World of Warships: Legends ship guide

La Pampa

Also called: 拉潘帕 Beta
Pan-America · Tier ★ · Destroyer · Premium
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • 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
Key characteristics
SmokeTorp Reload BoosterLong heal windowWide always-pen zoneSlowFragile
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Community Data

La Pampa Community Stats

La Pampa has 4 Standard battles from 1 player so far, too few for stable community averages.

Community Data

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.

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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

Long heal window ↗

28 s Repair Party duration, best of Legendary DDs. Restores HP for longer per activation.

ELITE MAIN BATTERY ↗
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Fragile HP pool ↗

18800 HP, bottom quartile of Legendary DDs. Trade hits sparingly.

Short gun range ↗

10.7 km main battery reach, bottom quartile of Legendary DDs. Outranged by peers; close distance or lean on terrain.

Acquisition

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.

Open in Build Tool →

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.

BestTurning circle560 m (1/14) BestAP arming threshold19 mm (1 of 3 tied) BestAP ricochet start60° (1 of 4 tied) BestAP auto-bounce angle67.5° (1 of 4 tied) Top 10%Smoke fire bloom2.38 km (2/14) Top 10%Displacement3,290 t (2/14) Top 25%Stealth profile7 km / 3.5 km (3/14 / 3/14) Top 25%Rudder shift3.5 s (3/14) Top 25%Main dispersion95.5 m (3/14) Top 25%Torpedo reaction time6.8 s (3/14) Bottom 25%Hit points18,800 HP (13/14) Bottom 25%Max speed34 kt (13/14) Bottom 25%Main battery range10.74 km (13/14) Bottom 25%AP DPM180,000 (10/11) Bottom 25%Acceleration (0-12 kt)5.5 s (12/13) Bottom 25%Turn-speed retention89.3 hp/m (11/13) Bottom 25%Power-to-weight15.2 hp/t (11/13) Bottom 25%AA DPS183 (12/14) Bottom 25%AA threat710 (12/14) Bottom 25%Flak damage per salvo (expected)480 (10/11) Bottom 25%Torpedo reload130 s (12/14) WorstMain battery caliber114 mm (1 of 3 tied) WorstHE shell damage1,500 (1 of 3 tied) WorstAP velocity746 m/s (1 of 3 tied) WorstHE velocity746 m/s (1 of 3 tied) WorstEngine power50,000 hp (13/13) WorstRepair heal rate0.5 %/s (1 of 2 tied)
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.

Traverse-to-turn ratio11.18 ×(9/14) Main battery reload2.8 s(5/14) HE fire chance8%(8/14) Fires per minute6.86(7/14) HE DPM128,571(11/14) Time to 90% speed17.8 s(8/13) Effective HE DPM (incl. fire)184,804(9/14) AA range5 km(7/14) Torpedo range10.5 km(8/14) Torpedo damage≈16,400(7/14) Torpedo speed60 kt(11/14) NormSigma2(13 of 14 tied at this value) NormAP fuse timer0.01 s(10 of 11 tied at this value) NormTurn speed retained81%(11 of 14 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points18,800
Displacement3,290 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
114 x 12.1 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 30 s = 9% of the pool = 9% × 18,800 HP = 1,692 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 40 s = 10% of the pool = 10% × 18,800 HP = 1,880 HP on this ship. Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
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.
9,400
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.
5,600
Effective HP
ƒBase 18,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 2,632 HP per charge, x2 charges = 5,264 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, and 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.
24,064
Repairable: penetration70%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,100
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
14,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 4×114 mm
Mounts / barrels2 mounts / 4 barrels
Reload time2.8 s
Firing range10.7 km
Turret traverse20 °/s
Turret armor6 mm
Shell Grouping (σ)2
Dispersion type
ƒIn 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1074030·8−0.51000+0.5)·30=95.5m
95.5 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
57.3 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.5·0.62=28.7m
28.7 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
17.2 m at 10.7 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero 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.
Initial: 85.7 → 96
HE shells
HE alpha1,500
HE Velocity746 m/s
Fire Chance8%
HE fire DPM vs T8 BB56209
Effective HE DPM vs T8 BB184781
HE penetration
ƒ19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
19 mm
HE full-salvo alpha
ƒ1,500 HE damage x 4 broadside guns = 6,000.
6,000
HE DPM
ƒZero 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.
Initial: 128,571 → 144,000
Fires/min
ƒZero 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.
Initial: 6.86 → 7.68
AP shells
AP alpha2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1600·250.69·0.113−1.07·7461.38=140.1mm. Matches the in-game spec card.
140.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 331.6 m/s: P=10−7·1600·250.69·0.113−1.07·331.61.38=45.7mm.
45.7 mm at 10.7 km
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
AP DPM
ƒZero 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.
Initial: 180,000 → 201,600
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes3 launchers × 5 tubes = 15 tubes
Reload time130 s
Projectile speed60 kt
Range10.5 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=49,200·0.333=16,400.
≈ 16,400
Maximum damage (ammunition)
ƒ49,200 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.
17,500
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 km60 kt×2.6855=6.8 s. 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.
6.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.96 per hit, shown as 2.96×100=296%. 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.
296%
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 = 15 x 16,400 = 246,000.
246,000
AA Defense
AA mount points6
Maximum AA range
ƒLongest-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
40 mm/56 OQF Mk.XI2×2 40mm
40mm Bofors MkV3×1 40mm
STAAG MarkV1×2 40mm
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 46 from dual-purpose main battery firing as AA in this range band.
46
Range5 km
Medium aura
Guns40 mm/56 OQF Mk.XI + 40mm Bofors MkV + STAAG MarkV
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 1 hit probability = 136 - the same in-game units as the Close-range AA DPS headline.
136
Range3.5 km
Total DPS in Aura
ƒFar 46 + Medium 136 = 182
182
Flak
AA explosions
ƒEach ~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.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery 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.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires 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 dedicated 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 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.
2.5-5 km
Maneuverability
Engine power50,000 hp
Maximum speed34 kt
Turning circle radius560 m
Rudder shift time3.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop 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.
13.4 kt
Crash stop
ƒSeconds 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.
15.4 s
Engine boost threshold (reverse)
ƒSpeed 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).
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
17.8 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.
30.6 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144560=1.79°/s, so ratio=ωturretωhull=201.79=11.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
11.2× ok
Concealment
Detectability by sea7 km
Detectability by air3.5 km
Smoke firing penalty2.38 km
Detect when firing (sea)
ƒmax(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.
10.74 km
Detect when firing (air)
ƒAir 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.
5.76 km
Detect when on fire (sea)
ƒSea detectability 7 km + 2.0 km while burning = 9 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
9 km
Detect when on fire (air)
ƒAir detectability 3.5 km + 3.0 km while burning = 6.5 km; matches the in-game 'Detect Fire Air' value on every captured ship.
6.5 km
Guaranteed Detect2 km
✦
Consumables
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
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 2,632 HP (14% of max HP) total heal (per charge)
ƒ0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.
· 5,264 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 94 HP/s (0.5% of max HP) heal per second
ƒ0.5% 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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km

