World of Warships: Legends ship guide

Navarra

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
Heavy AP pen2.15 sigma accuracyStrong secondaries (4 km)Small-caliber secondaries
Community Data

Navarra Community Stats

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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) and best turret traverse rate in T2 CAs (10).

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 152mm shells citadel cruisers on the wrong frame, and her 23,500-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

Tight grouping

Sigma 2.15, best of T2 CAs. More shells land near aim.

Fast turret traverse

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

Flat AP shells

900.0 m/s AP muzzle velocity, best of T2 CAs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

900.0 m/s HE muzzle velocity, best of T2 CAs. Flatter trajectory, easier to land at range.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Small-caliber secondaries

1000.0 max HE alpha per secondary shell, bottom quartile of T2 CAs. Per-shell damage runs below peers'.

Acquisition

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.

Show Spain tech-tree branch diagram
Spain Tech Tree

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

Builds Beta

Build for reload, AP performance, range, maneuverability, and survivability. Keep the ship simple and consistent.

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Cohort position

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Where Navarra 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.

BestTraverse-to-turn ratio8.31 × (1/19) BestSigma2.15 (1/19) BestAP velocity900 m/s (1 of 3 tied) BestHE velocity900 m/s (1 of 3 tied) BestSecondary range3.5 km (1 of 3 tied) Top 25%AA DPS105 (3/19) Top 25%AA range4 km (4/19) Top 25%Deck armor76 mm (5/19) Bottom 25%HE shell damage1,750 (15/18) Bottom 25%AP DPM111,111 (15/18) WorstHE alpha1,000 (1 of 2 tied) WorstNo torpedoes (14 of 19 in cohort) WorstEnd plates10 mm (1 of 8 tied / 1 of 7 tied)
See 27 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.

Hit points23,500 HP(6/19) Max speed25 kt(10/19) Concealment8.84 km(7/19) Air detection5.31 km(7/19) Rudder shift8.2 s(9/19) Main battery caliber152 mm(7/19) Main battery range11.32 km(8/19) Main battery reload8.1 s(11/19) HE fire chance8%(9/18) Fires per minute3.56(13/18) HE DPM77,778(14/18) Main dispersion104 m(11/19) Secondary DPM (per side)30,000(9/11) Secondary HE pen15 mm(5/11) Acceleration8 s(11/19) AP arming threshold25 mm(11/18) Engine power25,500 hp(9/19) Turn-speed retention50 hp/m(9/19) Displacement6,450 t(9/19) Power-to-weight3.95 hp/t(9/19) AA threat242(5/13) Max armor76 mm(14/19) Citadel belt76 mm(7/19) NormSecondary fire chance4%(8 of 11 tied at this value) NormAP fuse timer0.03 s(11 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value)

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

Survivability
Hit PointsInitial: 21,000 → 23,500
Displacement6,450 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 38, 57, 69, 76 mm
Armor material/layer entries30
Fire resistanceInitial: 0% → 3.3%
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.
10,600
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.
7,100
Main Battery
ModuleArtillery: 152 mm/50 Vickers-Carraca
Mounts / barrels6 mounts / 6 barrels
Reload time9 s
Firing range (base)10.3 km
Firing range (top fire control)11.3 km
Turret traverse12 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10295/30·(8−1.1)/1000 + 1.1)·30 = 104 m
104 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 104 × 0.6 = 62.4 m
62.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 104 × 0.302 (σ=2.15) = 31.4 m
31.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 62.4 × 0.303 (σ=2.15) = 18.9 m
18.9 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ6 broadside guns x 60 / 9 s base reload = 40.
40
HE shells
HE Damage1,750
HE Velocity900 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ1,750 HE damage x 6 broadside guns = 10,500.
10,500
Base HE DPM
ƒ10,500 HE full-salvo alpha x 60 / 9 s base reload = 70,000.
70,000
Base fires/min
ƒ6 HE shells x 60 / 9 s reload x 8% fire chance = 3.2.
3.2
AP shells
AP Damage2,500
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 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 × 2100 × 45.4^0.69 × 0.152^-1.07 × 900^1.38 = 261.7 mm. Matches the in-game spec card.
261.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 353.5 m/s: 1e-7 × 2100 × 45.4^0.69 × 0.152^-1.07 × 353.5^1.38 = 72.1 mm.
72.1 mm
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 9 s base reload = 100,000.
100,000
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.
10
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.85) + (5×3.5×0.9) = 105. 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.
105
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
20 mm/65 C/38 Flak 35 Vierling L/38Initial: 20 mm/70 Scotti-Isotta Fraschini Mod.1939 (4×1) → 20 mm/65 C/38 Flak 35 Vierling L/38 (4×4)
88 mm/45 Flak MPL C/13 (DP)4×1 88mm
Far aura
DPS
ƒIncludes 5 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
5
Range4 km
Near aura
DPSInitial: 17 → 30
Range2 km
Total DPS in Aura
ƒFar 5 + Near 30 = 35
35
S
Secondary Battery
Mounts4
Firing range3.5 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 25,500 hp
Engine power25,500 hp
Maximum speed25 kt
Turning circle radius510 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio8.3× ok
Concealment
Detectability by sea8.84 km
Detectability by air5.31 km
Smoke firing penalty3.84 km
Detect after firing main guns8.84 km
Detect Fire Sea10.84 km
Detect Fire Air8.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullTrade-off
  • Hit points21,000 → 23,500
  • Rudder shift11.4 → 8.2 s
  • Close-range AA DPS17 → 30
  • Turret traverse12 → 10 °/s
Fire controlUpgrade
  • Main battery range10,295 → 11324.5 m

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)2.15
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp104 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10295/30·(8−1.1)/1000 + 1.1)·30 = 104 m
Max Vert Disp62.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 104 × 0.6 = 62.4 m
Med Horiz Disp31.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 104 × 0.302 (σ=2.15) = 31.4 m
Med Vert Disp18.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 62.4 × 0.303 (σ=2.15) = 18.9 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close261.7 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 × 2100 × 45.4^0.69 × 0.152^-1.07 × 900^1.38 = 261.7 mm. Matches the in-game spec card.
AP Pen Far72.1 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 353.5 m/s: 1e-7 × 2100 × 45.4^0.69 × 0.152^-1.07 × 353.5^1.38 = 72.1 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha10,500
1,750 HE damage x 6 broadside guns = 10,500.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
Base HE DPM70,000
10,500 HE full-salvo alpha x 60 / 9 s base reload = 70,000.
Base AP DPM100,000
15,000 AP full-salvo alpha x 60 / 9 s base reload = 100,000.
Base shells/min40
6 broadside guns x 60 / 9 s base reload = 40.
Base fires/min3.2
6 HE shells x 60 / 9 s reload x 8% fire chance = 3.2.

AA defense

Close-range AA DPS105
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.85) + (5×3.5×0.9) = 105. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index242
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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)30,000
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: 4×1 88 mm (2/side) × 60/4 × 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).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
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.
Max HE pen15 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.

Armor

Hull HP 21,00023,500 with hull upgrade, 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
Bow10 mm primary (range 6–69 mm)2,200 (9% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 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 mm17,600 (75% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 6–57 mm)1,500 (6% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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 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 HP10,600 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 (88 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 (20 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 HP7,100 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 Navarra can equip, from in-game data.

  • Navarra 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.