World of Warships: Legends ship guide

San Diego

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
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 accuracyLobs over islandsSonarDefensive AAFragile
Community Data

San Diego Community Stats

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Playstyle

Overview

San Diego is a Tier VII American AP-only cruiser with strong AP DPM (326,667): 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. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle.

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

Fast turret traverse

25.0°/s turret traverse, top decile of T7 CAs. Tracks fast-rotating targets peers can't keep up with.

Tight grouping

Sigma 2.05, top decile of T7 CAs. More shells land near aim.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Thin armor

89.0 mm max plate, bottom decile of T7 CAs. Citadel windows open against peer-tier guns.

Underpowered engine

75000.0 hp engine, bottom decile of T7 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Acquisition

How to get San Diego

San Diego is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 14 containers (11 more)
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: San Diego Ship feature / release Start: 2023-07-03 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for main-battery output and reach. The official guidance calls out AP damage and range inspirations such as Günther Lütjens and Nikolay Kuznetsov; pair that idea with survivability or concealment as needed so San Diego can keep creating safe firing windows.

Open in Build Tool →

Commanders frequently paired with this ship Günther Lütjens

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where San Diego sits among Tier VII CAs (46 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.

Top 10%Traverse-to-turn ratio15.92 × (4/46) Top 10%Sigma2.05 (5/46) Top 10%Displacement8,470 t (2/46) Top 25%Stealth profile11.89 km / 7.13 km (9/46 / 8/46) Top 25%Rudder shift9.6 s (11/46) Top 25%Main battery reload5.4 s (6/46) Top 25%AP arming threshold21 mm (6/46) Top 25%Power-to-weight8.85 hp/t (9/45) Top 25%Torpedo damage16,633 (9/33) Top 25%Torpedo speed65 kt (8/33) Top 25%Torpedo reload87 s (9/33) Bottom 25%Main battery range15.26 km (39/46) Bottom 25%AP velocity792 m/s (41/46) Bottom 25%Acceleration11.3 s (41/46) Bottom 25%AP fuse timer0.01 s (41/46) Bottom 25%Turn-speed retention123 hp/m (36/45) Bottom 25%Citadel belt89 mm (38/45) Bottom 25%Stern armor25 mm (37/45) Bottom 25%Deck armor65 mm (34/44) Bottom 10%Hit points33,500 HP (43/46) Bottom 10%Main battery caliber127 mm (45/46) Bottom 10%Torpedo range4.5 km (32/33) WorstAP shell damage2,100 (1 of 2 tied) WorstNo secondaries (6 of 46 in cohort) WorstEngine power75,000 hp (45/45) WorstMax armor89 mm (46/46)
See 11 mid-pack stats

Not standouts for San Diego -- 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.

