World of Warships: Legends ship guide

Legate

Also called: 军团长 Beta
Italy · Tier VIII · CB Cruiser · Premium · Michelangelo Variant
SAP cruiserTrade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Sitting on Secondary Battery Reload Booster waiting for a perfect target
Key characteristics
320 mm overmatch83 mm SAP penHeavy, fast torpedoesWide SAP fragmentsHeavy HE shellsVisible torps
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Community Data

Legate Community Stats

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Playstyle

Overview

Legate is a Tier VIII Italian SAP cruiser: her 320mm main battery fires semi-armor-piercing shells (82.7mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4.7 km on ships and 3.3 km on torpedoes, 98 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best HE fire chance in T8 CAs (35) and best punch-through secondaries in T8 CAs (38 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Sitting on Secondary Battery Reload Booster waiting for a perfect target

With 4 charges it is a cycle, not a finisher: every minute it spends full is a salvo you never fired. It comes back every 180 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected.

Signature Traits

ELITE MAIN BATTERY
  • High fire chance · 35%
  • Heavy SAP pen · 82.7 mm
  • Wide SAP fragments · 175 m
ELITE SECONDARIES
  • Punch-through secondaries · 38 mm
  • Big secondary damage boost
Fast torpedoes

72 kt torpedo speed, best of the 21 T8 CAs with torpedoes. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.

MIXED TORPEDOES
  • Visible torps · 1.7 km
  • Slow torp reload · 120 s
Acquisition

How to get Legate

Legate is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Explorer's Chest 0.090909% One of these ships New · Explorer's Chest · 1 of 11 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

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Where Legate sits among Tier VIII CAs (34 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 fire chance35% (1 of 4 tied) BestSecondary dispersion bracket27 (1 of 2 tied) BestSecondary HE pen38 mm (1 of 3 tied) BestTorpedo speed72 kt (1 of 3 tied) Top 10%Hit points66,100 HP (3/35) Top 10%Main battery caliber320 mm (3/35) Top 10%Engine power200,000 hp (3/35) Top 10%Turn-speed retention241 hp/m (3/35) Top 25%Secondary DPM (per side)223,636 (6/28) Top 25%Secondary fire chance8% (6/27) Top 25%AP pen at 10 km408 mm (9/34) Top 25%Secondary range6.75 km (4/28) Top 25%Torpedo damage≈19,233 (4/21) Top 25%Max armor255 mm (5/35) Top 25%Citadel belt200 mm (5/35) Top 25%Deck armor60 mm (9/34) Bottom 25%Sigma2 (31/35) Bottom 25%AP DPM215,556 (31/34) Bottom 25%Acceleration29.3 s (28/35) Bottom 25%AP arming threshold53 mm (31/34) Bottom 25%AA threat1,566 (29/35) Bottom 10%Main battery reload21.6 s (33/35) Bottom 10%HE DPM104,444 (29/31) Bottom 10%Displacement38,000 t (33/35) Bottom 10%Effective HE DPM (incl. fire)168,218 (29/31) WorstAA range4 km (1 of 4 tied) WorstTorpedo reload120 s (1 of 3 tied)
See 23 mid-pack stats

Not standouts for Legate -- 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.

