World of Warships: Legends ship guide

Neptune

Beta
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
2.05 sigma accuracyHigh AP DPMStrong AALobs over islandsQuick-fuse AP
Related variants

Neptune variants in WoWs Legends

These ships share a base hull or event lineage with Neptune, but GamingDiver keeps their community stats and ship pages separate when the in-game identity, nation, tier, or premium context differs.

Community Data

Neptune Community Stats

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

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Playstyle

Overview

Neptune is a Tier VIII British AP-only cruiser with cohort-best AP DPM (576,000): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (10.5 km, 35 s active) is the cap-control consumable on top, so she sets fights as well as winning them. AA (707 AA DPS at 6 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T8 CAs (60°) and best AP guaranteed-ricochet angle in T8 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

Surveillance Radar

10.5 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Wide always-pen zone

60.0° AP min ricochet angle, best of T8 CAs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

75.0° AP guaranteed ricochet angle, best of T8 CAs. Auto-bounce kicks in later than peers'.

AP DPM machine

576000 AP DPM, best of T8 CAs. Punishes broadsides.

Long-reach AA

6.0 km AA reach, best of T8 CAs.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of T8 CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Neptune

Neptune is available in the Skirmishing Cruisers branch of the U.K. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Neptune sits in the Skirmishing Cruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for reload, concealment, smoke/utility, AP performance, and survivability. If using the unique damage skill, lean into cruiser and destroyer hunting.

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Cohort position

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Where Neptune sits among Tier VIII CAs (27 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.

BestMain battery reload4 s (1/27) BestAP DPM576,000 (1/27) BestAP arming threshold12 mm (1/27) BestAP ricochet start60° (1 of 4 tied) BestAP auto-bounce angle75° (1/27) BestAA range6 km (1 of 5 tied) BestRepair heal rate2 %/s (1 of 5 tied) Top 10%AA DPS707 (2/27) Top 25%Stealth profile12.05 km / 7.23 km (6/27 / 5/27) Top 25%Main dispersion129.9 m (5/27) Top 25%Secondary DPM (per side)192,000 (6/21) Top 25%Acceleration10.14 s (7/27) Top 25%AA threat2,650 (4/27) Bottom 25%AP velocity768 m/s (22/27) Bottom 25%Max armor102 mm (24/27) Bottom 25%Deck armor51 mm (23/26) WorstAP fuse timer0.01 s (27/27)
See 24 mid-pack stats

Not standouts for Neptune -- 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 points44,900 HP(17/27) Max speed33.5 kt(9/27) Rudder shift14.1 s(16/27) Traverse-to-turn ratio8 ×(8/27) Main battery caliber152 mm(21/27) Main battery range15.45 km(20/27) Sigma2.05(13/27) HE alpha1,600(13/20) Secondary fire chance7%(8/20) Secondary HE pen19 mm(15/20) Engine power110,000 hp(21/27) Turn-speed retention139.2 hp/m(21/27) Displacement18,468 t(12/27) Power-to-weight5.96 hp/t(15/27) Torpedo range9.99 km(7/16) Torpedo damage16,767(7/16) Torpedo speed62 kt(9/16) Torpedo reload96 s(9/16) Citadel belt102 mm(21/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value)

