World of Warships: Legends ship guide

Hector

Also called: 赫克托耳 Beta
Super-heal cruiserDurability comes from a heavy Repair Party, not armor; sustain the trades.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Long torps (12 km)Stealthy (11.1 km)Lobs over islandsSmoke + SonarFragileWeak AA
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Community Data

Hector Community Stats

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Playstyle

Overview

Hector is a Tier VIII Commonwealth 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 (5.6 km on ships and 3.8 km on torpedoes, 100 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. Standout traits: best smoke duration in T8 CAs (90 s) and top-decile quick acceleration in T8 CAs (9.5 s).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~2%/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. 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

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

Long smoke deployment

90.0 s smoke deployment window, best of T8 CAs. Lays a longer rolling smoke trail while moving.

Super-heal

Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.

Quick acceleration

~9.5 s to 90% of top speed, top decile of T8 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

LOBBING BATTERY
  • High-arc shells · 30.79°
Fragile HP pool

34400.0 HP, bottom decile of T8 CAs. Trade hits sparingly.

Bleeds speed in turns

108.6 hp per metre of turn radius, bottom decile of T8 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Hector

Hector is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Shield of Troy Campaign Breakdown Campaign Start: 2025-09-08 · End: 2025-10-05 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Vampire II Ship feature / release Start: 2025-03-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Hector Ship feature / release Start: 2025-09-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

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

Open in Build Tool →

Commanders frequently paired with this ship Harold B. Farncomb

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Hector sits among Tier VIII CAs (33 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.

BestAcceleration9.5 s (1/33) BestRepair heal rate2 %/s (1 of 7 tied) Top 10%Stealth profile11.1 km / 6.66 km (2/33 / 2/33) Top 10%Displacement11,954 t (3/33) Top 10%Turn speed retained91.8% (3/33) Top 25%Max speed34 kt (7/33) Top 25%Traverse-to-turn ratio15.17 × (5/33) Top 25%Fires per minute9.6 (8/29) Top 25%HE DPM228,000 (7/29) Top 25%AP arming threshold22 mm (5/33) Top 25%Effective HE DPM (incl. fire)306,693 (8/29) Top 25%Torpedo range12 km (3/19) Top 25%Torpedo reload90 s (5/19) Bottom 25%Main battery range15.26 km (29/33) Bottom 25%Flak per wave (expected)1,449 (28/33) Bottom 25%Max armor114 mm (28/33) Bottom 10%Main battery caliber133 mm (31/33) Bottom 10%AP shell damage2,550 (32/33) Bottom 10%Engine power82,500 hp (32/33) Bottom 10%AP pen at 10 km103 mm (31/33) Bottom 10%AA DPS363 (31/33) Bottom 10%AA threat1,165 (31/33) WorstHit points34,400 HP (33/33) WorstNo secondaries (7 of 33 in cohort) WorstHE velocity792 m/s (29/29) WorstTurn-speed retention108.6 hp/m (33/33) WorstEnd plates16 mm (1 of 5 tied / 1 of 4 tied)
See 16 mid-pack stats

Not standouts for Hector -- 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.

