World of Warships: Legends ship guide

Mainz CE

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyStrong secondaries (6 km)Improved HE penHigh AP DPMSlow

Variant of Mainz

This ship shares its hull with Mainz. Specific stat and loadout differences are shown on the Specs tab.

Community Data

Mainz CE Community Stats

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Playstyle

Overview

Mainz CE is a Tier VII German cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (6.2 km on ships and 4.3 km on torpedoes, 118 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best Sonar ship range in T7 CAs (6.2 km) and best Sonar duration in T7 CAs (118 s).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.6%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

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 7/46 T7 CAs.

Long-range sonar

6.2 km Sonar ship-detection range, best of T7 CAs. Lights DDs and torpedoes inside the bubble.

Long-duration sonar

118.0 s Sonar duration, best of T7 CAs.

Strong torpedo belt

22.0% torpedo damage reduction, top decile of T7 CAs.

Flat AP shells

960.0 m/s AP muzzle velocity, top decile of T7 CAs. Flatter trajectory, less lead, harder to dodge.

Thin deck

30.0 mm armor deck, bottom decile of T7 CAs. Plunging fire and HE eat through.

Acquisition

How to get Mainz CE

Mainz CE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • “Origin of Wisdom” Campaign Breakdown Campaign Start: 2021-11-08 · End: 2021-12-20 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.

Builds Beta

AL Graf Spee, AL Hipper, and AL Roon are useful German cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Mainz CE sits among Tier VII CAs (46 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%AP DPM520,000 (3/46) Top 10%AP velocity960 m/s (3/46) Top 10%HE velocity960 m/s (3/41) Top 10%Acceleration9.1 s (3/46) Top 10%Secondary range5.5 km (3/40) Top 25%Main battery range15.82 km (11/46) Top 25%Main battery reload5.4 s (6/46) Top 25%Fires per minute10.67 (11/41) Top 25%HE DPM226,667 (7/41) Top 25%Turn-speed retention183.3 hp/m (11/45) Top 25%AA DPS528 (7/46) Top 25%AA threat1,766 (9/46) Top 25%Stern armor30 mm (10/45) Bottom 25%Max speed32 kt (40/46) Bottom 25%Stealth profile13.69 km / 8.21 km (39/46 / 39/46) Bottom 25%Main battery caliber150 mm (41/46) Bottom 25%Main dispersion142.2 m (37/46) Bottom 25%AA range4.5 km (41/46) Bottom 25%Torpedo range6 km (29/33) Bottom 25%Torpedo damage13,700 (27/33) Bottom 25%Citadel belt80 mm (41/45) Bottom 10%Deck armor30 mm (41/44) WorstHE alpha1,200 (1 of 7 tied) WorstSecondary fire chance5% (1 of 19 tied)
See 21 mid-pack stats

