La Pampa
Also called: 拉潘帕 Beta- Fight from the edge of her 7.0 km detection, not inside it
- Her guns reach only 10.74 km and her HE flies at 746 m/s, so spot and torpedo first
- Avoid: Trading gunfire in the open with a gunboat destroyer
On this page
La Pampa Community Stats
La Pampa has 4 Standard battles from 1 player so far, too few for stable community averages.
La Pampa Community Stats
Log in to GamingDiver and upload your data to see Community Data for La Pampa: community win rate, damage, survival, spotting, and your own comparison.
La Pampa Community Stats
Record History
Playstyle
Overview
La Pampa is a Pan-American Legendary Tier destroyer bought with Steel, built as a stealthy hybrid rather than a gunboat. Her 7.0 km surface detectability ranks 3rd of 14 Legendary destroyers, lower being better, her 560 m turning circle is the tightest of the 14, and her four 114 mm guns reload in 2.8 s against a 4.1 s median. Her torpedoes hit for 16,400 and run 10.5 km, but reload in 130 s, 3rd-slowest of the 14. Optional sonar spots ships at 6.0 km, longest of the five sonar destroyers. The trade is survival: 18,800 HP, 2nd-smallest of the 14, and 34 knots, 2nd-slowest of them.
Positioning
Fight from the edge of her 7.0 km detection, not inside it. Her guns reach only 10.74 km and her HE flies at 746 m/s, so spot and torpedo first, and open fire on destroyers only when a cap contest forces it. Smoke is her safest firing spot: shooting inside it reveals her at just 2.38 km, 2nd-smallest of 14. At 34 knots she is too slow to escape by speed alone, so keep an island or smoke between her and the enemy and use the 560 m turning circle and 3rd-fastest rudder shift to dodge. With sonar, its 6.0 km ship range lets her hold a cap from smoke.
Potato Avoidance
Trading gunfire in the open with a gunboat destroyer
Her four barrels put out 128,571 HE damage per minute, below the cohort median, from the 2nd-smallest health pool of the 14 at 18,800 HP, and at 34 knots she is the 2nd-slowest of them, so she cannot disengage once lit. A lost gun duel ends with her sunk early and her team without its spotter. Go dark, smoke up or let the torpedoes do the work.
Signature Traits
28 s Repair Party duration, best of Legendary DDs. Restores HP for longer per activation.
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
18800 HP, bottom quartile of Legendary DDs. Trade hits sparingly.
10.7 km main battery reach, bottom quartile of Legendary DDs. Outranged by peers; close distance or lean on terrain.
How to get La Pampa
La Pampa is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
- Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Builds
Invest first in concealment and survivability: her 7.0 km detection is her real armour and 18,800 HP leaves no margin. Next, shorten the 130 s torpedo reload, since it is her weakest number and her main damage against big ships. Gun reload and range come after that, because 10.74 km guns rarely win long-range duels. Take sonar over the heal only if she plays the cap. Check current picks in the Build Tool before committing points.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where La Pampa sits among Legendary DDs (13 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 16 mid-pack stats
Not standouts for La Pampa -- 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
Compare Legendary DestroyersShow all 13 peers
Stats & specs
Customize in the Build Tool →ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 96 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.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 / 20 deg/s traverse speed = 9 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 2.8 s base reload = 85.7. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.5 s all-upgrades reload = 96.HE shells
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19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 4 broadside guns = 6,000.ƒ
Zero upgrades: 6,000 HE full-salvo alpha x 60 / 2.8 s base reload = 128,571. All upgrades (Main Battery Mod. 3 = -10% reload): 6,000 HE full-salvo alpha x 60 / 2.5 s all-upgrades reload = 144,000.ƒ
Zero upgrades: 85.7 shells/min x 8% fire chance = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 96 shells/min x 8% fire chance = 7.68.AP shells
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floor(114 mm caliber / 14.3) = 7 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 (10.7 km), where the shell has slowed to 331.6 m/s: .ƒ
2,100 AP damage x 4 broadside guns = 8,400.ƒ
Zero upgrades: 8,400 AP full-salvo alpha x 60 / 2.8 s base reload = 180,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 2.5 s all-upgrades reload = 201,600.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
49,200 warhead alpha / 3 + 1,100 blast = 17,500. The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 2.96 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective 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 46 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 39 raw aura damage × 3.5 × 1 hit probability = 136 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 46 + Medium 136 = 182ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time 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.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(main battery range, sea detectability 7 km) = 10.74 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability 3.5 km + gun-firing bloom 2.26 km = 5.76 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Sea detectability 7 km + 2.0 km while burning = 9 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 3.5 km + 3.0 km while burning = 6.5 km; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 97 s cloud active · 450 m radius
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 5 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Repair Party2 charges · 80 s reload · 28 s active · 2,632 HP (14% of max HP) total heal (per charge) ƒ
0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (18,800 HP) per second = 94 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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):
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
In practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 96 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.The standard destroyer dispersion curve.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.Vertical dispersion ellipse height at max range: How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10740 m. Below the kink: , so .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: at 0 m, at m, and at 10740 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 331.6 m/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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 746 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 746 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.19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).floor(114 mm caliber / 14.3) = 7 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.2 mounts × 2 barrels = 4; all 4 bear on the broadside.180 degrees / 20 deg/s traverse speed = 9 s.1,500 HE damage x 4 broadside guns = 6,000.2,100 AP damage x 4 broadside guns = 8,400.Zero upgrades: 6,000 HE full-salvo alpha x 60 / 2.8 s base reload = 128,571. All upgrades (Main Battery Mod. 3 = -10% reload): 6,000 HE full-salvo alpha x 60 / 2.5 s all-upgrades reload = 144,000.Zero upgrades: 8,400 AP full-salvo alpha x 60 / 2.8 s base reload = 180,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 2.5 s all-upgrades reload = 201,600.Zero upgrades: 4 broadside guns x 60 / 2.8 s base reload = 85.7. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.5 s all-upgrades reload = 96.Zero upgrades: 85.7 shells/min x 8% fire chance = 6.86. All upgrades (Main Battery Mod. 3 = -10% reload): 96 shells/min x 8% fire chance = 7.68.Torpedoes
1100 m / (60 kt × 2.6855) = 6.8 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).10500 m / (60 kt × 2.6855) = 65.2 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.3 launchers x 5 tubes.3 launchers × 5 tubes = 15, all to either side (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MkV 3x1 -> 56 DPS @ 3.5 km; STAAG MarkV 1x2 -> 28 DPS @ 3.5 km; 40mm Bofors Twin 2x2 -> 53 DPS @ 3.5 km; Far AA (?) -> 46 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.@ 5 km: 46 from one family; @ 3.5 km: 56 + 28 + 53 + 46 = 183. 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.56 + 28 + 53 + 46 = 183 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).56 × 3.5 + 28 × 3.5 + 53 × 3.5 + 46 × 5 = 710. 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.Ship Charts
Background
Battle-class destroyers were built in the 1940s in Great Britain. While still on the slipway, one of the unfinished ships could have been purchased by Argentina, which in the post-war decades sought to strengthen its navy by purchasing "surplus" ships from Great Britain and the U.S. Part of the ship's original artillery armament was sacrificed to install a third torpedo launcher.
Armor Beta
Hull HP 18,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 940 (~5% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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) | 19 mm primary (range 16–19 mm) | ≈ 14,100 (~75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 16–20 mm) | ≈ 940 (~5% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 19–20 mm) | 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 13–19 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). |
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.
Skins & permanent camouflages
Every custom exterior La Pampa can equip.
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.
