World of Warships: Legends ship guide

Córdoba

Also called: 科尔多瓦 Beta
HE fire-spam cruiserAn HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
High HE / fire outputHigh fire chanceStrong AASonarHeavy citadel beltShort AA reach
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Community Data

Córdoba Community Stats

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Playstyle

Overview

Córdoba is a Tier III Pan-American light cruiser whose 152mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 3.5 km, which is the range at which she can commit to a contest without guessing. AA (168 AA DPS at 2.5 km) 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 HE fire chance in T3 CAs (12) and best fires per minute in T3 CAs (7.7).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.5 km on ships, 2.5 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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Pushing in blind because the kit says brawler

3.5-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

ELITE MAIN BATTERY
  • High fire chance · 12%
  • High fire pressure · 7.71 fires
  • Fast turret traverse · 10°
  • Big-caliber overmatch · 10.6 mm
Top-tier AA

168 AA DPS, best of T3 CAs (median 114.5).

Heavy citadel belt

76 mm citadel belt, best of T3 CAs. Citadels through angle are rare.

Short AA reach

2.5 km AA reach, bottom quartile of T3 CAs. Bombs and torpedoes drop before AA bites.

Underpowered engine

40000 hp engine, bottom quartile of T3 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get Córdoba

Córdoba is available in the Early Pan-American Cruisers branch of the Pan-America Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 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-America tech-tree branch diagram
Pan-America Tech Tree

Córdoba sits in the Early Pan-American Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds

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

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Cohort position

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Where Córdoba sits among Tier III CAs (11 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.

BestFires per minute7.71 (1/11) BestEffective HE DPM (incl. fire)192,014 (1/11) BestAA DPS168 (1/12) BestCitadel belt76 mm (1 of 4 tied) Top 10%Traverse-to-turn ratio6.32 × (2/12) Top 10%Main battery reload5.6 s (2/12) Top 10%HE DPM141,429 (2/11) Top 25%Main battery caliber152 mm (4/12) Top 25%AP DPM160,714 (3/12) Top 25%Displacement5,870 t (3/12) Top 25%AA threat362 (3/12) Top 25%End plates13 mm (4/12 / 4/12) Bottom 25%Hit points22,550 HP (10/12) Bottom 25%Max speed29 kt (11/12) WorstNo secondaries (8 of 12 in cohort) WorstEngine power40,000 hp (1 of 2 tied) WorstTurn-speed retention74.1 hp/m (1 of 2 tied) WorstAA range2.5 km (1 of 2 tied)
See 23 mid-pack stats

Not standouts for Córdoba -- 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.

Concealment9.86 km(7/12) Air detection6.23 km(9/12) Rudder shift5.9 s(5/12) Main battery range12.66 km(8/12) HE shell damage2,200(5/11) Main dispersion120.3 m(5/12) AP velocity853 m/s(5/12) HE velocity853 m/s(5/11) Acceleration24.4 s(9/12) AP arming threshold25 mm(9/12) Power-to-weight6.81 hp/t(9/12) AP pen at 10 km79 mm(5/12) Torpedo range6 km(7/11) Torpedo damage≈9,100(9/11) Torpedo speed53 kt(9/11) Torpedo reload62 s(6/11) Max armor76 mm(5/12) Deck armor26 mm(8/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 20,500 → 22,550
Displacement5,870 t
Armor range10–76 mm
Plate armor thicknesses10, 13, 16, 20, 25, 26, 38, 57, 76 mm
Armor material/layer entries39
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction4%
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.
10,300
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.
6,800
Effective HP
ƒBase 22,550 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 3,157 HP per charge, x2 charges = 6,314 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
28,864
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/50 BL Mk.XII
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 6.5 s → 5.6 s
Firing range (base)11.5 km
Firing range (top fire control)12.7 km
Turret traverse10 °/s
Turret armor76 mm
HE fire DPM vs T3 BB50613
Effective HE DPM vs T3 BB192042
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 =(12656.630·81.11000+1.1)·30=120.3m
120.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.3·0.6=72.2m
72.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =120.3·0.62=36.1m
36.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =72.2·0.62=21.7m
21.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (top gun): 6 broadside guns x 60 / 5.6 s all-upgrades reload = 64.3.
Initial: 55.4 → 64.3
HE shells
HE Damage2,200
HE Velocity853 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846. All upgrades (top gun): 13,200 HE full-salvo alpha x 60 / 5.6 s all-upgrades reload = 141,429.
Initial: 121,846 → 141,429
Fires/min
ƒZero upgrades: 55.4 shells/min x 12% fire chance = 6.65. All upgrades (top gun): 64.3 shells/min x 12% fire chance = 7.71.
Initial: 6.65 → 7.71
AP shells
AP Damage2,500
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 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: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
236.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 298.3 m/s: P=107·2045·45.360.69·0.1521.07·298.31.38=55.5mm.
55.5 mm
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
AP DPM
ƒZero upgrades: 15,000 AP full-salvo alpha x 60 / 6.5 s base reload = 138,462. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 5.6 s all-upgrades reload = 160,714.
Initial: 138,462 → 160,714
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 TR Mk I
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time62 s
Projectile speed53 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=27,300·0.333=9,100.
≈ 9,100
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
10,000
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km53 kt×2.6=8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. Torpedo flood 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. Not shown on the in-game port screen.
160%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.
54,600
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 Vickers QF Mk.VIIIInitial: 40 mm/39 Vickers QF Mk.II (2×1) → 40 mm/39 Vickers QF Mk.VIII (2×8)
12.7 mm Mk.IIIInitial: 4×4 → 6×4 13mm
76.2 mm/45 QF HA Mk.I (stock hull only)2×1 76mm
Medium aura
Guns40 mm/39 Vickers QF Mk.VIII
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 0.9 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range2.5 km
Near aura
Guns12.7 mm Mk.III
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.85 hit probability = 45 - the same in-game units as the Close-range AA DPS headline.
Initial: 33 → 45
Range1.2 km
Total DPS in Aura
ƒMedium 123 + Near 45 = 168
168
Maneuverability
Engine power40,000 hp
Maximum speed29 kt
Turning circle radius540 m
Rudder shift time5.9 s
Engine power-boost threshold7.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
24.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
39.6 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·29.0·0.5144540=1.58°/s, so ratio=ωturretωhull=101.58=6.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.3× slow
Concealment
Detectability by sea9.86 km
Detectability by air6.23 km
Smoke firing penalty4.68 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.86 km
Detect Fire Sea11.86 km
Detect Fire Air9.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Repair Party2 charges · 80 s reload · 28 s active · 3,157 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 6,314 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 113 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (22,550 HP) per second = 113 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullTrade-off
  • Hit points20,500 → 22,550
  • Rudder shift10.8 → 7.7 s
  • Close-range AA DPS27 → 54
  • Maximum AA range3 → 2.5 km
Fire controlUpgrade
  • Main battery range11,506 → 12656.6 m
ArtilleryUpgrade
  • Base reload6.5 → 5.6 s

