Lambros Katsonis
Also called: 兰布罗斯·卡措尼斯 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Trading guns in open water against peer DDs
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Lambros Katsonis Community Stats
Across 7,700+ Standard battles from 200+ players, Lambros Katsonis averages a 72% win rate, 56,100 damage and 1.3 kills per battle, and survives 55% of them.
Lambros Katsonis Community Stats
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Lambros Katsonis Community Stats
Record History
Playstyle
Overview
Lambros Katsonis is a Tier VIII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Surveillance Radar is what sets her apart here: she can open a cap fight by revealing the defender instead of trading blind. AA (236 AA DPS at 4 km, +300% Defensive AA flak burst) runs near the top of her cohort: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE alpha in T8 DDs (2,200, 1st of 26) and HE DPM in T8 DDs (221,760, 3rd of 26). The trade is weak torpedoes in T8 DDs (9,800, 27th of 27).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11 km of reach against 7.1 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. Shooting from the cloud gives you away at 2.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (8 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.1 km with 20,300 HP to spend, so the second ship to join the trade decides it.
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, shared by 6/28 T8 DDs.
One launcher on each beam, 4 tubes per side. Each launcher reloads on its own, so she can fire one side, turn and fire the other without waiting, or ambush ships on both sides of an island at once, shared by 5/28 T8 DDs.
8 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.
+5% speed (about +2.1 kt), 90 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.
- Heavy HE shells · 2200 damage
- HE DPM machine · 221760 HE
- High fire pressure · 10.08 fires/min
- Weak torpedoes · 9800 damage
- Small torpedo salvo · 4 tubes
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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Pan-Europe 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
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Lambros Katsonis sits among Tier VIII DDs (27 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 19 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.
Peers in this cohort
Compare Tier VIII DestroyersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 61° (the most restricted forward-facing mount's arc) = 119° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard destroyer -- at max range (11.0 km) shells land in an ellipse about 97 m wide and 58 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 dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 3.857 s (3.8 s = 27 ticks) base reload = 93.3. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.143 s (3.1 s = 22 ticks) all-upgrades reload (3.5 s × 0.9 Main Battery Mod. 3 = 3.1 s) = 114.5.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
2,200 HE damage x 6 broadside guns = 13,200.ƒ
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 3.857 s (3.8 s = 27 ticks) base reload = 205,333. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 13,200 HE full-salvo alpha x 60 / 3.143 s (3.1 s = 22 ticks) all-upgrades reload (3.5 s × 0.9 Main Battery Mod. 3 = 3.1 s) = 252,000.ƒ
Zero upgrades: 93.3 shells/min × 0.1 (10% fire chance) = 9.33. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 114.5 shells/min × 0.1 (10% fire chance) = 11.45.ƒ
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
29,400 warhead alpha / 3 + 900 blast = 10,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.73 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,800 = 39,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Initial: 37 × 3.5 × 1 = 130 → 43 × 3.5 × 1 = 150. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Initial: 16 × 3.5 × 0.95 = 53 → 26 × 3.5 × 0.95 = 86. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Medium 150 + Near 86 = 236ƒ
top speed / 4 + 4.9 = 42 / 4 + 4.9 = 15.4 kt. Base value; speed modifiers scale it.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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (37.8 kt of 42.0 kt).ƒ
Time to reach 99% of top speed (41.6 kt of 42.0 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
With the rudder hard over the hull turns 7.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 7.3 = +4.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.06 km x 0.955 = 6.74 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.06 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.74 km.ƒ
max(main battery range, sea detectability 7.06 km) = 10.97 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 3.53 km + gun-firing bloom 2.8 km = 6.33 km. The bloom tracks main-battery caliber 140 mm × 0.020 = 2.8 km.ƒ
Sea detectability 7.06 km + 2.0 km while burning = 9.06 km.ƒ
Air detectability 3.53 km + 3.0 km while burning = 6.53 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 93 s cloud active · 450 m radius
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×4 flak burst boost ƒ
Repeats the flak burst pattern ×4 within each salvo - more clouds in the air over the salvo, at the same spots.
Surveillance Radar3 charges · 90 s reload · 10 s active · 8 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same 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.How tall the scatter ellipse is at a fixed 5 km, from the same 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 10967 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 10967 m. Above the kink: , so .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 840 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.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.Counted from each mount's firing arc: most barrels that bear at once: 6 of 6, 32.5° off the bow (wing mounts on both sides reach it). Abeam only 5 bear.Model inputs
Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (80.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).9000 m / (80.0 kt × 2.6855) = 41.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 2x2 -> 75 DPS @ 4 km; 3in50 MK34 2x1 -> 75 DPS @ 4 km; 20mm Oerlikon MK20 Twin 6x2 -> 86 DPS @ 2 km.@ 4 km: 75 + 75 = 150; @ 2 km: 75 + 75 + 86 = 236. 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.75 + 75 + 86 = 236 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).75 × 4 + 75 × 4 + 86 × 2 = 772. 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
In the late 1920s, Greek Navy leaders debated building more conventional ships versus fewer but stronger ones. In 1929, Greece chose the first approach, ordering four simplified destroyers from Italy. An alternative could have been ordering a pair of large ships with 5.5-inch (140 mm) guns, like the British E-class cruiser. Lambros Katsonis was named after a Greek liberation leader.
Armor Beta
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.
Overmatched by 134+ 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) | 2,600 (13% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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 | 15,200 (75% of HP) | Overmatched by 283mm+ AP (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 | 19 mm primary (range 6–20 mm) | 1,800 (9% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 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: 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. |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 10,200 magazine HP | Turret knocked out | Per-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 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.
Balance History
Balance updates affecting Lambros Katsonis. Cards are condensed; use each source link for full context.
Ministry of Balance: Skillful Adjustments
- Stock main battery reload time reduced from 4.2 to 3.8 s.
- Upgraded main battery reload time reduced from 3.8 to 3.5 s.
- Stock and upgraded HE shell damage increased from 2,000 to 2,200.
Skins & permanent camouflages
Every custom exterior Lambros Katsonis 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.