Max speed33.5 kt(14/35) Concealment13.14 km(23/35) Air detection7.41 km(11/35) Rudder shift10.8 s(20/35) Traverse-to-turn ratio6.73 ×(15/35) Main battery range15.36 km(27/35) Fires per minute7.78(21/31) Main dispersion177 m(27/35) Secondary HE alpha1,700(13/27) AP velocity830 m/s(21/34) HE velocity830 m/s(21/31) Power-to-weight5.26 hp/t(27/35) AA DPS464(25/35) Flak per wave (expected)1,800(19/35) Torpedo range8.01 km(15/21) Repair heal rate0.6 %/s(15/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) NormAP fuse timer0.03 s(24 of 34 tied at this value) NormAP ricochet start45°(25 of 34 tied at this value) NormAP auto-bounce angle60°(24 of 34 tied at this value) NormTurn speed retained81%(32 of 35 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points66,100
Displacement38,000 t
Armor range16–255 mm
Plate armor thicknesses16, 25, 27, 40, 50, 60, 70, 100, 110, 120, 150, 200, 250, 255 mm
Armor material/layer entries59
Fire resistance40%
Fire duration30 s
Torp Reduction22%
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.
33,100
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.
19,800
Effective HP
ƒBase 66,100 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 11,105 HP per charge, x2 charges = 22,210 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 — 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.
88,310
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 320 mm/44 OTO Model 1935
Mounts / barrels2 mounts / 8 barrels
Reload timeInitial: 21.5 s → 24 s
Firing range15.4 km
Turret traverse8 °/s
Turret armor250 mm
AP pen max range316 mm
HE fire DPM vs T8 BB57380
Effective HE DPM vs T8 BB151380
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 =(1536030·101.61000+1.6)·30=177m
177 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177·0.6=106.2m
106.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =177·0.62=53.1m
53.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =106.2·0.62=31.9m
31.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 21.5 s base reload = 22.3. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 21.6 s all-upgrades reload = 22.2.
Initial: 22.3 → 22.2
HE shells
HE Damage4,700
HE Velocity830 m/s
Fire Chance35%
HE penetration
ƒIn-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,700 HE damage x 8 broadside guns = 37,600.
37,600
HE DPM
ƒZero upgrades: 37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 37,600 HE full-salvo alpha x 60 / 21.6 s all-upgrades reload = 104,444.
Initial: 104,930 → 104,444
Fires/min
ƒZero upgrades: 22.3 shells/min x 35% fire chance = 7.81. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 35% fire chance = 7.78.
Initial: 7.81 → 7.78
SAP shells
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
175
AP shells
AP Damage9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
707.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: P=107·2600·5250.69·0.321.07·434.71.38=289.8mm.
289.8 mm
AP full-salvo alpha
ƒ9,700 AP damage x 8 broadside guns = 77,600.
77,600
AP DPM
ƒZero upgrades: 77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 77,600 AP full-salvo alpha x 60 / 21.6 s all-upgrades reload = 215,556.
Initial: 216,558 → 215,556
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.
175
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time120 s
Projectile speed72 kt
Range8.01 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=57,700·0.333=19,233.
≈ 19,233
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.
20,433
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km72 kt×2.6=9.1 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.
9.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.49 per hit, shown as 3.49×100=349%. 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.
349%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming222 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.
57,699
AA Defense
AA mount points20
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.
4 km
37 mm/54 Breda 193812×2 37mm
20 mm/70 Breda 19418×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 90mm
Far aura
Guns90 mm/50 OTO 1939 (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 151 from dual-purpose secondaries firing as AA in this range band.
151
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.9 hit probability = 224 - the same in-game units as the Close-range AA DPS headline.
224
Range3.5 km
Total DPS in Aura
ƒFar 151 + Medium 224 = 375
375
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 0.85 hit probability = 89 - the same in-game units as the Close-range AA DPS headline.
89
Range2 km
Total DPS in Aura
ƒFar 151 + Medium 224 + Near 89 = 464
464
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns 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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts13
Firing range6.75 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 6.75 km
ƒ6.75 km × 27 + 30 = 212.2 m.
212.2 m
152 mm/55 Model 1935 (×3)
Caliber152 mm
Reload time11 s
HE Damage1,700
Muzzle Velocity960 m/s
Fire Chance8%
Armor Pen38 mm
Show 1 more gun family
90 mm/50 OTO 1939 (×10) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time5 s
HE Damage1,400
Muzzle Velocity855 m/s
Fire Chance5%
Armor Pen25 mm
Maneuverability
Engine power200,000 hp
Maximum speed33.5 kt
Turning circle radius830 m
Rudder shift time10.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
29.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
48.9 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·33.5·0.5144830=1.19°/s, so ratio=ωturretωhull=81.19=6.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.7× slow
Concealment
Detectability by sea13.14 km
Detectability by air7.41 km
Smoke firing penalty7.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.14 km
Detect Fire Sea15.14 km
Detect Fire Air10.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 11,105 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 22,210 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 397 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (66,100 HP) per second = 397 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 10 s cloud active · 450 m radius
Secondary Battery Reload Booster4 charges · 180 s reload · 20 s active · +200% grouping · -70% dispersion
Module options (1)

