World of Warships: Legends ship guide

Córdoba

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Hold 10-13 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh fire chanceStrong AAShort AA reach
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Community Data

Córdoba Community Stats

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Playstyle

Overview

Córdoba is a Tier III Pan-American 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. Sonar (3.9 km on ships and 2.8 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. 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 turret traverse rate in T3 CAs (10) and best HE fire chance in T3 CAs (12).

Positioning

Hold 10-13 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

High fire chance

12.0% fire chance per HE shell, best of T3 CAs.

High fire pressure

7.32 fires/min, best of T3 CAs. Keeps DCP on cooldown.

Top-tier AA

168.0 AA DPS, best of T3 CAs (median 115.0).

Heavy citadel belt

76.0 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. Drops bombs and rockets land before AA bites.

Underpowered engine

40000.0 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

Builds Beta

Use a Pan-America 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 Córdoba sits among Tier III CAs (12 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 minute7.32 (1/11) BestAA DPS168 (1/12) BestCitadel belt76 mm (1 of 4 tied) Top 10%Traverse-to-turn ratio6.32 × (2/12) Top 10%HE DPM134,237 (2/11) Top 25%Main battery caliber152 mm (4/12) Top 25%Main dispersion112.4 m (4/12) Top 25%Displacement5,870 t (3/12) Top 25%AA threat420 (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) Bottom 25%AP shell damage2,500 (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 22 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) Main battery reload5.9 s(5/12) HE shell damage2,200(5/11) AP DPM152,542(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) Torpedo range6 km(7/11) Torpedo damage≈9,100(9/11) Torpedo speed53 kt(9/11) Torpedo reload62 s(7/11) 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)
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
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.
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
Main Battery
ModuleArtillery: 152 mm/50 BL Mk.XII
Mounts / barrels6 mounts / 6 barrels
Reload time6.5 s
Firing range (base)11.5 km
Firing range (top fire control)12.7 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1150630·81.11000+1.1)·30=112.4m
112.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =112.4·0.6=67.4m
67.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =112.4·0.319(σ=2)=35.9m
35.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =67.4·0.319(σ=2)=21.5m
21.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 6.5 s base reload = 55.4.
55.4
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
Base HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
121,846
Base fires/min
ƒ6 HE shells x 60 / 6.5 s reload x 12% fire chance = 6.65.
6.65
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
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 6.5 s base reload = 138,462.
138,462
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
Torpedo detectability1.1 km
Flooding chance160%
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
ƒIn-game AA card max range: 2.5 km. Only the longest-reach family contributes at this distance.
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
DPS39
Range2.5 km
Near aura
DPSInitial: 11 → 15
Range1.2 km
Total DPS in Aura
ƒMedium 39 + Near 15 = 54
54
Maneuverability
Engine moduleEngine: 40,000 hp
Engine power40,000 hp
Maximum speed29 kt
Turning circle radius540 m
Engine power-boost threshold7.2 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (26.1 kt of 29). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(40,0005,870)0.42=2.2389; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<7.25 ktP(t)+drag(v)v7.25 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=24.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
24.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (28.7 kt of 29). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=39.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, 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 · 0.5% heal per second · 14% of max HP total heal
ƒHeal per second (0.5%) x active time (28 s) = up to 14% of max HP restored per charge if the consumable runs its full duration.
Module options (2)

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

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp112.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11506}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 112.4\,\text{m}$
Max Vert Disp67.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 112.4 \cdot 0.6 = 67.4\,\text{m}$
Med Horiz Disp35.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 112.4 \cdot 0.319\;(\sigma = 2) = 35.9\,\text{m}$
Med Vert Disp21.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 67.4 \cdot 0.319\;(\sigma = 2) = 21.5\,\text{m}$
AP Pen Close236.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2045 \cdot 45.36^{0.69} \cdot 0.152^{-1.07} \cdot 853^{1.38} = 236.6\,\text{mm}$. 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: $P = 10^{-7}\cdot 2045 \cdot 45.36^{0.69} \cdot 0.152^{-1.07} \cdot 298.3^{1.38} = 55.5\,\text{mm}$.
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.
Base HE DPM121,846
13,200 HE full-salvo alpha x 60 / 6.5 s base reload = 121,846.
Base AP DPM138,462
15,000 AP full-salvo alpha x 60 / 6.5 s base reload = 138,462.
Base shells/min55.4
6 broadside guns x 60 / 6.5 s base reload = 55.4.
Base fires/min6.65
6 HE shells x 60 / 6.5 s reload x 12% fire chance = 6.65.

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 point-blank168
In-game AA card sum: 168 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 2.5 km is unknown.
Maximum AA range2.5 km
In-game AA card max range: 2.5 km. Only the longest-reach family contributes at this distance.
AA threat index420
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 ballistics 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 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 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.

Approximated side profile.
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Acceleration and Ballistics Chart

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.