World of Warships: Legends ship guide

Lambros Katsonis

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • 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
Key characteristics
Radar (9 km)SmokeEngine BoostDefensive AASlow acceleration
Community Data

Lambros Katsonis Community Stats

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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

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 6/25 T8 DDs.

Surveillance Radar

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.

Heavy Defensive AA flak

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

High fire chance

10.0% fire chance per HE shell, top decile of T8 DDs.

Fast torpedoes

80.0 kt torpedo speed, top decile of T8 DDs. Less reaction time for targets to dodge.

Slow acceleration

~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.)

Acquisition

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
Pan-Europe Tech Tree

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.

Open in Build Tool →

Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La LocaStig Hansson Ericson

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.

Top 10%Main battery caliber140 mm (3/25) Top 10%HE fire chance10% (3/24) Top 10%Torpedo speed80 kt (2/24) Top 10%Torpedo reload75 s (2/24) Top 25%Max speed42 kt (4/25) Top 25%Turn-speed retention105.6 hp/m (7/25) Bottom 25%Traverse-to-turn ratio6.98 × (21/25) Bottom 25%HE DPM126,316 (21/24) Bottom 25%AA range4 km (22/25) WorstAcceleration14.7 s (25/25) WorstTorpedo damage10,700 (1 of 2 tied)
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.

Hit points20,300 HP(11/25) Concealment7.06 km(17/25) Air detection3.53 km(17/25) Rudder shift5.8 s(13/25) Main battery range10.97 km(13/25) Main battery reload3.8 s(16/25) Fires per minute6.32(15/24) Main dispersion89.8 m(9/25) HE velocity840 m/s(11/24) Engine power76,000 hp(8/25) Displacement3,780 t(13/25) Power-to-weight20.11 hp/t(10/25) AA DPS237(13/25) AA threat775(17/25) Torpedo range9 km(17/24) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Radar 8.89 kmDef-AASmokeEngine Boost
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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
10,200
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.
6,100
Main Battery
ModuleArtillery: 140 mm/50 BL PI*
Mounts / barrels6 mounts / 6 barrels
Reload time4.2 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse12 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9970/30·(8−0.5)/1000 + 0.5)·30 = 89.8 m
89.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.8 × 0.6 = 53.9 m
53.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.8 × 0.32 (σ=2) = 28.7 m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.9 × 0.319 (σ=2) = 17.2 m
17.2 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ4 broadside guns x 60 / 4.2 s base reload = 57.1.
57.1
HE shells
HE Damage2,000
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
ƒ2,000 HE damage x 4 broadside guns = 8,000.
8,000
Base HE DPM
ƒ8,000 HE full-salvo alpha x 60 / 4.2 s base reload = 114,286.
114,286
Installed HE DPM
ƒ8,000 HE full-salvo alpha x 60 / 3.8 s installed reload (Main Battery Mod. 3 = -10%) = 126,316.
126,316
Base fires/min
ƒ4 HE shells x 60 / 4.2 s reload x 10% fire chance = 5.71.
5.71
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 damage9,800 (est.)
Alpha damage29,400
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming247 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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
DPSInitial: 37 → 43
Range4 km
Near aura
DPSInitial: 16 → 26
Range2 km
Total DPS in Aura
ƒMedium 43 + Near 26 = 69
69
Maneuverability
Engine moduleEngine: 76,000 hp
Engine power76,000 hp
Maximum speed42 kt
Turning circle radius720 m
Engine power multiplier speed threshold39.9 kt
Traverse-to-turn ratio7.0× slow
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.86 km
Detect after firing main guns7.06 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 · 15 s emit / 93 s cloud active
Choose one
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
Module options (2)

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

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp89.8 m
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 m
Max Vert Disp53.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 89.8 × 0.6 = 53.9 m
Med Horiz Disp28.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 89.8 × 0.32 (σ=2) = 28.7 m
Med Vert Disp17.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 53.9 × 0.319 (σ=2) = 17.2 m
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 alpha4
Barrels that can bear on one beam (4 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 alpha8,000
2,000 HE damage x 4 broadside guns = 8,000.
Base HE DPM114,286
8,000 HE full-salvo alpha x 60 / 4.2 s base reload = 114,286.
Installed HE DPM126,316
8,000 HE full-salvo alpha x 60 / 3.8 s installed reload (Main Battery Mod. 3 = -10%) = 126,316.
Base shells/min57.1
4 broadside guns x 60 / 4.2 s base reload = 57.1.
Installed shells/min63.2
4 broadside guns x 60 / 3.8 s installed Artillery reload = 63.2.
Base fires/min5.71
4 HE shells x 60 / 4.2 s reload x 10% fire chance = 5.71.
Installed fires/min6.32
4 HE shells x 60 / 3.8 s installed reload x 10% fire chance = 6.32.

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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,400
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow20 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 mm15,200 (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.
Stern20 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.
Citadel20 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 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
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

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.

Source status No high-context source card yet Filtered for precision