Not standouts for Mainz CE -- 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 points42,500 HP(13/46) Rudder shift13.7 s(35/46) Traverse-to-turn ratio5.8 ×(23/46) Sigma2(25/46) AP shell damage3,900(27/46) Secondary DPM (per side)128,955(17/40) Secondary HE pen20 mm(21/40) AP fuse timer0.03 s(27/46) AP arming threshold25 mm(14/46) Engine power132,000 hp(14/45) Displacement17,400 t(33/46) Power-to-weight7.59 hp/t(15/45) Torpedo speed64 kt(13/33) Torpedo reload90 s(13/33) Repair heal rate0.6 %/s(18/45) Max armor150 mm(21/46) Bow armor25 mm(31/45) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Sonar 6.2 kmRepair 2Def-AAFighter
Survivability
Hit Points42,500
Displacement17,400 t
Armor range16–150 mm
Plate armor thicknesses16, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries57
Fire resistance36.6%
Fire duration30 s
Torp Reduction22%
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.
21,300
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.
12,800
Main Battery
ModuleArtillery: 150 mm L/60 SK C/25
Mounts / barrels4 mounts / 12 barrels
Reload time6 s
Firing range15.8 km
Turret traverse7.6 °/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 = (15820/30·(8−1.1)/1000 + 1.1)·30 = 142.2 m
142.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 142.2 × 0.6 = 85.3 m
85.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 142.2 × 0.319 (σ=2) = 45.4 m
45.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 85.3 × 0.32 (σ=2) = 27.3 m
27.3 m
Turret turn time
ƒ180 degrees / 7.6 deg/s traverse speed = 23.7 s.
23.7 s
Base shells/min
ƒ12 broadside guns x 60 / 6 s base reload = 120.
120
HE shells
HE Damage1,700
HE Velocity960 m/s
Fire Chance8%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,700 HE damage x 12 broadside guns = 20,400.
20,400
Base HE DPM
ƒ20,400 HE full-salvo alpha x 60 / 6 s base reload = 204,000.
204,000
Installed HE DPM
ƒ20,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.
226,667
Base fires/min
ƒ12 HE shells x 60 / 6 s reload x 8% fire chance = 9.6.
9.6
AP shells
AP Damage3,900
AP Velocity960 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 45.5^0.69 × 0.15^-1.07 × 960^1.38 = 318.3 mm. Matches the in-game spec card.
318.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 322.8 m/s: 1e-7 × 2300 × 45.5^0.69 × 0.15^-1.07 × 322.8^1.38 = 70.7 mm.
70.7 mm
AP full-salvo alpha
ƒ3,900 AP damage x 12 broadside guns = 46,800.
46,800
Base AP DPM
ƒ46,800 AP full-salvo alpha x 60 / 6 s base reload = 468,000.
468,000
Installed AP DPM
ƒ46,800 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 520,000.
520,000
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.
16
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
101,600
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (92×3.5×0.9) + (43×3.5×0.85) + (35×3.5×0.9) = 528. 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.
528
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/4218×2 37mm
20 mm Flakvierling 3812×4 20mm
105 mm L/65 Dop. L. C/31 (DP)6×2 105mm
Far aura
DPS
ƒIncludes 35 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
35
Range4.5 km
Medium aura
DPS92
Range3.5 km
Total DPS in Aura
ƒFar 35 + Medium 92 = 127
127
Near aura
DPS43
Range2 km
Total DPS in Aura
ƒFar 35 + Medium 92 + Near 43 = 170
170
S
Secondary Battery
Mounts6
Firing range5.5 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed32 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea13.69 km
Detectability by air8.21 km
Smoke firing penalty6.99 km
Detect after firing main guns13.69 km
Detect Fire Sea15.69 km
Detect Fire Air11.21 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 118 s active · 6.2 km ship detect · 4.27 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse7.6 → 8 °/s

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 Disp142.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15820/30·(8−1.1)/1000 + 1.1)·30 = 142.2 m
Max Vert Disp85.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 142.2 × 0.6 = 85.3 m
Med Horiz Disp45.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 142.2 × 0.319 (σ=2) = 45.4 m
Med Vert Disp27.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 85.3 × 0.32 (σ=2) = 27.3 m
AP Pen Close318.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2300 × 45.5^0.69 × 0.15^-1.07 × 960^1.38 = 318.3 mm. Matches the in-game spec card.
AP Pen Far70.7 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 322.8 m/s: 1e-7 × 2300 × 45.5^0.69 × 0.15^-1.07 × 322.8^1.38 = 70.7 mm.
HE penetration38 mm
38 mm ≈ 150 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) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time23.7 s
180 degrees / 7.6 deg/s traverse speed = 23.7 s.
HE full-salvo alpha20,400
1,700 HE damage x 12 broadside guns = 20,400.
AP full-salvo alpha46,800
3,900 AP damage x 12 broadside guns = 46,800.
Base HE DPM204,000
20,400 HE full-salvo alpha x 60 / 6 s base reload = 204,000.
Base AP DPM468,000
46,800 AP full-salvo alpha x 60 / 6 s base reload = 468,000.
Installed HE DPM226,667
20,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 226,667.
Installed AP DPM520,000
46,800 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 520,000.
Base shells/min120
12 broadside guns x 60 / 6 s base reload = 120.
Installed shells/min133.3
12 broadside guns x 60 / 5.4 s installed Artillery reload = 133.3.
Base fires/min9.6
12 HE shells x 60 / 6 s reload x 8% fire chance = 9.6.
Installed fires/min10.67
12 HE shells x 60 / 5.4 s installed reload x 8% fire chance = 10.67.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage203,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage101,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS528
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (92×3.5×0.9) + (43×3.5×0.85) + (35×3.5×0.9) = 528. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1766
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.

Secondary battery firepower

Secondary DPM (per side)128,955
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor

Hull HP 42,500, 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
Bow25 mm primary (range 20–40 mm)1,000 (2% of HP)
Overmatched by 380mm+ (Gneisenau, 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 16–150 mm)31,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 25–70 mm)1,200 (3% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure27 mm2,900 (7% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP21,300 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.
Secondary mount (105 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP12,800 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.

Balance History

Balance updates affecting Mainz CE. Cards are condensed; use each source link for full context.

2024-04-25

Ministry of Balance: Old Gold

  • Mainz, Mainz CE, and Königsberg are getting minor armor updates for their barbettes; this update won't impact gameplay.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Mainz CE 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.