World of Warships: Legends ship guide

Méndez Núñez

Also called: 门德斯·努涅斯 Beta
Spain · Tier II · CL Cruiser · Premium
AA-specialistAn AA anchor: deny the enemy carrier as much as you farm direct damage.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
11.4 km gun rangeStrong AAFast for the classFast turret traverseThick stern plateAA only matters with planes up
On this page
Community Data

Méndez Núñez Community Stats

Across 210+ Standard battles from 94 players, Méndez Núñez averages a 62% win rate, 25,800 damage and 0.7 kills per battle, and survives 35% of them.

Community Data

Méndez Núñez Community Stats

Log in to GamingDiver and upload your data to see Community Data for Méndez Núñez: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Méndez Núñez is the Tier II Spanish AA-specialist light cruiser with 149 AA DPS at 4.5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: main battery range in T2 CAs (11.4 km, 4th of 26) and top speed in T2 CAs (29 kt, 5th of 26). The trade is AA only matters with planes up (.).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. A 530 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 8.7 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 20,800 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

ELITE AA ↗
  • Top-tier AA · 149 AA
  • Long-reach AA · 4.5 km
  • AA specialist
ELITE MAIN BATTERY ↗
  • Long gun range · 11.4 km
  • Fast turret traverse · 12°/s
Fast for the class ↗

29 kt, top quartile of T2 CAs. Lets you rotate flanks or escape disengagements.

Thick stern plate ↗

10 mm stern, top decile of T2 CAs.

Quiet smoke gunnery ↗

3.2 km detect when firing from smoke, top decile of T2 CAs. Shoots from concealment with less bloom than peers.

AA only matters with planes up

The anti-air is elite, but against a lineup with no carrier it does nothing -- you are then judged on the guns and armor alone. Don't over-value the AA when you pick engagements or trade position for it.

Acquisition

How to get Méndez Núñez

Méndez Núñez is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collection reward.

History: Early Access Sep 2025 – Oct 2025 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Spanish Wave: Early Access Cruisers, Calendar, and Collection Collection reward Start: 2025-09-05 · End: 2025-10-01
    • With these 23 crates, you're guaranteed to complete the collection for free.
    • Here is what you'll receive upon completing each of the three collection sets:
    • All 12 cards: Spanish Tier II Premium cruiser Méndez Núñez
  • September Update: The Valor Armada Collection reward Start: 2025-09-04
    • Completing the collection will reward you with Spanish Cruiser crates, Commander Progression Items, and another new ship—Spanish Tier II Premium cruiser Méndez Núñez.
  • Age of Discovery: New Ships and the Spirit of Adventure Collection reward Start: 2026-03-02
    • Those who complete the collection will receive Spanish Tier II Premium cruiser Méndez Núñez!

Builds

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

Open in Build Tool →

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

Hide ▾

Where Méndez Núñez sits among Tier II CAs (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.

BestSmoke fire bloom3.2 km (1/26) BestAA threat563 (1/17) Top 10%AA DPS149 (2/17) Top 10%Stern armor10 mm (3/26) Top 25%Max speed29 kt (5/26) Top 25%Stealth profile8.67 km / 5.21 km (6/26 / 6/26) Top 25%Main battery range11.44 km (4/26) Top 25%Acceleration (0-12 kt)9.2 s (6/26) Top 25%Engine power45,000 hp (4/26) Top 25%Power / turn radius84.9 hp/m (4/26) Top 25%Power-to-weight7.44 hp/t (5/26) Top 25%AA range4.5 km (3/17) Top 25%Flak damage per salvo (expected)270 (3/10) Bottom 25%Turning circle530 m (23/26) Bottom 25%Main battery caliber120 mm (24/26) Bottom 25%Main battery reload18 s (24/26) Bottom 25%HE DPM69,429 (21/25) Bottom 25%Main dispersion111.9 m (21/26) Bottom 25%Max armor75 mm (22/26) WorstNo secondaries (10 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort)
See 11 mid-pack stats

