Numancia
Beta- Hold flexible mid-range angles near cover
- Avoid: Do not treat the burst damage window as permission to sit broadside
Numancia Community Stats
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Numancia Community Stats
Record History
Playstyle
Overview
Numancia is a Spanish premium cruiser that wants controlled mid-range fights: use burst windows and AP opportunities when enemies turn, then disengage before sustained return fire overwhelms you.
Positioning
Hold flexible mid-range angles near cover. Avoid committing to the map edge too early; Numancia needs room to kite, reverse, or re-angle when battleships look your way.
Potato Avoidance
Treat the burst damage window as permission to sit broadside
Take the trade, go dark or angle out, then reset for the next opportunity.
Signature Traits
86.0 kt torpedo speed, best of T7 CAs. Less reaction time for targets to dodge.
26.0 mm best HE pen across secondary families, top decile of T7 CAs. Pens hull plates peers' secondaries shatter on.
17.0% fire chance per HE shell, top decile of T7 CAs.
Smoke on a cruiser is rare. Fight from concealment, then disengage.
1.8 km torpedo detect, worst of T7 CAs. Easy to dodge if targets are looking.
80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.
How to get Numancia
Numancia is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.
Official WG availability sources
- Age of Discovery: New Ships and the Spirit of Adventure 750,000 Global XP 2026-03-02 Tier VII default; exact price not in source
Builds Beta
Use a Spanish cruiser commander focused on reload/burst uptime, concealment, and survivability. Inspirations for cruiser concealment, incoming-fire avoidance, or AP consistency are strong defaults.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Numancia sits among Tier VII CAs (54 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 19 mid-pack stats
Not standouts for Numancia -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
7 broadside guns x 60 / 20 s base reload = 21.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,850 HE damage x 7 broadside guns = 19,950.ƒ
19,950 HE full-salvo alpha x 60 / 20 s base reload = 59,850.ƒ
19,950 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 66,500.ƒ
7 HE shells x 60 / 20 s reload x 17% fire chance = 3.57.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 375.7 m/s: .ƒ
4,500 AP damage x 7 broadside guns = 31,500.ƒ
31,500 AP full-salvo alpha x 60 / 20 s base reload = 94,500.ƒ
31,500 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 105,000.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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 30 + Medium 10 = 40ƒ
Far 30 + Medium 10 + Near 14 = 54ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (30.2 kt of 33.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (33.2 kt of 33.5). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 160 s reload · 15 s emit / 104 s cloud active
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15610}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.7\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.7 \cdot 0.6 = 84.4\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.7 \cdot 0.32\;(\sigma = 2) = 45\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.4 \cdot 0.32\;(\sigma = 2) = 27\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 814^{1.38} = 403.3\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 375.7 m/s: $P = 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 375.7^{1.38} = 138.8\,\text{mm}$.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 7 barrels bear on the broadside.180 degrees / 10 deg/s traverse speed = 18 s.2,850 HE damage x 7 broadside guns = 19,950.4,500 AP damage x 7 broadside guns = 31,500.19,950 HE full-salvo alpha x 60 / 20 s base reload = 59,850.31,500 AP full-salvo alpha x 60 / 20 s base reload = 94,500.19,950 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 66,500.31,500 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 105,000.7 broadside guns x 60 / 20 s base reload = 21.7 broadside guns x 60 / 18 s installed Artillery reload = 23.3.7 HE shells x 60 / 20 s reload x 17% fire chance = 3.57.7 HE shells x 60 / 18 s installed reload x 17% fire chance = 3.97.3 shells in rack x 7 broadside guns x 4,500 AP damage. Total damage the ship can deliver off the rack before reverting to base reload.(3 shells - 1) x 4 s rack reload. Wall-clock duration from the first rack salvo to the last; the next salvo after that uses the base reload.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,800 = 117,600.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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.Longest-reaching aura across AA-only + dual-purpose auras.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 dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.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: 26 mm from the 105 mm family.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Numancia can equip, from in-game data.
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.