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

Radar 10.5 kmSonar 5.2 kmRepair 2Def-AASmoke
Survivability
Hit PointsInitial: 39,900 → 44,900
Displacement18,468 t
Armor range13–102 mm
Plate armor thicknesses13, 16, 25, 38, 51, 76, 102 mm
Armor material/layer entries58
Fire resistance40%
Fire duration30 s
Torp Reduction13%
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.
22,500
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.
13,500
Main Battery
ModuleArtillery: 152 mm/50 Mk XXV
Mounts / barrels4 mounts / 12 barrels
Reload time4.5 s
Firing range (base)14 km
Firing range (top fire control)15.5 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14046/30·(8−1.1)/1000 + 1.1)·30 = 129.9 m
129.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.9 × 0.6 = 78 m
78 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.9 × 0.314 (σ=2.05) = 40.8 m
40.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.314 (σ=2.05) = 24.5 m
24.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 4.5 s base reload = 160.
160
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,200
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 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 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 312.2 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.2^1.38 = 92.4 mm.
92.4 mm
AP full-salvo alpha
ƒ3,200 AP damage x 12 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 4.5 s base reload = 512,000.
512,000
Installed AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 576,000.
576,000
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.
20
Torpedoes
Module533 mm Mk IXM
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage15,667 (est.)
Alpha damage47,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
125,336
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. 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.
707
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
40 mm STAAGInitial: 40 mm Bofors Mk V (10×2) → 40 mm STAAG (10×2)
20 mm Oerlikon Mk VInitial: 20 mm Oerlikon Mk IV (14×1) → 20 mm Oerlikon Mk V (14×2)
114 mm/45 RP 41 Mk VI (DP)6×2 114mm
Outer Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose main battery firing as AA in this range band.
28
Range6 km
Inner Far aura
DPS
ƒIncludes 35 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
35
Range5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 = 63
63
Medium aura
DPSInitial: 59 → 117
Range3.5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 = 180
180
Near aura
DPSInitial: 29 → 47
Range2 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 + Near 47 = 227
227
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 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 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius790 m
Engine power multiplier speed threshold31.2 kt
Traverse-to-turn ratio8.0× ok
Concealment
Detectability by sea12.05 km
Detectability by air7.23 km
Smoke firing penalty5.76 km
Detect after firing main guns12.05 km
Detect Fire Sea14.05 km
Detect Fire Air10.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 110 s cloud active
Surveillance Radar2 charges · 180 s reload · 35 s active · 10.5 km radar range
Module options (3)

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

HullUpgrade
  • Hit points39,900 → 44,900
  • Rudder shift19.7 → 14.1 s
  • Close-range AA DPS88 → 164
  • Turret traverse10 → 15 °/s
Fire controlUpgrade
  • Main battery range14,046 → 15450.6 m
TorpedoesUpgrade
  • Alpha damage43,300 → 47,000
  • Display damage14,433 → 15,667

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14046/30·(8−1.1)/1000 + 1.1)·30 = 129.9 m
Max Vert Disp78 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.9 × 0.6 = 78 m
Med Horiz Disp40.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.9 × 0.314 (σ=2.05) = 40.8 m
Med Vert Disp24.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.314 (σ=2.05) = 24.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close320 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 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.
AP Pen Far92.4 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 312.2 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.2^1.38 = 92.4 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha38,400
3,200 AP damage x 12 broadside guns = 38,400.
Base AP DPM512,000
38,400 AP full-salvo alpha x 60 / 4.5 s base reload = 512,000.
Installed AP DPM576,000
38,400 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 576,000.
Base shells/min160
12 broadside guns x 60 / 4.5 s base reload = 160.
Installed shells/min180
12 broadside guns x 60 / 4 s installed Artillery reload = 180.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 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 damage250,672
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage125,336
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS707
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. 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 range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2650
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 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)192,000
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: 6×2 114 mm (6/side) × 60/3 × 1600 = 192,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 114 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor

Hull HP 39,90044,900 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
Bow25 mm primary (range 16–25 mm)1,700 (4% of HP)
Overmatched by 380mm+ (Bismarck, 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)102 mm primary (range 16–102 mm)33,700 (75% of HP)
No common caliber overmatches102 mm: standard HE shatters; improved HE (DE / FR BB) pens from 410mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 16–76 mm)1,700 (4% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 16–102 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–102 mm)3,800 (8% 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 HP22,500 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 (114 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 (40 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 HP13,500 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 Neptune. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×4Main Battery ×2Torpedo ×1Concealment ×6
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main battery reload time reduced from 5.0 to 4.5 s.
  • Detectability range by sea reduced from 12.36 to 12.05 km.
  • Detectability range by air reduced from 7.42 to 7.23 km.
  • Detectability while firing in smoke reduced from 5.99 to 5.76 km.
  • Upgraded main battery reload time increased from 3.0 to 3.5 s.
  • Upgraded torpedo range reduced from 16.5 to 12 km.
  • Detectability range by sea increased from 7.04 to 7.12 km.
  • Detectability range by air increased from 3.52 to 3.56 km.
  • Detectability while firing in smoke increased from 2.62 to 2.65 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.