World of Warships: Legends ship guide

San Diego

Also called: 圣地亚哥 Beta
U.S.A. · Tier VII · CL Cruiser · Premium
SAP cruiserTrade SAP volleys into exposed sides; survival is angling and target choice, not citadel fishing.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
36 mm SAP pen2.05 sigma accuracyLobs over islandsSonarReload BoosterFragile
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Community Data

San Diego Community Stats

Across 3,300+ Standard battles from 110+ players, San Diego averages a 60% win rate, 67,000 damage and 1.1 kills per battle, and survives 44% of them.

Community Data

San Diego Community Stats

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

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Playstyle

Overview

San Diego is a Tier VII American SAP cruiser: her 127mm main battery fires semi-armor-piercing shells (36mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4.4 km on ships and 3.1 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. Standout traits: sigma in T7 CAs (2, 7th of 58) and turret traverse rate in T7 CAs (25, 3rd of 58). The trade is hit points in T7 CAs (33,500 HP, 55th of 58).

Positioning

Hold 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. Once the rudder is over she turns tightly for her cohort (610 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 6 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Fast turret traverse · 25°/s
  • High-arc howitzer
Quiet smoke gunnery ↗

5.2 km detect when firing from smoke, top decile of T7 CAs. Shoots from concealment with less bloom than peers.

Sap Cruiser

WEAK HP ↗
  • Fragile HP pool · 33500 HP
  • Shallow effective · 44756 effective
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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Santa Level 5 0.909091% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 11 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.272727% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
    Show 2 paths
    • Santa Level 40.181818%
    • Santa Level 4 → Santa Level 50.090909%
Show all 14 containers (11 more)
  • Chest of Rarities 0.2% Tier VII Premium ship Event · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · 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 0.090909% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.045455%
    • Santa Level 3 → Santa Level 40.027273%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
    • Santa Level 30.004545%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Archived · 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 0.027273% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.009091%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
    • Santa Level 2 → Santa Level 30.000682%
  • Piñata Chest 0.02% Tier VII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.018182% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.009091%
    • Champion's Box → Santa Level 3 → Santa Level 40.005455%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
    • Champion's Box → Santa Level 30.000909%
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · 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 0.006591% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
    • Santa Level 1 → Santa Level 30.000227%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Archived · 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
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Norman Scott

WG official

WG official build from Through the Spy Glass: San Diego.

Source: Through the Spy Glass: San Diego

Open in Build Tool →

Commanders frequently paired with this ship Günther LütjensNikolay Kuznetsov

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

Hide ▾

Where San Diego sits among Tier VII CAs (57 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.

