Navarra
Also called: 纳瓦拉 Beta- Hold islands tight enough to break vision on demand
- Avoid: Firing the moment an enemy appears
On this page
Navarra Community Stats
Across 380+ Standard battles from 96 players, Navarra averages a 58% win rate, 24,800 damage and 0.9 kills per battle, and survives 27% of them.
Navarra Community Stats
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Navarra Community Stats
Record History
Playstyle
Overview
Navarra is a Tier II Spanish all-rounder light cruiser with 152mm guns at 11.3 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best sigma in T2 CAs (2.1, 1st of 26) and AA DPS in T2 CAs (105, 3rd of 17). The trade is small-caliber secondaries in T2 CAs (1,000, 15th of 16).
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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. A 510 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 8.8 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 23,500 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
- Tight grouping
- Fast turret traverse · 12°/s
- Fast AP shells · 5.87 s
- Fast HE shells · 5.87 s
- Flat AP shells · 900 m/s
- Flat arc HE shells · 900 m/s
- Top-tier AA · 105 AA
- AA specialist
1000 max HE alpha per secondary shell, bottom quartile of T2 CAs. Per-shell damage runs below peers'. Fire chance is at the cohort floor too (4%, tied with 10 other ships), so they will not burn a target down either.
How to get Navarra
Navarra is available in the Early Spanish Cruisers branch of the Spain Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
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.
Show Spain tech-tree branch diagram
Navarra sits in the Early Spanish Cruisers branch. The highlighted path shows the local branch context inside the full Spain tree.
Official WG availability sources
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Spanish Wave: Early Access Cruisers, Calendar, and Collection
Tech tree line
Start: 2025-09-05 · End: 2025-10-01
- You can unlock Navarra in the Tech Tree by progressing through the lower-tier Júpiter.
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September Update: The Valor Armada
Tech tree line
Start: 2025-09-04
- Tier I cruiser Júpiter will be available in the Tech Tree from the start, and you'll be able to unlock Tier II cruiser Navarra by playing.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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
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Where Navarra 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.
See 30 mid-pack stats
Not standouts for Navarra -- 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.
Peers in this cohort
Compare Tier II CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 135° (the most restricted aft-facing mount's arc) = 45° off bow; 180° − 127° (the most restricted forward-facing mount's arc) = 53° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (11.3 km) shells land in an ellipse about 111 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 12 deg/s traverse speed = 15 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 9 s base reload = 40. All upgrades (top gun): 6 broadside guns x 60 / 8 s all-upgrades reload = 45.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
1,750 HE damage x 6 broadside guns = 10,500.ƒ
Zero upgrades: 10,500 HE full-salvo alpha x 60 / 9 s base reload = 70,000. All upgrades (top gun): 10,500 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 78,750.ƒ
Zero upgrades: 40 shells/min × 0.08 (8% fire chance) = 3.2. All upgrades (top gun): 45 shells/min × 0.08 (8% fire chance) = 3.6.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (11.3 km), where the shell has slowed to 411.1 m/s: .ƒ
2,500 AP damage x 6 broadside guns = 15,000.ƒ
Zero upgrades: 15,000 AP full-salvo alpha x 60 / 9 s base reload = 100,000. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 112,500.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 16 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 17 × 3.5 × 0.85 = 51 → 30 × 3.5 × 0.85 = 89. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 16 + Near 89 = 105ƒ
Each ~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 × 110 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 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.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 88 mm (2/side) × 60/4 s × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.ƒ
top speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (22.5 kt of 25.0 kt).ƒ
Time to reach 99% of top speed (24.8 kt of 25.0 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.ƒ
With the rudder hard over the hull turns 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 6.1 = +5.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 8.84 km x 0.955 = 8.44 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 8.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.44 km.ƒ
max(main battery range, sea detectability 8.84 km) = 11.32 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 5.31 km + gun-firing bloom 3.04 km = 8.35 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 8.84 km + 2.0 km while burning = 10.84 km.ƒ
Air detectability 5.31 km + 3.0 km while burning = 8.31 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Under the hood
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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
The standard cruiser dispersion curve.(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.(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.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: at 0 m, at m, and at 11324.5 m. Below the kink: , so .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: at 0 m, at m, and at 11324.5 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 627.9 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 445.9 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 900 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 900 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.6 mounts × 1 barrels = 6; all 6 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 20mm Flack 38 quad 4x4 -> 89 DPS @ 2 km; 88mm45 SK L45 4x1 -> 16 DPS @ 4 km.@ 4 km: 16 from one family; @ 2 km: 89 + 16 = 105. 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.89 + 16 = 105 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).89 × 2 + 16 × 4 = 242. 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.Secondary battery firepower
The only family (88 mm): 1000. Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.The only family (88 mm): 4%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.The only family (88 mm): 15 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: 15 mm from the 88 mm family.Ship Charts
Background
Named after Victoria Eugenie of Battenberg, wife of the reigning Spanish king, the ship was laid down in March 1915. The project was influenced by the design of British cruiser Birmingham. The ship served in the Rif War (1923–1926), underwent a major overhaul (1928–1929), and was transferred to the naval school in Cadiz in 1930. After the Second Republic was proclaimed, she was renamed República. At the start of the Spanish Civil War, the ship was seized by rebel nationalists. She was renamed Navarra in 1937.
Armor Beta
Hull HP 21,000 → 23,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–69 mm) | 2,200 (9% 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) | 6 mm | 17,600 (75% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 6 mm primary (range 6–57 mm) | 1,500 (6% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 76 mm primary (range 6–76 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. |
| Superstructure | 6 mm primary (range 6–76 mm) | 1,200 (5% 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 HP | 10,600 magazine HP | Turret knocked out | Per-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. |
| Secondary mount (88 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (20 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,100 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Navarra can equip.
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.
