World of Warships: Legends ship guide

Ignacio Allende

Also called: 伊格纳西奥·阿连德 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
SmokeDefensive AARepairs citadel hitsFast turret traverseTight pattern at max rangeSlow heal cycle
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Community Data

Ignacio Allende Community Stats

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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 AA reach in T7 CAs (6 km) and top-decile turret traverse rate in T7 CAs (25).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~1.2%/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.

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

Repairs citadel hits

70% of citadel damage heals back, best of T7 CAs. Most peers recover a tenth of it.

Long-reach AA

6 km AA reach, best of T7 CAs.

ELITE MAIN BATTERY
  • Fast turret traverse · 25°
  • Tight pattern at max range · 130.8 m
Wide torpedo sonar

3.84 km Sonar torpedo-detection range, top decile of T7 CAs. More reaction time on incoming torps.

Slow heal cycle

80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Low fire chance

7.5% fire chance per HE shell, bottom decile of T7 CAs. AP carries more weight.

Acquisition

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
Pan-America Tech Tree

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

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

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Cohort position

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Where Ignacio Allende sits among Tier VII CAs (56 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.

BestMain dispersion130.8 m (1/57) BestAA range6 km (1 of 3 tied) Top 10%Traverse-to-turn ratio16.96 × (2/57) Top 10%Main battery reload5 s (5/57) Top 10%Repair heal rate1.2 %/s (4/56) Bottom 25%HE shell damage2,200 (39/50) Bottom 25%AP velocity812 m/s (50/57) Bottom 25%Flak per wave (expected)1,170 (45/57) Bottom 25%Max armor102 mm (49/57) Bottom 10%HE fire chance7.5% (48/50) Bottom 10%HE velocity812 m/s (48/50) WorstNo secondaries (7 of 57 in cohort)
See 35 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.

Hit points38,600 HP(30/57) Max speed33 kt(31/57) Concealment12.5 km(26/57) Air detection8.11 km(43/57) Rudder shift10 s(40/57) Main battery caliber152 mm(41/57) Main battery range15.44 km(35/57) Sigma2(29/57) Fires per minute7.2(34/50) HE DPM211,200(19/50) AP shell damage3,400(34/57) AP DPM326,400(20/57) Acceleration25.7 s(20/56) AP fuse timer0.03 s(31/57) AP arming threshold25 mm(19/57) Engine power120,000 hp(31/56) Turn-speed retention181.8 hp/m(17/56) Displacement15,023 t(24/57) Power-to-weight7.99 hp/t(17/56) AP pen at 10 km177 mm(31/55) Effective HE DPM (incl. fire)264,608(20/50) AA DPS424(21/57) AA threat1,378(28/57) Torpedo range8 km(31/42) Torpedo damage≈15,533(15/42) Torpedo speed62 kt(25/42) Torpedo reload96 s(26/42) Citadel belt102 mm(41/54) Bow armor25 mm(33/54) Stern armor25 mm(33/54) Deck armor49 mm(35/52) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit PointsInitial: 34,900 → 38,600
Displacement15,023 t
Armor range6–102 mm
Plate armor thicknesses6, 13, 20, 25, 27, 40, 49, 89, 102 mm
Armor material/layer entries51
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction7%
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.
19,300
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.
11,600
Effective HP
ƒBase 38,600 HP plus everything Repair Party can restore: 1.2%/s x 28 s = 12,970 HP per charge, x2 charges = 25,939 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
64,539
Repairable: penetration70%
Repairable: citadel70%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/47 DP Mk.16
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 6 s → 5.5 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse25 °/s
Turret armor178 mm
AP pen max range130 mm
HE fire DPM vs T7 BB48553
Effective HE DPM vs T7 BB240553
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 =(15441.830·80.51000+0.5)·30=130.8m
130.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.8·0.6=78.5m
78.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =130.8·0.62=39.2m
39.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =78.5·0.62=23.5m
23.5 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5 s all-upgrades reload = 96.
Initial: 80 → 96
HE shells
HE Damage2,200
HE Velocity812 m/s
Fire Chance7.5%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
HE DPM
ƒZero upgrades: 17,600 HE full-salvo alpha x 60 / 6 s base reload = 176,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 17,600 HE full-salvo alpha x 60 / 5 s all-upgrades reload = 211,200.
Initial: 176,000 → 211,200
Fires/min
ƒZero upgrades: 80 shells/min x 7.5% fire chance = 6. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96 shells/min x 7.5% fire chance = 7.2.
Initial: 6 → 7.2
AP shells
AP Damage3,400
AP Velocity812 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 =107·2692·590.69·0.1521.07·8121.38=348.8mm. Matches the in-game spec card.
348.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 379.8 m/s: P=107·2692·590.69·0.1521.07·379.81.38=122.2mm.
122.2 mm
AP full-salvo alpha
ƒ3,400 AP damage x 8 broadside guns = 27,200.
27,200
AP DPM
ƒZero upgrades: 27,200 AP full-salvo alpha x 60 / 6 s base reload = 272,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,200 AP full-salvo alpha x 60 / 5 s all-upgrades reload = 326,400.
Initial: 272,000 → 326,400
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.
20
Torpedoes
ModuleTorpedoes: 533 mm Mk14
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range8 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=46,600·0.333=15,533.
≈ 15,533
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.
16,633
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 km62 kt×2.6=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.
6.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. 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.
279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming383 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points26
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
6 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (23×1) → 20 mm Oerlikon Mk20 (23×2)
76.2 mm/50 Mk.223×2 76mm
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 85 from dual-purpose main battery firing as AA in this range band.
85
Range6 km
Medium aura
Guns76.2 mm/50 Mk.22
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.9 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.
Initial: 98 → 94
Range4 km
Total DPS in Aura
ƒFar 85 + Medium 94 = 179
179
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 82 raw aura damage × 3.5 × 0.85 hit probability = 244 - the same in-game units as the Close-range AA DPS headline.
Initial: 146 → 244
Range2 km
Total DPS in Aura
ƒFar 85 + Medium 94 + Near 244 = 423
423
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 260 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
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 6 km - once planes get inside the band, new waves stop.
2.5-6 km
Maneuverability
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius660 m
Rudder shift time10 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
25.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
41.9 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·33.0·0.5144660=1.47°/s, so ratio=ωturretωhull=251.47=17.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
17.0× snappy
Concealment
Detectability by sea12.5 km
Detectability by air8.11 km
Smoke firing penalty6.88 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.5 km
Detect Fire Sea14.5 km
Detect Fire Air11.11 km
Guaranteed Detect2 km
Consumables
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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 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
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 106 s cloud active · 450 m radius
Repair Party2 charges · 80 s reload · 28 s active · 12,970 HP (33.6% of max HP) total heal (per charge)
ƒHeal per second (1.2%) x effective active time (28 s) = up to 33.6% of max HP restored per charge.
· 25,940 HP (67.2% of max HP) total heal (all charges)
ƒ33.6% per charge x 2 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 463 HP/s (1.2% of max HP) heal per second
ƒ1.2% of max HP (38,600 HP) per second = 463 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
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.
Module options (3)

