World of Warships: Legends ship guide

Chumphon

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)2 sigma accuracyHigh HE / fire outputLobs over islandsFragile
Community Data

Chumphon Community Stats

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Playstyle

Overview

Chumphon is a Tier VI Pan-Asian light cruiser with 127mm guns at 14.1 km, 5.2-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: top-decile turret traverse rate in T6 CAs (15).

Positioning

Hold 12-15 km with 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.

Potato Avoidance

Open-water broadside trading

Her 127mm shells citadel cruisers on the wrong frame, and her 26,400-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. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T6 CAs.

Fast turret traverse

25.0°/s turret traverse, top decile of T6 CAs. Tracks fast-rotating targets peers can't keep up with.

High-arc AP shells

54.5° impact angle at max range, top decile of T6 CAs. Lobs over island cover.

High-arc HE shells

54.7° HE impact angle at max range, top decile of T6 CAs. Lobs over cover.

Stealthy torps

0.7 km torpedo detect, top decile of T6 CAs. Harder to dodge.

Fragile HP pool

26400.0 HP, bottom decile of T6 CAs. Trade hits sparingly.

Acquisition

How to get Chumphon

Chumphon is available in the Destroyer-Cruisers branch of the Pan-Asia Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 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 Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Chumphon sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Use a Pan cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where Chumphon sits among Tier VI CAs (32 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.

BestDisplacement8,100 t (1/32) Top 10%Rudder shift9.4 s (4/32) Top 10%Traverse-to-turn ratio15.92 × (4/32) Top 10%HE DPM249,231 (3/30) Top 10%Main dispersion121.7 m (4/32) Top 25%Concealment11.16 km (6/32) Top 25%Main battery reload5.2 s (5/32) Top 25%AP arming threshold21 mm (5/31) Top 25%Power-to-weight9.26 hp/t (6/32) Top 25%Torpedo range10.47 km (5/24) Top 25%Torpedo damage17,633 (4/24) Top 25%Torpedo reload70 s (5/24) Bottom 25%AP velocity792 m/s (27/31) Bottom 25%AP fuse timer0.01 s (26/31) Bottom 25%Engine power75,000 hp (28/32) Bottom 25%Turn-speed retention123 hp/m (26/32) Bottom 25%Max armor89 mm (28/32) Bottom 10%Main battery range14.13 km (31/32) WorstHit points26,400 HP (32/32) WorstMain battery caliber127 mm (1 of 4 tied) WorstHE fire chance5% (1 of 3 tied) WorstAP shell damage2,100 (1 of 3 tied) WorstNo secondaries (5 of 32 in cohort) WorstHE velocity792 m/s (1 of 3 tied)
See 16 mid-pack stats

Not standouts for Chumphon -- 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.

Max speed32.5 kt(20/32) Air detection7.03 km(15/32) Sigma2(17/32) Fires per minute6.92(17/30) AP DPM290,769(13/31) Acceleration9.75 s(19/32) AA DPS268(17/32) AA range5 km(10/32) AA threat1,112(12/32) Torpedo speed60 kt(17/24) Citadel belt89 mm(21/32) Bow armor30 mm(13/32) Stern armor30 mm(15/32) Deck armor65 mm(24/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value)

