World of Warships: Legends ship guide

Méndez Núñez

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyStrong AASlow reload
Community Data

Méndez Núñez Community Stats

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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: best stern plate in T2 CAs (25 mm).

Positioning

Hold under 10 km with 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.

Potato Avoidance

Open-water broadside trading

Her 120mm shells citadel cruisers on the wrong frame, and her 20,800-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Fast turret traverse

12.0°/s turret traverse, best of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

Thick stern plate

25.0 mm stern, best of T2 CAs.

Top-tier AA

149.0 AA DPS, top decile of T2 CAs (median 15.0).

Long-reach AA

4.5 km AA reach, top decile of T2 CAs.

Slow reload

16.2 s reload, bottom decile of T2 CAs. Salvos punish more, but cycle is slower than peers.

Wide dispersion

111.9 m max horizontal dispersion, bottom decile of T2 CAs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Méndez Núñez

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

Official WG availability sources

Builds Beta

Build for reload, range, speed/rudder, HE pressure, and survivability.

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Cohort position

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Where Méndez Núñez sits among Tier II CAs (19 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.

BestAA threat565 (1/13) BestEnd plates25 mm (5/19 / 1 of 7 tied) Top 10%Traverse-to-turn ratio7.44 × (2/19) Top 10%AA DPS149 (2/19) Top 10%AA range4.5 km (2/19) Top 25%Max speed29 kt (5/19) Top 25%Main battery range11.44 km (4/19) Top 25%Engine power45,000 hp (4/19) Top 25%Turn-speed retention84.9 hp/m (4/19) Top 25%Power-to-weight7.44 hp/t (5/19) Bottom 25%Main battery caliber120 mm (18/19) Bottom 25%Main battery reload16.2 s (18/19) Bottom 25%Fires per minute1.78 (17/18) Bottom 25%Main dispersion111.9 m (18/19) Bottom 25%Acceleration9.3 s (17/19) Bottom 25%Max armor75 mm (16/19) WorstHE DPM30,000 (18/18) WorstNo secondaries (8 of 19 in cohort) WorstNo torpedoes (14 of 19 in cohort) WorstDeck armor6 mm (1 of 3 tied)
See 9 mid-pack stats

Not standouts for Méndez Núñez -- here's where she sits on every other ranked stat in the cohort.

Hit points20,800 HP(13/19) Concealment8.67 km(6/19) Air detection5.21 km(6/19) Rudder shift7.9 s(8/19) Sigma2(9/19) HE fire chance8%(9/18) HE velocity808 m/s(12/18) Displacement6,045 t(8/19) Citadel belt75 mm(10/19)

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

Survivability
Hit Points20,800
Displacement6,045 t
Armor range6–75 mm
Plate armor thicknesses6, 10, 16, 25, 38, 50, 75 mm
Armor material/layer entries36
Fire resistance3.3%
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.
10,400
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
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Armstrong Mk.F
Mounts / barrels8 mounts / 8 barrels
Reload time18 s
Firing range11.4 km
Turret traverse12 °/s
Shells in Rack3
Ready Rack Reload1.5 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 = (11435/30·(8−1.1)/1000 + 1.1)·30 = 111.9 m
111.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.9 × 0.6 = 67.1 m
67.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.9 × 0.32 (σ=2) = 35.8 m
35.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.32 (σ=2) = 21.5 m
21.5 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ6 broadside guns x 60 / 18 s base reload = 20.
20
HE shells
HE Damage1,350
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
Base HE DPM
ƒ8,100 HE full-salvo alpha x 60 / 18 s base reload = 27,000.
27,000
Base fires/min
ƒ6 HE shells x 60 / 18 s reload x 8% fire chance = 1.6.
1.6
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (29×3.5×0.9) = 149. 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.
149
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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
DPS
ƒIncludes 29 continuous AA damage from dual-purpose main battery firing as AA in this range band.
29
Range4.5 km
Medium aura
DPS8
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 8 = 37
37
Near aura
DPS11
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 8 + Near 11 = 48
48
Maneuverability
Engine moduleEngine: 45,000 hp
Engine power45,000 hp
Maximum speed29 kt
Turning circle radius530 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.4× ok
Concealment
Detectability by sea8.67 km
Detectability by air5.21 km
Smoke firing penalty3.2 km
Detect after firing main guns8.67 km
Detect Fire Sea10.67 km
Detect Fire Air8.21 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

HullUpgrade
  • Turret traverse12 → 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 Disp111.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11435/30·(8−1.1)/1000 + 1.1)·30 = 111.9 m
Max Vert Disp67.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.9 × 0.6 = 67.1 m
Med Horiz Disp35.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.9 × 0.32 (σ=2) = 35.8 m
Med Vert Disp21.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.32 (σ=2) = 21.5 m
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha6
Barrels that can bear on one beam (6 of 8); casemate/wing mounts only fire one side.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha8,100
1,350 HE damage x 6 broadside guns = 8,100.
Base HE DPM27,000
8,100 HE full-salvo alpha x 60 / 18 s base reload = 27,000.
Base shells/min20
6 broadside guns x 60 / 18 s base reload = 20.
Base fires/min1.6
6 HE shells x 60 / 18 s reload x 8% fire chance = 1.6.
Ready-rack burst alpha24,300
3 shells in rack x 6 broadside guns x 1,350 HE damage. Total damage the ship can deliver off the rack before reverting to base reload.
Burst window3 s
(3 shells - 1) x 1.5 s rack reload. Wall-clock duration from the first rack salvo to the last; the next salvo after that uses the base reload.

AA defense

Close-range AA DPS149
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (29×3.5×0.9) = 149. 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 index565
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 20,800, 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 6–75 mm)2,600 (12% of HP)
Overmatch not possible at T IIIAngle 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)25 mm15,600 (75% of HP)
Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 10–75 mm)1,500 (7% of HP)
Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
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 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 (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.

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 Méndez Núñez can equip, from in-game data.

  • 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.