Max speed32.5 kt(33/46) AP DPM326,667(14/46) Main dispersion138.3 m(20/46) AA DPS325(33/46) AA range5 km(23/46) AA threat1,198(31/46) Repair heal rate0.6 %/s(18/45) Bow armor25 mm(31/45) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Sonar 4.93 kmRepair 2MBRBDef-AA
Survivability
Hit Points33,500
Displacement8,470 t
Armor range6–89 mm
Plate armor thicknesses6, 13, 16, 25, 32, 40, 51, 65, 89 mm
Armor material/layer entries81
Fire resistance36.6%
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.
16,800
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.
10,100
Main Battery
ModuleArtillery: 127 mm Mk32 mod. 12
Mounts / barrels8 mounts / 16 barrels
Reload time6 s
Firing range15.3 km
Turret traverse25 °/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 = (15263/30·(8−1.1)/1000 + 1.1)·30 = 138.3 m
138.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.3 × 0.6 = 83 m
83 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.3 × 0.314 (σ=2.05) = 43.4 m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83 × 0.313 (σ=2.05) = 26 m
26 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ14 broadside guns x 60 / 6 s base reload = 140.
140
HE shells
HE penetration
ƒfloor(127 mm caliber / 6): standard HE penetration.
21 mm
SAP shells
SAP Damage2,300
SAP Velocity792 m/s
SAP Pen (mm)36
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2598 × 27^0.69 × 0.127^-1.07 × 792^1.38 = 229.9 mm. Matches the in-game spec card.
229.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 326.8 m/s: 1e-7 × 2598 × 27^0.69 × 0.127^-1.07 × 326.8^1.38 = 67.8 mm.
67.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 14 broadside guns = 29,400.
29,400
Base AP DPM
ƒ29,400 AP full-salvo alpha x 60 / 6 s base reload = 294,000.
294,000
Installed AP DPM
ƒ29,400 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 326,667.
326,667
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.
0
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time87 s
Projectile speed65 kt
Range4.5 km
Maximum simulated damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
62,132
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (34×3.5×0.85) + (45×3.5×0.9) = 325. 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.
325
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk13×2 40mm
40 mm Bofors Mk21×4 40mm
20 mm Oerlikon Mk415×1 20mm
Far aura
DPS
ƒIncludes 45 continuous AA damage from dual-purpose main battery firing as AA in this range band.
45
Range5 km
Medium aura
DPS26
Range3.5 km
Total DPS in Aura
ƒFar 45 + Medium 26 = 71
71
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 45 + Medium 26 + Near 34 = 105
105
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio15.9× snappy
Concealment
Detectability by sea11.89 km
Detectability by air7.13 km
Smoke firing penalty5.21 km
Detect after firing main guns11.89 km
Detect Fire Sea13.89 km
Detect Fire Air10.13 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Main Battery Reload Booster2 charges · 180 s reload · 16 s active · +33% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse25 → 15 °/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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp138.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15263/30·(8−1.1)/1000 + 1.1)·30 = 138.3 m
Max Vert Disp83 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.3 × 0.6 = 83 m
Med Horiz Disp43.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.3 × 0.314 (σ=2.05) = 43.4 m
Med Vert Disp26 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83 × 0.313 (σ=2.05) = 26 m
AP Pen Close229.9 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 × 2598 × 27^0.69 × 0.127^-1.07 × 792^1.38 = 229.9 mm. Matches the in-game spec card.
AP Pen Far67.8 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 326.8 m/s: 1e-7 × 2598 × 27^0.69 × 0.127^-1.07 × 326.8^1.38 = 67.8 mm.
HE penetration21 mm
floor(127 mm caliber / 6): standard HE penetration.
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius0
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 alpha14
Barrels that can bear on one beam (14 of 16); casemate/wing mounts only fire one side.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
AP full-salvo alpha29,400
2,100 AP damage x 14 broadside guns = 29,400.
Base AP DPM294,000
29,400 AP full-salvo alpha x 60 / 6 s base reload = 294,000.
Installed AP DPM326,667
29,400 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 326,667.
Base shells/min140
14 broadside guns x 60 / 6 s base reload = 140.
Installed shells/min155.6
14 broadside guns x 60 / 5.4 s installed Artillery reload = 155.6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range26.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage124,264
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage62,132
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS325
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (34×3.5×0.85) + (45×3.5×0.9) = 325. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1198
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 33,500, 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 16–40 mm)1,600 (5% of HP)
Overmatched by 380mm+ (Gneisenau, 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)89 mm primary (range 16–89 mm)25,100 (75% of HP)
No common caliber overmatches89 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 16–40 mm)1,800 (5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 6–89 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 6–65 mm)2,400 (7% 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 HP16,800 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 (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 HP10,100 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.

Balance History

Balance updates affecting San Diego. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×11Main Battery ×4
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • San Diego arrived with too many compromises to the ship's abilities so she could have both SAP shells and Main Battery Reload Booster. This update will improve the ship in several areas to address her shortcomings.
  • Ship HP increased from 27,900 to 33,500.
  • Bow HP increased from 1,300 to 1,600.
  • Auxiliary room HP increased from 3,600 to 4,300.
  • Stern HP increased from 1,500 to 1,800.
  • Hull HP increased from 20,900 to 25,100.
  • Magazine HP increased from 14,000 to 16,800.
  • Steering gear HP increased from 8,400 to 10,100.
  • Superstructure HP increased from 2,000 to 2,400.
  • Engine room HP increased from 27,900 to 33,500.
  • +3 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior San Diego 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.