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
Dispersion typeStandard destroyer
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.
vs standard DDStandard
The standard destroyer dispersion curve.
Max Horiz Disp95.5 m at 10.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1074030·8−0.51000+0.5)·30=95.5m
Shell scatter width @ 5 km52.5 m
(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.
Shell scatter width @ 10 km90 m
(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.
Max Vert Disp57.3 m at 10.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
Shell scatter height @ 5 km25.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10740=5370 m, and radiusOnMax=0.6 at 10740 m. Below the kink: k=0.2+(0.5−0.2)·50005370=0.4793, so σV=σH·k=52.5·0.4793=25.2m.
Shell scatter height @ 10 km52.8 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=0.5·10740=5370 m, and radiusOnMax=0.6 at 10740 m. Above the kink: k=0.5+(0.6−0.5)·10000−537010740−5370=0.5862, so σV=σH·k=90·0.5862=52.8m.
Med Horiz Disp28.7 m at 10.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =95.5·0.62=28.7m
Med Vert Disp17.2 m at 10.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
AP Pen Close140.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1600·250.69·0.113−1.07·7461.38=140.1mm. Matches the in-game spec card.
AP Pen Far45.7 mm at 10.7 km
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 331.6 m/s: P=10−7·1600·250.69·0.113−1.07·331.61.38=45.7mm.
HE flight time @ 10 km7.46 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·0.329·0.11328·24.95=6.61×10−5. 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.
AP flight time @ 10 km7.46 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·0.3296·0.11328·25=6.61×10−5. 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.
HE penetration19 mm
19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha6,000
1,500 HE damage x 4 broadside guns = 6,000.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
HE DPMInitial: 128,571 → 144,000
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.
AP DPMInitial: 180,000 → 201,600
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.
Shells/minInitial: 85.7 → 96
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.
Fires/minInitial: 6.86 → 7.68
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

Torpedo detectability1.1 km
Estimated torpedo reaction time6.8 s
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).
Torpedo speed60 kt
Travel time to max range65.2 s
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).
Torpedo module damage1,100
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.
Tube count15
3 launchers x 5 tubes.
Per-side salvo15 torpedoes
3 launchers × 5 tubes = 15, all to either side (centerline launchers train across - full salvo to either side).
Full-salvo damage246,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000.
Per-side salvo damage246,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000.

AA defense

AA DPS at max range46
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.
Maximum AA range5 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.
AA DPS layered by range46 DPS @ 5 km, 183 DPS @ 3.5 km
@ 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.
AA DPS at point-blank183
56 + 28 + 53 + 46 = 183 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index710
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.
Open in Charting Tool

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.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

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
Bow19 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.
Stern19 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.
Citadel20 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.
Superstructure13 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.

Exteriors

Skins & permanent camouflages

Every custom exterior La Pampa can equip.

  • La Pampa 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.