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

ArtilleryUpgrade
  • Base reload21.5 → 24 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 Disp177 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1536030·101.61000+1.6)·30=177m
Shell scatter width @ 5 km90 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 km132 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.
Shell scatter width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp106.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =177·0.6=106.2m
Shell scatter height @ 10 km70 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=0.5·15360=7680 m, and radiusOnMax=0.6 at 15360 m. Above the kink: k=0.5+(0.60.5)·100007680153607680=0.5302, so σV=σH·k=132·0.5302=70m.
Med Horiz Disp53.1 m
50%-hit horizontal radius: σH,50=σH·0.6σ =177·0.62=53.1m
Med Vert Disp31.9 m
50%-hit vertical radius: σV,50=σV·0.6σ =106.2·0.62=31.9m
AP Pen Close707.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
AP Pen Far289.8 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: P=107·2600·5250.69·0.321.07·434.71.38=289.8mm.
AP pen 5 km537 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km408 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km321 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.31 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·0.4098·0.3228·525=3.14×105. That runs from a 830 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 flight time @ 10 km5.31 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·0.3786·0.3228·485=3.14×105. That runs from a 830 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 penetration55 mm
In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
AP overmatch22 mm
floor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
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.
SAP Fragment Radius175
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha37,600
4,700 HE damage x 8 broadside guns = 37,600.
AP full-salvo alpha77,600
9,700 AP damage x 8 broadside guns = 77,600.
HE DPMInitial: 104,930 → 104,444
Zero upgrades: 37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 37,600 HE full-salvo alpha x 60 / 21.6 s all-upgrades reload = 104,444.
AP DPMInitial: 216,558 → 215,556
Zero upgrades: 77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 77,600 AP full-salvo alpha x 60 / 21.6 s all-upgrades reload = 215,556.
Shells/minInitial: 22.3 → 22.2
Zero upgrades: 8 broadside guns x 60 / 21.5 s base reload = 22.3. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 21.6 s all-upgrades reload = 22.2.
Fires/minInitial: 7.81 → 7.78
Zero upgrades: 22.3 shells/min x 35% fire chance = 7.81. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 35% fire chance = 7.78.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range42.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage115,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 19,233 = 115,398.
Per-side salvo damage57,699
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.

AA defense

AA DPS at max range151
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 12x2 -> 224 DPS @ 3.5 km; 20mm70 Breda barrels 6 8x6 -> 89 DPS @ 2 km; 90mm50 barrels 2 M1939 10x2 -> 151 DPS @ 4 km.
Maximum AA range4 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 range151 DPS @ 4 km, 375 DPS @ 3.5 km, 464 DPS @ 2 km
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-blank464
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1566
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

Secondary battery dispersion

Secondary dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.75 km212.2 m
6.75 km × 27 + 30 = 212.2 m.
Secondary dispersion @ 5 km165 m
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.

Secondary battery firepower

Secondary DPM (per side)223,636
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 3×4 152 mm (6/side) × 60/11 × 1700 = 55,636 + 10×2 90 mm (10/side) × 60/5 × 1400 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 152 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 152 mm family.
Max HE pen38 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 38 mm from the 152 mm family.

Armor Beta

Hull HP 66,100, 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel200 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 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
Bow25 mm primary (range 25–40 mm)≈ 3,305 (~5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–250 mm)≈ 49,575 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)≈ 3,305 (~5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 27–200 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.
Superstructure16 mm primary (range 16–255 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Legate default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Praetorian RomanDecorative

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.