World of Warships: Legends ship guide

Celtic

Also called: 凯尔特 Beta
U.K. · Tier VII · CA Cruiser · Premium
Super-heal cruiserDurability comes from a heavy Repair Party, not armor; sustain the trades.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (9.9 km)Wide always-pen zoneStrong AADefensive AASuper-heal
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Community Data

Celtic Community Stats

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Playstyle

Overview

Celtic is a Tier VII 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. Surveillance Radar (9.9 km, 25 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. AA (540 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T7 CAs (60°).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

9.9 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Overmatch specialist
Super-heal

Repair Party heals 2.0%/s, best of T7 CAs. Restores more HP per active second than peers.

ELITE AA
  • Top-tier AA · 540.0 AA
  • AA specialist
Radar cruiser

Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.

Acquisition

How to get Celtic

Celtic is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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 Celtic sits among Tier VII CAs (56 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.

BestAP fuse timer0.03 s (1 of 24 tied) BestAP ricochet start60° (1 of 13 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%AA DPS540 (5/56) Top 25%Rudder shift7.1 s (13/56) Top 25%HE alpha1,800 (11/49) Top 25%AP auto-bounce angle67.5° (11/56) Top 25%AA threat1,816 (9/56) Top 25%Flak per wave (expected)1,863 (15/56) Top 25%Max armor160 mm (13/56) Bottom 25%Traverse-to-turn ratio4.57 × (49/56) Bottom 25%Fires per minute6 (41/49) WorstSecondary fire chance5% (1 of 22 tied) WorstNo torpedoes (15 of 56 in cohort)
See 30 mid-pack stats

