer entries53
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction16%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
13,300
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.
8,000
Main Battery
ModuleArtillery: 150 mm/50 Mk.9
Mounts / barrels4 mounts / 8 barrels
Reload time9.5 s
Firing range (base)12.5 km
Firing range (top fire control)13.7 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12485/30·(8−1.1)/1000 + 1.1)·30 = 119.1 m
119.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.1 × 0.6 = 71.5 m
71.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.1 × 0.32 (σ=2) = 38.1 m
38.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.5 × 0.319 (σ=2) = 22.8 m
22.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 60 / 9.5 s base reload = 50.5.
50.5
HE shells
HE Damage2,150
HE Velocity900 m/s
Fire Chance11%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,150 HE damage x 8 broadside guns = 17,200.
17,200
Base HE DPM
ƒ17,200 HE full-salvo alpha x 60 / 9.5 s base reload = 108,632.
108,632
Base fires/min
ƒ8 HE shells x 60 / 9.5 s reload x 11% fire chance = 5.56.
5.56
AP shells
AP Damage3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 900^1.38 = 283.6 mm. Matches the in-game spec card.
283.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.2 km), where the shell has slowed to 336.6 m/s: 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 336.6^1.38 = 73 mm.
73 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
Base AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 9.5 s base reload = 151,579.
151,579
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
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (53×3.5×0.9) + (6×3.5×0.85) = 185. 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.
185
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
40 mm/56 Bofors Model 19368×2 40mm
25 mm akan L/64 Model 19322×2 25mm
Medium aura
DPSInitial: 40 → 53
Range3.5 km
Near aura
DPS6
Range2.5 km
Total DPS in Aura
ƒMedium 53 + Near 6 = 59
59
Maneuverability
Engine moduleEngine: 72,000 hp
Engine power72,000 hp
Maximum speed30.6 kt
Turning circle radius580 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.1× slow
Concealment
Detectability by sea10.39 km
Detectability by air6.24 km
Smoke firing penalty4.65 km
Detect after firing main guns10.39 km
Detect Fire Sea12.39 km
Detect Fire Air9.24 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.44 km ship detect · 3.33 km torpedo detect
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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

HullUpgrade
  • Hit points24,000 → 26,600
  • Rudder shift14 → 10 s
  • Close-range AA DPS46 → 59
Fire controlUpgrade
  • Main battery range12,485 → 13733.5 m

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp119.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12485/30·(8−1.1)/1000 + 1.1)·30 = 119.1 m
Max Vert Disp71.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 119.1 × 0.6 = 71.5 m
Med Horiz Disp38.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 119.1 × 0.32 (σ=2) = 38.1 m
Med Vert Disp22.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 71.5 × 0.319 (σ=2) = 22.8 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close283.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 900^1.38 = 283.6 mm. Matches the in-game spec card.
AP Pen Far73 mm
Same formula at the ship's max firing range (17.2 km), where the shell has slowed to 336.6 m/s: 1e-7 × 2200 × 46.7^0.69 × 0.15^-1.07 × 336.6^1.38 = 73 mm.
HE penetration25 mm
25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(150 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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha17,200
2,150 HE damage x 8 broadside guns = 17,200.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
Base HE DPM108,632
17,200 HE full-salvo alpha x 60 / 9.5 s base reload = 108,632.
Base AP DPM151,579
24,000 AP full-salvo alpha x 60 / 9.5 s base reload = 151,579.
Base shells/min50.5
8 broadside guns x 60 / 9.5 s base reload = 50.5.
Base fires/min5.56
8 HE shells x 60 / 9.5 s reload x 11% fire chance = 5.56.

AA defense

Close-range AA DPS185
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (53×3.5×0.9) + (6×3.5×0.85) = 185. 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.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index629
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 range2.5 km

Armor

Hull HP 24,00026,600 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 13–50 mm)500 (2% of HP)
Overmatched by 380mm+ (Bayern)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)13 mm20,000 (75% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 13–50 mm)200 (1% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–75 mm)1,800 (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 HP13,300 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 (40 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 HP8,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Celebes 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.