Lambros Katsonis
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 9-km torpedoes for a perfect shot
Lambros Katsonis Community Stats
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Lambros Katsonis Community Stats
Playstyle
Overview
Lambros Katsonis is a Tier VIII European torpedo destroyer reaching 9 km. The torpedoes travel at 80 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (237 AA DPS at 4 km, +300% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best radar range in T8 DDs (8.9 km).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 9 km reach at 80 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.
Potato Avoidance
Holding 9-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/25 T8 DDs.
8.89 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
+300.0% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.
10.0% fire chance per HE shell, top decile of T8 DDs.
80.0 kt torpedo speed, top decile of T8 DDs. Less reaction time for targets to dodge.
~14.7 s to max forward speed, worst of T8 DDs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Lambros Katsonis
Lambros Katsonis is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show Pan-European tech-tree branch diagram
Lambros Katsonis sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.
Builds Beta
Jerzy Swirski, Marisa La Loca, and Stig Ericson are useful European destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.
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 Lambros Katsonis sits among Tier VIII DDs (25 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 17 mid-pack stats
Not standouts for Lambros Katsonis -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9970/30·(8−0.5)/1000 + 0.5)·30 = 89.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.8 × 0.6 = 53.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.8 × 0.32 (σ=2) = 28.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.9 × 0.319 (σ=2) = 17.2 mƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
4 broadside guns x 60 / 4.2 s base reload = 57.1.HE shells
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35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
2,000 HE damage x 4 broadside guns = 8,000.ƒ
8,000 HE full-salvo alpha x 60 / 4.2 s base reload = 114,286.ƒ
8,000 HE full-salvo alpha x 60 / 3.8 s installed reload (Main Battery Mod. 3 = -10%) = 126,316.ƒ
4 HE shells x 60 / 4.2 s reload x 10% fire chance = 5.71.AP shells
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floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×1) + (26×3.5×0.95) = 237. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Medium 43 + Near 26 = 69
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 93 s cloud active
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · +300% flak burst boost
Surveillance Radar3 charges · 90 s reload · 10 s active · 8.89 km radar range
See all derived stats
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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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9970/30·(8−0.5)/1000 + 0.5)·30 = 89.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.8 × 0.6 = 53.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.8 × 0.32 (σ=2) = 28.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.9 × 0.319 (σ=2) = 17.2 m35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~35mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).Barrels that can bear on one beam (4 of 6); casemate/wing mounts only fire one side.180 degrees / 12 deg/s traverse speed = 15 s.2,000 HE damage x 4 broadside guns = 8,000.8,000 HE full-salvo alpha x 60 / 4.2 s base reload = 114,286.8,000 HE full-salvo alpha x 60 / 3.8 s installed reload (Main Battery Mod. 3 = -10%) = 126,316.4 broadside guns x 60 / 4.2 s base reload = 57.1.4 broadside guns x 60 / 3.8 s installed Artillery reload = 63.2.4 HE shells x 60 / 4.2 s reload x 10% fire chance = 5.71.4 HE shells x 60 / 3.8 s installed reload x 10% fire chance = 6.32.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.8 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×1) + (26×3.5×0.95) = 237. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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
Hull HP 17,300 → 20,300 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 2,600 (13% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 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 | 15,200 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)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 | 20 mm primary (range 6–20 mm) | 1,800 (9% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 10,200 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 | 6,100 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Lambros Katsonis can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.