See all derived stats

Show

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 Disp120.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(12656.630·81.11000+1.1)·30=120.3m
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.
Max Vert Disp72.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.3·0.6=72.2m
Shell scatter height @ 10 km56.9 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=0.5·12656.6=6328 m, and radiusOnMax=0.6 at 12656.6 m. Above the kink: k=0.5+(0.60.5)·10000632812656.66328=0.558, so σV=σH·k=102·0.558=56.9m.
Med Horiz Disp36.1 m
50%-hit horizontal radius: σH,50=σH·0.6σ =120.3·0.62=36.1m
Med Vert Disp21.7 m
50%-hit vertical radius: σV,50=σV·0.6σ =72.2·0.62=21.7m
AP Pen Close236.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2045·45.360.69·0.1521.07·8531.38=236.6mm. Matches the in-game spec card.
AP Pen Far55.5 mm
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 298.3 m/s: P=107·2045·45.360.69·0.1521.07·298.31.38=55.5mm.
AP pen 5 km137 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 km79 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.
HE flight time @ 10 km6.46 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·0.325·0.15228·45.36=6.5×105. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.46 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·0.325·0.15228·45.36=6.5×105. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
HE DPMInitial: 121,846 → 141,429
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846. All upgrades (top gun): 13,200 HE full-salvo alpha x 60 / 5.6 s all-upgrades reload = 141,429.
AP DPMInitial: 138,462 → 160,714
Zero upgrades: 15,000 AP full-salvo alpha x 60 / 6.5 s base reload = 138,462. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 5.6 s all-upgrades reload = 160,714.
Shells/minInitial: 55.4 → 64.3
Zero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (top gun): 6 broadside guns x 60 / 5.6 s all-upgrades reload = 64.3.
Fires/minInitial: 6.65 → 7.71
Zero upgrades: 55.4 shells/min x 12% fire chance = 6.65. All upgrades (top gun): 64.3 shells/min x 12% fire chance = 7.71.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage109,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,100 = 109,200.
Per-side salvo damage54,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,100 = 54,600.

AA defense

AA DPS at max range123
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 123 DPS @ 2.5 km; 12mm62 HI 6x4 -> 45 DPS @ 1.2 km.
Maximum AA range2.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range123 DPS @ 2.5 km, 168 DPS @ 1.2 km
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-blank168
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index362
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor Beta

Hull HP 20,50022,550 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.

Bow & stern13 mm

Overmatched by 51+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–76 mm)2,800 (12% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 13–25 mm)16,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–76 mm)2,000 (9% of HP)
Overmatched by 203mm+ (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–26 mm)2,000 (9% 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 HP10,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (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 HP6,800 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Córdoba 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.