World of Warships: Legends ship guide

Lambros Katsonis

Also called: 兰布罗斯·卡措尼斯 Beta
Pan-Europe · Tier VIII · Destroyer · Tech Tree
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy HE shellsRadar (8 km)SmokeEngine BoostDefensive AA
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Community Data

Lambros Katsonis Community Stats

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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. 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 HE alpha in T8 DDs (2,200) and best extra radar charges in T8 DDs (3).

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; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.

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.

Signature Traits

Improved HE penetration

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 6/27 T8 DDs.

Surveillance Radar

8 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.

Engine Boost

+5% speed, 90 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Heavy HE shells · 2200.0 damage
  • High fire chance · 10.0%
  • High fire pressure · 9.68 fires
Extra radar charges

3.0 Surveillance Radar charges, best of T8 DDs. More cap-lighting windows across a match.

Heavy Defensive AA flak

+300.0% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.

Acquisition

How to get Lambros Katsonis

Lambros Katsonis is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La Loca

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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.

BestHE shell damage2,200 (1 of 2 tied) BestTurn speed retained95% (1/27) Top 10%Main battery caliber140 mm (3/27) Top 10%Fires per minute9.68 (2/26) Top 10%Acceleration7.5 s (3/27) Top 10%Torpedo speed80 kt (2/26) Top 10%Torpedo reload75 s (3/26) Top 25%Max speed42 kt (6/27) Top 25%Effective HE DPM (incl. fire)292,252 (5/26) Bottom 25%Traverse-to-turn ratio6.98 × (23/27) Bottom 25%AA range4 km (24/27) WorstTorpedo damage≈9,800 (1 of 2 tied)
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.

Hit points20,300 HP(13/27) Concealment7.06 km(17/27) Air detection3.53 km(17/27) Rudder shift4.5 s(13/27) Main battery range10.97 km(16/27) Main battery reload3.1 s(9/27) HE DPM212,903(8/26) Main dispersion89.8 m(10/27) HE velocity840 m/s(13/26) Engine power76,000 hp(10/27) Turn-speed retention105.6 hp/m(9/27) Displacement3,780 t(13/27) Power-to-weight20.11 hp/t(12/27) AA DPS237(14/27) AA threat775(19/27) Torpedo range9 km(17/26) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 17,300 → 20,300
Displacement3,780 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries21
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 140 mm/50 BL PI*
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 3.8 s → 3.5 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverseInitial: 12 °/s → 14 °/s
HE fire DPM vs T8 BB70262
Effective HE DPM vs T8 BB258833
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 =(997030·80.51000+0.5)·30=89.8m
89.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.8·0.6=53.9m
53.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.8·0.32(σ=2)=28.7m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.9·0.319(σ=2)=17.2m
17.2 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 3.8 s base reload = 78.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.1 s all-upgrades reload = 96.8.
Initial: 78.9 → 96.8
HE shells
HE Damage2,200
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
35 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
HE DPM
ƒZero upgrades: 11,000 HE full-salvo alpha x 60 / 3.8 s base reload = 173,684. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 212,903.
Initial: 173,684 → 212,903
Fires/min
ƒZero upgrades: 78.9 shells/min x 10% fire chance = 7.89. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96.8 shells/min x 10% fire chance = 9.68.
Initial: 7.89 → 9.68
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time75 s
Projectile speed80 kt
Range9 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=29,400·0.333=9,800.
≈ 9,800
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.
10,700
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km80 kt×2.6=7.7 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.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming247 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.
78,400
AA Defense
AA mount points10
Close-range AA DPS
ƒSum 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
237
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
20 mm Oerlikon Mk.24Initial: 20 mm Oerlikon Mk IV (6×1) → 20 mm Oerlikon Mk.24 (6×2)
76.2 mm/50 Mk22 (upgraded hull only)2×2 76mm
76.2 mm/50 Mk.34Initial: 4×1 → 2×1 76mm
Medium aura
Guns76.2 mm/50 Mk.34 + 76.2 mm/50 Mk22
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 1 hit probability = 150 - the same in-game units as the Close-range AA DPS headline.
Initial: 130 → 150
Range4 km
Near aura
Guns20 mm Oerlikon Mk.24
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.95 hit probability = 86 - the same in-game units as the Close-range AA DPS headline.
Initial: 53 → 86
Range2 km
Total DPS in Aura
ƒMedium 150 + Near 86 = 236
236
Maneuverability
Engine power76,000 hp
Maximum speed42 kt
Turning circle radius720 m
Rudder shift time4.5 s
Engine power-boost threshold39.9 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (37.8 kt of 42 kt), from our in-house acceleration model.
7.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (41.6 kt of 42 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.
17.8 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·42.0·0.5144720=1.72°/s, so ratio=ωturretωhull=121.72=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× slow
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.86 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.06 km
Detect Fire Sea9.06 km
Detect Fire Air6.53 km
Guaranteed Detect2 km
Consumables
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
Choose one
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
ƒRepeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar3 charges · 90 s reload · 10 s active · 8 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
Module options (3)

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

HullUpgrade
  • Hit points17,300 → 20,300
  • Rudder shift8.3 → 5.8 s
  • Close-range AA DPS53 → 69
  • Turret traverse12 → 14 °/s
Fire controlUpgrade
  • Main battery range9,970 → 10,967 m
ArtilleryUpgrade
  • Base reload3.8 → 3.5 s

See all derived stats

Show

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 Disp89.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(997030·80.51000+0.5)·30=89.8m
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.
Max Vert Disp53.9 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.8·0.6=53.9m
Med Horiz Disp28.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.8·0.32(σ=2)=28.7m
Med Vert Disp17.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.9·0.319(σ=2)=17.2m
HE penetration35 mm
35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
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.
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha5
Barrels that can bear on one beam (5 of 6); casemate/wing mounts only fire one side.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
HE DPMInitial: 173,684 → 212,903
Zero upgrades: 11,000 HE full-salvo alpha x 60 / 3.8 s base reload = 173,684. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 212,903.
Shells/minInitial: 78.9 → 96.8
Zero upgrades: 5 broadside guns x 60 / 3.8 s base reload = 78.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.1 s all-upgrades reload = 96.8.
Fires/minInitial: 7.89 → 9.68
Zero upgrades: 78.9 shells/min x 10% fire chance = 7.89. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96.8 shells/min x 10% fire chance = 9.68.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed80 kt
Travel time to max range43.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage78,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.
Per-side salvo damage78,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.

AA defense

Close-range AA DPS237
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index775
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 17,30020,300 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.

Bow & stern19 mm

Overmatched by 130+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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)2,600 (13% of HP)
Overmatch not possible in its bracketAngle 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 mm15,200 (75% of HP)
Overmatch not possible in its bracketAngle 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 6–20 mm)1,800 (9% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 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 HP10,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 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 HP6,100 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 Lambros Katsonis. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3
2026-06-25

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Lambros Katsonis can equip, from in-game data.

  • Lambros Katsonis 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.