Rudder shift9 s(11/33) Main battery reload6 s(10/33) Sigma2.05(15/33) AP DPM306,000(15/33) Main dispersion138.3 m(17/33) AP velocity792 m/s(25/33) Power-to-weight6.9 hp/t(14/33) AA range5.2 km(13/33) Torpedo damage≈16,133(7/19) Torpedo speed62 kt(11/19) Citadel belt114 mm(22/33) Deck armor51 mm(13/32) NormAP fuse timer0.03 s(23 of 33 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit Points34,400
Displacement11,954 t
Armor range13–114 mm
Plate armor thicknesses13, 16, 25, 27, 37, 38, 40, 51, 63, 76, 114 mm
Armor material/layer entries54
Fire resistance40%
Fire duration30 s
Torp Reduction7%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 133 mm/50 QF Mk.I
Mounts / barrels7 mounts / 14 barrels
Reload time6.7 s
Firing range15.3 km
Turret traverse20 °/s
AP pen max range72 mm
HE fire DPM vs T8 BB70471
Effective HE DPM vs T8 BB274651
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526030·81.11000+1.1)·30=138.3m
138.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
83 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =138.3·0.314(σ=2.05)=43.4m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83·0.313(σ=2.05)=26m
26 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 6.7 s base reload = 107.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6 s all-upgrades reload = 120.
Initial: 107.5 → 120
HE shells
HE Damage1,900
HE Velocity792 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 12 broadside guns = 22,800.
22,800
HE DPM
ƒZero upgrades: 22,800 HE full-salvo alpha x 60 / 6.7 s base reload = 204,179. All upgrades (Main Battery Mod. 3 = -10% reload): 22,800 HE full-salvo alpha x 60 / 6 s all-upgrades reload = 228,000.
Initial: 204,179 → 228,000
Fires/min
ƒZero upgrades: 107.5 shells/min x 8% fire chance = 8.6. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 8% fire chance = 9.6.
Initial: 8.6 → 9.6
AP shells
AP Damage2,550
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
297.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 298.2 m/s: P=107·2882·36.30.69·0.1331.07·298.21.38=77.3mm.
77.3 mm
AP full-salvo alpha
ƒ2,550 AP damage x 12 broadside guns = 30,600.
30,600
AP DPM
ƒZero upgrades: 30,600 AP full-salvo alpha x 60 / 6.7 s base reload = 274,030. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 AP full-salvo alpha x 60 / 6 s all-upgrades reload = 306,000.
Initial: 274,030 → 306,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed62 kt
Range12 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=48,399·0.333=16,133.
≈ 16,133
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.
17,233
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6=8.1 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.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 16,133 = 129,064.
129,064
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (37×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 363. 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.
363
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk VII8×1 40mm
40 mm/39 QF Mark VII4×4 40mm
20 mm Oerlikon Mk V8×2 20mm
Far aura
Gunsmain battery (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 69 from dual-purpose main battery firing as AA in this range band.
69
Range5.2 km
Outer Medium aura
Guns40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.9 hit probability = 117 - the same in-game units as the Close-range AA DPS headline.
117
Range3.5 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 = 186
186
Inner Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.9 hit probability = 85 - the same in-game units as the Close-range AA DPS headline.
85
Range2.5 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 + Inner Medium 85 = 271
271
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.85 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.
92
Range2 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 + Inner Medium 85 + Near 92 = 363
363
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 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 × 3 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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
Maneuverability
Engine power82,500 hp
Maximum speed34 kt
Turning circle radius760 m
Rudder shift time9 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
9.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
30.4 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·34.0·0.5144760=1.32°/s, so ratio=ωturretωhull=201.32=15.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.2× snappy
Concealment
Detectability by sea11.1 km
Detectability by air6.66 km
Smoke firing penalty4.2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.1 km
Detect Fire Sea13.1 km
Detect Fire Air9.66 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 13,760 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.
· 27,520 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.
· 688 HP/s (2% of max HP) heal per second
ƒ2% of max HP (34,400 HP) per second = 688 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 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.
Smoke Generator3 charges · 160 s reload · 90 s emit / 10 s cloud active · 450 m radius

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)2.05
Max Horiz Disp138.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526030·81.11000+1.1)·30=138.3m
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.
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 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
Shell scatter height @ 10 km54.2 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 Disp43.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =138.3·0.314(σ=2.05)=43.4m
Med Vert Disp26 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =83·0.313(σ=2.05)=26m
AP Pen Close297.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
AP Pen Far77.3 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 298.2 m/s: P=107·2882·36.30.69·0.1331.07·298.21.38=77.3mm.
AP pen 5 km172 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 km103 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 km73 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 penetration22 mm
22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(133 mm caliber / 14.3) = 9 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
Barrels that can bear on one beam (12 of 14); casemate/wing mounts only fire one side.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha22,800
1,900 HE damage x 12 broadside guns = 22,800.
AP full-salvo alpha30,600
2,550 AP damage x 12 broadside guns = 30,600.
HE DPMInitial: 204,179 → 228,000
Zero upgrades: 22,800 HE full-salvo alpha x 60 / 6.7 s base reload = 204,179. All upgrades (Main Battery Mod. 3 = -10% reload): 22,800 HE full-salvo alpha x 60 / 6 s all-upgrades reload = 228,000.
AP DPMInitial: 274,030 → 306,000
Zero upgrades: 30,600 AP full-salvo alpha x 60 / 6.7 s base reload = 274,030. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 AP full-salvo alpha x 60 / 6 s all-upgrades reload = 306,000.
Shells/minInitial: 107.5 → 120
Zero upgrades: 12 broadside guns x 60 / 6.7 s base reload = 107.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6 s all-upgrades reload = 120.
Fires/minInitial: 8.6 → 9.6
Zero upgrades: 107.5 shells/min x 8% fire chance = 8.6. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 8% fire chance = 9.6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range74.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage258,128
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 16,133 = 258,128.
Per-side salvo damage129,064
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 16,133 = 129,064.

AA defense

Close-range AA DPS363
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (37×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 363. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1165
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

Armor Beta

Hull HP 34,400, 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 & stern16 mm

Overmatched by 137+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 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 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)1,100 (3% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 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 16–114 mm)25,800 (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.
Stern16 mm primary (range 13–51 mm)700 (2% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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 13–51 mm)4,300 (12% 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 HP17,200 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 HP10,300 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.

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Ship Charts

Balance History

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

Nerf ×1Buff ×4Commander Skill ×1Main Battery ×1Torpedo ×2
2026-03-26

Ministry of Balance: Spring Renewal

  • Torpedo damage increased from 16,767 to 17,233.
  • Torpedo reload time reduced from 96 to 90 s.
  • Sonar ship detection range increased from 4.9 to 5.6 km.
  • Sonar torpedo detection range increased from 3.4 to 3.8 km.
Read the full official post
2026-02-19

March Update: Echoes at Sea

  • Nerfed the Steadfast Soldier skill: HP restoration while the Legendary effect is active has been reduced from 0.5% to 0.3% per second. A single fire on board his ship now neutralizes the skill's effect.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Hector 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.