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

TRBDef-AASmoke
Survivability
Hit PointsInitial: 23,900 → 26,400
Displacement8,100 t
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 25, 30, 32, 51, 65, 89 mm
Armor material/layer entries72
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction0%
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.
13,200
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.
7,900
Main Battery
ModuleArtillery: 12×127 mm
Mounts / barrels6 mounts / 12 barrels
Reload time
patched
  1. baseline5.8
    In-game data
  2. 2023-06-156
    Ministry of Balance: Italian Concerto Main Battery reload time reduced from 6.5 to 6 s.
  3. 2024-11-145.8
    Ministry of Balance: Torpedo Chaos Main battery reload time reduced from 6.0 to 5.8 s.
5.8 s
Firing range (base)12.8 km
Firing range (top fire control)14.1 km
Turret traverse25 °/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 = (12850/30·(8−1.1)/1000 + 1.1)·30 = 121.7 m
121.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 121.7 × 0.6 = 73 m
73 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 121.7 × 0.32 (σ=2) = 38.9 m
38.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73 × 0.319 (σ=2) = 23.3 m
23.3 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ12 broadside guns x 60 / 5.8 s base reload = 124.1.
124.1
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 12 broadside guns = 21,600.
21,600
Base HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 5.8 s base reload = 223,448.
223,448
Base fires/min
ƒ12 HE shells x 60 / 5.8 s reload x 5% fire chance = 6.21.
6.21
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 255.9 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 255.9^1.38 = 45.8 mm.
45.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
Base AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 5.8 s base reload = 260,690.
260,690
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 Mk14
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time70 s
Projectile speed60 kt
Range10.47 km
Maximum simulated damage16,533 (est.)
Alpha damage49,600
Torpedo detectability0.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming370 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
66,132
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (37×3.5×0.9) = 268. 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.
268
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk1 (upgraded hull only)8×2 40mm
28 mm Mk.2 (stock hull only)8×4 28mm
Far aura
DPS
ƒIncludes 37 continuous AA damage from dual-purpose main battery firing as AA in this range band.
37
Range5 km
Medium aura
DPS48
Range3.5 km
Total DPS in Aura
ƒFar 37 + Medium 48 = 85
85
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio15.9× snappy
Concealment
Detectability by sea11.16 km
Detectability by air7.03 km
Smoke firing penalty5.5 km
Detect after firing main guns11.16 km
Detect Fire Sea13.16 km
Detect Fire Air10.03 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster1 charges · 300 s reload · 8 s active · Rapid torpedo reload
Module options (3)

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

HullTrade-off
  • Hit points23,900 → 26,400
  • Rudder shift13.2 → 9.4 s
  • Close-range AA DPS13 → 48
  • Maximum AA range2.4 → 3.5 km
  • Turret traverse25 → 15 °/s
Fire controlUpgrade
  • Main battery range12,850 → 14,135 m
TorpedoesUpgrade
  • Reload80 → 70 s
  • Alpha damage46,600 → 49,600
  • Display damage15,533 → 16,533
  • Speed58 → 60 kt

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 Disp121.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12850/30·(8−1.1)/1000 + 1.1)·30 = 121.7 m
Max Vert Disp73 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 121.7 × 0.6 = 73 m
Med Horiz Disp38.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 121.7 × 0.32 (σ=2) = 38.9 m
Med Vert Disp23.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 73 × 0.319 (σ=2) = 23.3 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close218 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 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far45.8 mm
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 255.9 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 255.9^1.38 = 45.8 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha12
All 12 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha21,600
1,800 HE damage x 12 broadside guns = 21,600.
AP full-salvo alpha25,200
2,100 AP damage x 12 broadside guns = 25,200.
Base HE DPM223,448
21,600 HE full-salvo alpha x 60 / 5.8 s base reload = 223,448.
Base AP DPM260,690
25,200 AP full-salvo alpha x 60 / 5.8 s base reload = 260,690.
Base shells/min124.1
12 broadside guns x 60 / 5.8 s base reload = 124.1.
Base fires/min6.21
12 HE shells x 60 / 5.8 s reload x 5% fire chance = 6.21.

Torpedoes

Torpedo detectability0.7 km
Estimated torpedo reaction time4.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range67.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage132,264
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage66,132
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS268
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.9) + (37×3.5×0.9) = 268. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1112
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.

Armor

Hull HP 23,90026,400 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
Bow30 mm primary (range 13–30 mm)1,200 (5% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)89 mm primary (range 6–89 mm)19,800 (75% of HP)
No common caliber overmatches89 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 13–30 mm)1,500 (6% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 10–89 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).
Superstructure6 mm primary (range 6–65 mm)2,000 (8% 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 HP13,200 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 HP7,900 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.

Balance History

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

Buff ×7Main Battery ×7
2024-11-14

Ministry of Balance: Torpedo Chaos

  • Chumphon is being improved with reduced reload times for her armament.
  • Main battery reload time reduced from 6.0 to 5.8 s.
  • Stock torpedo reload time reduced from 90 to 80 s.
  • Upgraded torpedo reload time reduced from 80 to 70 s.
Read the full official post
2023-06-15

Ministry of Balance: Italian Concerto

  • Main Battery reload time reduced from 6.5 to 6 s.
  • Stock Torpedo reload time reduced from 95 to 90 s.
  • Upgraded Torpedo reload time reduced from 86 to 80 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Chumphon 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.