Not standouts for Méndez Núñez -- 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 points20,800 HP(19/26) Rudder shift6 s(9/26) Sigma2(12/26) HE fire chance8%(13/25) Fires per minute4.11(14/25) HE velocity808 m/s(16/25) Time to 90% speed22.7 s(8/26) Displacement6,045 t(9/26) Citadel belt75 mm(14/26) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value)
Survivability
Hit Points20,800
Displacement6,045 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
142.4 x 14.1 m
Armor range6–75 mm
Plate armor thicknesses6, 10, 16, 25, 38, 50, 75 mm
Armor material/layer entries36
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 20,800 HP = 1,872 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 20,800 HP = 2,080 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
10,400
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.
6,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 15,600 = 31,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
15,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 3,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,500
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 120 mm/45 Vickers-Armstrong Mk.F
Mounts / barrels8 mounts / 8 barrels
Reload time18 s
Firing range11.4 km
Turret traverse12 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow 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.
6x ±140°, 2x ±80°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
40° off bow / 40° off stern
Shells in Rack3
Ready Rack Reload1.5 s
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.4 km) shells land in an ellipse about 112 m wide and 67 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1143530·8−1.11000+1.1)·30=111.9m
111.9 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.9·0.6=67.1m
67.1 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =111.9·0.62=33.6m
33.6 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =67.1·0.62=20.1m
20.1 m at 11.4 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒ6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.
51.4
Ready-rack burst alpha
ƒ3 rack salvos x 6 broadside guns x 1,350 HE damage. Total damage the ship can deliver in the burst before reverting to base reload.
24,300
Burst window
ƒ(3-1) gaps x 1.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
3 s
HE shells
HE alpha1,350
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,350 HE damage x 6 broadside guns = 8,100.
8,100
HE DPM
ƒ8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.
69,429
Fires/min
ƒ51.4 shells/min × 0.08 (8% fire chance) = 4.11.
4.11
AA Defense
AA mount points7
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.
4.5 km
37 mm/83 SK Dopp LC/305×2 37mm
20 mm/65 C/38 Flak 35 Vierling L/382×4 20mm
Far aura
Gunsmain battery (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 91 from dual-purpose main battery firing as AA in this range band.
91
Range4.5 km
Medium aura
Guns37 mm/83 SK Dopp LC/30
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.9 hit probability = 25 - the same in-game units as the Close-range AA DPS headline.
25
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 25 = 116
116
Near aura
Guns20 mm/65 C/38 Flak 35 Vierling L/38
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 25 + Near 33 = 149
149
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
Maneuverability
Engine power45,000 hp
Maximum speed29.0 kt
Turning circle radius530 m
Rudder shift time6 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 kt
Crash stop
ƒSeconds 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.
24.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
22.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
35.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 6.7 = +5.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+5.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 8.67 km x 0.955 = 8.28 km. Camouflage does not change detectability by air.
8.67 km
With Grade IV camouflage (sea)
ƒDetectability by sea 8.67 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.28 km.
8.28 km
Detectability by air5.21 km
Smoke firing penalty3.2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 8.67 km) = 11.44 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.44 km
Detect when firing (air)
ƒAir detectability 5.21 km + gun-firing bloom 2.4 km = 7.61 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
7.61 km
Detect when on fire (sea)
ƒSea detectability 8.67 km + 2.0 km while burning = 10.67 km.
10.67 km
Detect when on fire (air)
ƒAir detectability 5.21 km + 3.0 km while burning = 8.21 km.
8.21 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 height @ 5 km31.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11435=5718 m, and radiusOnMax=0.6 at 11435 m. Below the kink: k=0.2+(0.5−0.2)·50005718=0.4624, so σV=σH·k=67.5·0.4624=31.2m.
Shell scatter height @ 10 km58.6 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=0.5·11435=5718 m, and radiusOnMax=0.6 at 11435 m. Above the kink: k=0.5+(0.6−0.5)·10000−571811435−5718=0.5749, so σV=σH·k=102·0.5749=58.6m.
HE flight time @ 10 km6.41 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·0.2239·0.1228·22.68=5.58×10−5. That runs from a 808 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.
Guns per full salvo (alpha, DPM)6
Counted from each mount's firing arc: most barrels that bear at once: 6 of 8, on the beam; casemate/wing mounts only fire one side.

Model inputs

HE muzzle velocity808 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range91
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 5x2 -> 25 DPS @ 3.5 km; 20mm Flack 38 quad 2x4 -> 33 DPS @ 2 km; Far AA (?) -> 91 DPS @ 4.5 km.
AA DPS layered by range91 DPS @ 4.5 km, 116 DPS @ 3.5 km, 149 DPS @ 2 km
@ 4.5 km: 91 from one family; @ 3.5 km: 25 + 91 = 116; @ 2 km: 25 + 33 + 91 = 149. 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-blank149
25 + 33 + 91 = 149 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index563
25 × 3.5 + 33 × 2 + 91 × 4.5 = 563. 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
Open in Charting Tool

Ship Charts

Background

Blas de Lezo and Méndez Núñez were laid down in 1917. As the deceased Admiral Méndez Núñez's namesake ship couldn't be completed in time for the 100th anniversary of his birth, the ships' names were swapped. During the Civil War, Méndez Núñez's crew sided with the Republicans. The cruiser was damaged in a 1938 rebel air raid.

Armor Beta

Hull HP 20,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–75 mm)2,600 (12% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)25 mm15,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–75 mm)1,500 (7% of HP)
Overmatched by 150mm+ AP (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 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.
Superstructure6 mm2,200 (11% 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 HP10,400 magazine HPTurret knocked outPer-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 (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 HP6,200 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Méndez Núñez can equip.

  • Méndez Núñez 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.