Not standouts for Celtic -- 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 points36,700 HP(40/56) Max speed32.5 kt(42/56) Concealment12.64 km(33/56) Air detection7.58 km(31/56) Main battery caliber203 mm(18/56) Main battery range15.47 km(31/56) Main battery reload9 s(29/56) Sigma2(29/56) HE shell damage2,700(25/49) HE DPM162,000(26/49) AP shell damage4,500(26/56) AP DPM270,000(31/56) Main dispersion139.7 m(33/56) Secondary DPM (per side)108,000(32/49) Secondary HE pen21 mm(14/49) AP velocity853 m/s(33/56) HE velocity823 m/s(37/49) Acceleration26.5 s(34/55) AP arming threshold34 mm(40/56) Engine power120,000 hp(30/55) Turn-speed retention164.4 hp/m(21/55) Displacement17,344 t(39/56) Power-to-weight6.92 hp/t(33/55) AP pen at 10 km221 mm(19/55) Effective HE DPM (incl. fire)206,507(34/49) AA range5 km(29/56) NormSecondary dispersion bracket57(46 of 49 tied at this value) NormTurn speed retained81%(52 of 56 tied at this value) NormSecondary range5 km(45 of 49 tied at this value) NormRepair charges2(49 of 55 tied at this value)
Survivability
Hit Points36,700
Displacement17,344 t
Armor range6–160 mm
Plate armor thicknesses6, 13, 27, 38, 40, 51, 65, 76, 102, 127, 140, 152, 160 mm
Armor material/layer entries58
Fire resistance36.6%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 203 mm Mk15
Mounts / barrels3 mounts / 9 barrels
Reload time10 s
Firing range15.5 km
Turret traverse6 °/s
AP pen max range156 mm
HE fire DPM vs T7 BB40056
Effective HE DPM vs T7 BB185856
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 =(1547030·81.11000+1.1)·30=139.7m
139.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
83.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =139.7·0.32(σ=2)=44.7m
44.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83.8·0.32(σ=2)=26.8m
26.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 10 s base reload = 54. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 9 s all-upgrades reload = 60.
Initial: 54 → 60
HE shells
HE Damage2,700
HE Velocity823 m/s
Fire Chance10%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,700 HE damage x 9 broadside guns = 24,300.
24,300
HE DPM
ƒZero upgrades: 24,300 HE full-salvo alpha x 60 / 10 s base reload = 145,800. All upgrades (Main Battery Mod. 3 = -10% reload): 24,300 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 162,000.
Initial: 145,800 → 162,000
Fires/min
ƒZero upgrades: 54 shells/min x 10% fire chance = 5.4. All upgrades (Main Battery Mod. 3 = -10% reload): 60 shells/min x 10% fire chance = 6.
Initial: 5.4 → 6
AP shells
AP Damage4,500
AP Velocity853 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2846·1180.69·0.2031.07·8531.38=467.2mm. Matches the in-game spec card.
467.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: P=107·2846·1180.69·0.2031.07·3601.38=142.1mm.
142.1 mm
AP full-salvo alpha
ƒ4,500 AP damage x 9 broadside guns = 40,500.
40,500
AP DPM
ƒZero upgrades: 40,500 AP full-salvo alpha x 60 / 10 s base reload = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 270,000.
Initial: 243,000 → 270,000
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.
30
AA Defense
AA mount points35
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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.
540
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk212×4 40mm
20 mm Oerlikon Mk423×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk32 (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 98 from dual-purpose secondaries firing as AA in this range band.
98
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 94 raw aura damage × 3.5 × 0.9 hit probability = 296 - the same in-game units as the Close-range AA DPS headline.
296
Range3.5 km
Total DPS in Aura
ƒFar 98 + Medium 296 = 394
394
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.85 hit probability = 146 - the same in-game units as the Close-range AA DPS headline.
146
Range2 km
Total DPS in Aura
ƒFar 98 + Medium 296 + Near 146 = 540
540
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
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 secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power120,000 hp
Maximum speed32.5 kt
Turning circle radius730 m
Rudder shift time7.1 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
43.4 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·32.5·0.5144730=1.31°/s, so ratio=ωturretωhull=61.31=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea12.64 km
Detectability by air7.58 km
Smoke firing penalty7.21 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.64 km
Detect Fire Sea14.64 km
Detect Fire Air10.58 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Surveillance Radar2 charges · 180 s reload · 25 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km
Catapult Fighter4 charges · 80 s reload · 90 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
Repair Party2 charges · 60 s reload · 20 s active · 14,680 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 29,360 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 734 HP/s (2% of max HP) heal per second
ƒ2% of max HP (36,700 HP) per second = 734 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 Disp139.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1547030·81.11000+1.1)·30=139.7m
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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
Shell scatter height @ 10 km54 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 Disp44.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =139.7·0.32(σ=2)=44.7m
Med Vert Disp26.8 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83.8·0.32(σ=2)=26.8m
AP Pen Close467.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2846·1180.69·0.2031.07·8531.38=467.2mm. Matches the in-game spec card.
AP Pen Far142.1 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: P=107·2846·1180.69·0.2031.07·3601.38=142.1mm.
AP pen 5 km323 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 km221 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 pen 15 km160 mm
AP penetration at a fixed 15 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.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha24,300
2,700 HE damage x 9 broadside guns = 24,300.
AP full-salvo alpha40,500
4,500 AP damage x 9 broadside guns = 40,500.
HE DPMInitial: 145,800 → 162,000
Zero upgrades: 24,300 HE full-salvo alpha x 60 / 10 s base reload = 145,800. All upgrades (Main Battery Mod. 3 = -10% reload): 24,300 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 162,000.
AP DPMInitial: 243,000 → 270,000
Zero upgrades: 40,500 AP full-salvo alpha x 60 / 10 s base reload = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 270,000.
Shells/minInitial: 54 → 60
Zero upgrades: 9 broadside guns x 60 / 10 s base reload = 54. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 9 s all-upgrades reload = 60.
Fires/minInitial: 5.4 → 6
Zero upgrades: 54 shells/min x 10% fire chance = 5.4. All upgrades (Main Battery Mod. 3 = -10% reload): 60 shells/min x 10% fire chance = 6.

AA defense

Close-range AA DPS540
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1816
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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 127 mm family.
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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Celtic 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.