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

HullUpgrade
  • Hit points34,900 → 38,600
  • Rudder shift18.1 → 13 s
  • Close-range AA DPS80 → 112
Fire controlUpgrade
  • Main battery range14,038 → 15441.8 m
ArtilleryUpgrade
  • Base reload6 → 5.5 s

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
Max Horiz Disp130.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15441.830·80.51000+0.5)·30=130.8m
Shell scatter width @ 5 km52.5 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 km90 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 km127.5 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 Disp78.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.8·0.6=78.5m
Shell scatter height @ 10 km47.7 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=0.5·15441.8=7721 m, and radiusOnMax=0.6 at 15441.8 m. Above the kink: k=0.5+(0.60.5)·10000772115441.87721=0.5295, so σV=σH·k=90·0.5295=47.7m.
Med Horiz Disp39.2 m
50%-hit horizontal radius: σH,50=σH·0.6σ =130.8·0.62=39.2m
Med Vert Disp23.5 m
50%-hit vertical radius: σV,50=σV·0.6σ =78.5·0.62=23.5m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close348.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2692·590.69·0.1521.07·8121.38=348.8mm. Matches the in-game spec card.
AP Pen Far122.2 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 379.8 m/s: P=107·2692·590.69·0.1521.07·379.81.38=122.2mm.
AP pen 5 km246 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 km177 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 km133 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 flight time @ 10 km5.68 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·0.25·0.15228·59=3.84×105. That runs from a 812 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 km5.68 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·0.25·0.15228·59=3.84×105. That runs from a 812 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 penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-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 Radius20
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha27,200
3,400 AP damage x 8 broadside guns = 27,200.
HE DPMInitial: 176,000 → 211,200
Zero upgrades: 17,600 HE full-salvo alpha x 60 / 6 s base reload = 176,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 17,600 HE full-salvo alpha x 60 / 5 s all-upgrades reload = 211,200.
AP DPMInitial: 272,000 → 326,400
Zero upgrades: 27,200 AP full-salvo alpha x 60 / 6 s base reload = 272,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,200 AP full-salvo alpha x 60 / 5 s all-upgrades reload = 326,400.
Shells/minInitial: 80 → 96
Zero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5 s all-upgrades reload = 96.
Fires/minInitial: 6 → 7.2
Zero upgrades: 80 shells/min x 7.5% fire chance = 6. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96 shells/min x 7.5% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time6.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range49.6 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 damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

AA DPS at max range85
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 3x2 -> 95 DPS @ 4 km; 20mm Oerlikon MK20 Twin 23x2 -> 244 DPS @ 2 km; Far AA (?) -> 85 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range85 DPS @ 6 km, 180 DPS @ 4 km, 424 DPS @ 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-blank424
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1378
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 34,90038,600 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.

Bow & stern25 mm

Overmatched by 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 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.
Stern25 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.
Citadel102 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.
Superstructure13 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 HP19,300 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 (76 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 HP11,600 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 Ignacio Allende. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×6Main Battery ×2Concealment ×2Consumable ×1
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Stock main battery reload time reduced from 7 to 6 s.
  • Upgraded main battery reload time reduced from 6 to 5.5 s.
  • Stock detectability range by sea reduced from 13.5 to 12.5 km.
  • Upgraded detectability range by sea reduced from 13.5 to 12.5 km.
  • Stock and upgraded hull HP regeneration increased from 50 to 70%.
  • Repair Party consumable has been improved: repair rate increased from 0.7 to 1.2% per second.
Read the full official post
2026-04-30

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ignacio Allende 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.