Ignacio Allende
Beta- Hold 12-15 km where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
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Ignacio Allende Community Stats
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Ignacio Allende Community Stats
Record History
Playstyle
Overview
Ignacio Allende is a Tier VII 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. Standout traits: best turret traverse rate in T7 CAs (50) and best AA reach in T7 CAs (6 km).
Positioning
Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.7%/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
6.0 km AA reach, best of T7 CAs.
20.0 s Smoke Generator duration, best of T7 CAs. Holds the smoke shield longer.
25.0°/s turret traverse, top decile of T7 CAs. Tracks fast-rotating targets peers can't keep up with.
120.3 m max horizontal dispersion, top decile of T7 CAs. Accurate at range.
80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
7.5% fire chance per HE shell, bottom decile of T7 CAs. AP carries more weight.
How to get Ignacio Allende
Ignacio Allende is available in the Advanced Sonar Cruisers branch of the Pan-America Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 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-America tech-tree branch diagram
Ignacio Allende sits in the Advanced Sonar Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.
Best listed chance for this ship
- Pan-American Cruiser crate 0.04% VII Ignacio Allende Early access containers · Pan-American Cruiser crate
Official WG availability sources
- Pan-American Cruisers Are Coming to Early Access Early Access Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Pan-American Cruiser crate 0.04% · VII Ignacio Allende
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.
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 Ignacio Allende sits among Tier VII CAs (54 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.
See 30 mid-pack stats
Not standouts for Ignacio Allende -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
8 broadside guns x 60 / 7 s base reload = 68.6.HE shells
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In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
2,200 HE damage x 8 broadside guns = 17,600.ƒ
17,600 HE full-salvo alpha x 60 / 7 s base reload = 150,857.ƒ
17,600 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 167,619.ƒ
8 HE shells x 60 / 7 s reload x 7.5% fire chance = 5.14.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 379.8 m/s: .ƒ
3,400 AP damage x 8 broadside guns = 27,200.ƒ
27,200 AP full-salvo alpha x 60 / 7 s base reload = 233,143.ƒ
27,200 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 259,048.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.ƒ
In-game AA card max range: 6 km. Only the longest-reach family contributes at this distance.ƒ
Includes 27 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 27 + Medium 30 = 57ƒ
Far 27 + Medium 30 + Near 82 = 139ƒ
Time to accelerate from 0 kt to 90% of top speed (29.7 kt of 33). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
High-Frequency Sonar2 charges · 120 s reload · 90 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Smoke Generator2 charges · 240 s reload · 20 s emit / 106 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.7% heal per second · 19.6% of max HP total heal ƒ
Heal per second (0.7%) x active time (28 s) = up to 19.6% of max HP restored per charge if the consumable runs its full duration.
Catapult Fighter2 charges · 70 s reload · 55 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14038}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 120.3\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 120.3 \cdot 0.6 = 72.2\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 120.3 \cdot 0.319\;(\sigma = 2) = 38.4\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 72.2 \cdot 0.32\;(\sigma = 2) = 23.1\,\text{m}$Standard destroyer dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 812^{1.38} = 348.8\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 379.8 m/s: $P = 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 379.8^{1.38} = 122.2\,\text{mm}$.In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.2,200 HE damage x 8 broadside guns = 17,600.3,400 AP damage x 8 broadside guns = 27,200.17,600 HE full-salvo alpha x 60 / 7 s base reload = 150,857.27,200 AP full-salvo alpha x 60 / 7 s base reload = 233,143.17,600 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 167,619.27,200 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 259,048.8 broadside guns x 60 / 7 s base reload = 68.6.8 broadside guns x 60 / 6.3 s installed Artillery reload = 76.2.8 HE shells x 60 / 7 s reload x 7.5% fire chance = 5.14.8 HE shells x 60 / 6.3 s installed reload x 7.5% fire chance = 5.71.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.AA defense
In-game AA card sum: 423 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 6 km is unknown.In-game AA card max range: 6 km. Only the longest-reach family contributes at this distance.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 Beta
Hull HP 34,900 → 38,600 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.
Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 1,600 (4% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | 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 25–102 mm) | 29,000 (75% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 6–102 mm) | 3,200 (8% of HP) | Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 102 mm primary (range 13–102 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. |
| Superstructure | 13 mm primary (range 13–49 mm) | no cap | 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 HP | 19,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (76 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 11,600 module HP | Incapacitated at 0 HP | When 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Ignacio Allende. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Stock 76 mm AA gun average damage per second reduced from 104 to 98.
- Stock 20 mm AA gun average damage per second reduced from 155 to 146.
- Upgraded 76 mm AA gun average damage per second reduced from 101 to 95.
- Upgraded 20 mm AA gun average damage per second reduced from 256 to 244.
- Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
- Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Skins & permanent camouflages
Every custom exterior Ignacio Allende can equip, from in-game data.
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.