BestTurning circle610 m (1/58) Top 10%Smoke fire bloom5.21 km (2/58) Top 10%Displacement8,470 t (3/58) Top 10%Flak damage per salvo (expected)2,070 (2/58) Top 25%Stealth profile11.89 km / 7.13 km (11/58 / 9/58) Top 25%Main battery reload6 s (8/58) Top 25%Sigma2.05 (7/58) Top 25%Main dispersion138.3 m (13/58) Top 25%Time to 90% speed23.5 s (10/57) Top 25%AP arming threshold21 mm (8/58) Top 25%Power-to-weight8.85 hp/t (14/57) Top 25%Torpedo speed65 kt (11/43) Bottom 25%Main battery range15.26 km (47/58) Bottom 25%AP velocity792 m/s (51/58) ShorterAP fuse timer0.01 s (50/58) Bottom 25%Power / turn radius123 hp/m (46/57) Bottom 25%Citadel belt89 mm (47/55) Bottom 10%Hit points33,500 HP (55/58) Bottom 10%AP pen at 10 km103 mm (54/58) Bottom 10%Torpedo range4.5 km (41/43) WorstMain battery caliber127 mm (1 of 2 tied) WorstAP shell damage2,100 (1 of 2 tied) WorstNo secondaries (7 of 58 in cohort) WorstEngine power75,000 hp (57/57) WorstMax armor89 mm (58/58) WorstEnd plates16 mm (1 of 8 tied / 1 of 8 tied)
See 15 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(43/58) Rudder shift7.4 s(17/58) AP DPM294,000(18/58) Acceleration (0-12 kt)8.7 s(21/57) AA DPS324(42/58) AA range5 km(29/58) AA threat1,196(41/58) Torpedo damage≈15,533(15/43) Torpedo reaction time7.4 s(13/43) Torpedo reload87 s(13/43) Repair heal rate0.6 %/s(23/57) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points33,500
Displacement8,470 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
165.1 x 16.2 m
Armor range6–89 mm
Plate armor thicknesses6, 13, 16, 25, 32, 40, 51, 65, 89 mm
Armor material/layer entries81
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 33,500 HP = 3,015 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 33,500 HP = 3,350 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 33,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 33,500 HP = 5,628 HP per charge, × 2 charges = 11,256 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
37,222–44,756
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,300 = 8,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,300
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 25,100 = 50,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
25,100
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,400 = 4,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm Mk32 mod. 12
Mounts / barrels8 mounts / 16 barrels
Reload time6 s
Firing range15.3 km
Turret traverse25 °/s
Turret armor32 mm
Turret traverse arcs
ƒHow 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.
2x ±150°, 3x ±149°, 166° port-only, 166° starboard-only, ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
32° off bow / 31° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 138 m wide and 83 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1526330·8−1.11000+1.1)·30=138.3m
138.3 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
83 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.3·0.62.05=40.5m
40.5 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83·0.62.05=24.3m
24.3 m at 15.3 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 14 broadside guns x 60 / 6 s base reload = 140. All upgrades (Main Battery Mod. 3 = -10% reload): 14 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 154.7.
Initial: 140 → 154.7
SAP shells
SAP alpha2,300
SAP Velocity792 m/s
SAP Pen (mm)36
SAP Min Ricochet70 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
10
SAP full-salvo alpha
ƒ2,300 SAP damage x 14 broadside guns = 32,200.
32,200
SAP DPM
ƒZero upgrades: 32,200 SAP full-salvo alpha x 60 / 6 s base reload = 322,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,200 SAP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 355,895.
Initial: 322,000 → 355,895
AP shells
AP alpha2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP pen max range75 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·270.69·0.127−1.07·7921.38=229.9mm.
229.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 351.7 m/s: P=10−7·2598·270.69·0.127−1.07·351.71.38=75mm.
75 mm at 15.3 km
AP full-salvo alpha
ƒ2,100 AP damage x 14 broadside guns = 29,400.
29,400
AP DPM
ƒZero upgrades: 29,400 AP full-salvo alpha x 60 / 6 s base reload = 294,000. All upgrades (Main Battery Mod. 3 = -10% reload): 29,400 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 324,947.
Initial: 294,000 → 324,947
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 speed65.0 kt
Range4.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,633
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 148° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
62,132
AA Defense
AA mount points19
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk13×2 40mm
40 mm Bofors Mk21×4 40mm
20 mm Oerlikon Mk415×1 20mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 142 from dual-purpose main battery firing as AA in this range band.
142
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.
82
Range3.5 km
Total DPS in Aura
ƒFar 142 + Medium 82 = 224
224
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.85 hit probability = 101 - the same in-game units as the Close-range AA DPS headline.
101
Range2 km
Total DPS in Aura
ƒFar 142 + Medium 82 + Near 101 = 325
325
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 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.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe 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 5 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.
2.5-5 km
Maneuverability
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Rudder shift time7.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds 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.
25.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
23.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
37.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 6.5 = +18.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+18.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.89 km x 0.955 = 11.35 km. Camouflage does not change detectability by air.
11.89 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.89 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.35 km.
11.35 km
Detectability by air7.13 km
Smoke firing penalty5.21 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.89 km) = 15.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.26 km
Detect when firing (air)
ƒAir detectability 7.13 km + gun-firing bloom 2.54 km = 9.67 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
9.67 km
Detect when on fire (sea)
ƒSea detectability 11.89 km + 2.0 km while burning = 13.89 km.
13.89 km
Detect when on fire (air)
ƒAir detectability 7.13 km + 3.0 km while burning = 10.13 km.
10.13 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 · 5,628 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 33,500 HP = 5,628 HP: up to 16.8% of max HP restored per charge.
· 11,256 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 33,500 HP = 11,256 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 201 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 33,500 HP = 201 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Main Battery Reload Booster2 charges · 180 s reload · 16 s active · +33% reload boost

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15263=7632 m, and radiusOnMax=0.6 at 15263 m. Below the kink: k=0.2+(0.5−0.2)·50007632=0.3966, so σV=σH·k=67.5·0.3966=26.8m.
Shell scatter height @ 10 km54.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15263=7632 m, and radiusOnMax=0.6 at 15263 m. Above the kink: k=0.5+(0.6−0.5)·10000−763215263−7632=0.531, so σV=σH·k=102·0.531=54.2m.
Shell scatter height @ 15 km81.4 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15263=7632 m, and radiusOnMax=0.6 at 15263 m. Above the kink: k=0.5+(0.6−0.5)·15000−763215263−7632=0.5966, so σV=σH·k=136.5·0.5966=81.4m.
AP pen 5 km152 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2598·270.69·0.127−1.07·586.41.38=152mm, where 586.4 m/s is the shell's speed when it arrives at 5 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km103 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2598·270.69·0.127−1.07·4421.38=103mm, where 442 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km76 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2598·270.69·0.127−1.07·3551.38=76mm, where 355 m/s is the shell's speed when it arrives at 15 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.26 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.21·0.12728·27=4.93×10−5. That runs from a 792 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.
Guns per full salvo (alpha, DPM)14
Counted from each mount's firing arc: most barrels that bear at once: 14 of 16, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,598
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass27 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.21
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range25.8 s
4500 m / (65.0 kt × 2.6855) = 25.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range142
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 3x2 -> 61 DPS @ 3.5 km; 40mm Bofors Mk2 1x4 -> 20 DPS @ 3.5 km; 20mm Oerlikon MK4 15x1 -> 101 DPS @ 2 km; Far AA (?) -> 142 DPS @ 5 km.
AA DPS layered by range142 DPS @ 5 km, 223 DPS @ 3.5 km, 324 DPS @ 2 km
@ 5 km: 142 from one family; @ 3.5 km: 61 + 20 + 142 = 223; @ 2 km: 61 + 20 + 101 + 142 = 324. 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.
AA DPS at point-blank324
61 + 20 + 101 + 142 = 324 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1196
61 × 3.5 + 20 × 3.5 + 101 × 2 + 142 × 5 = 1196. 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
Open in Charting Tool

Ship Charts

Background

An Atlanta-class light cruiser that relies on dual-purpose guns as her main battery. During the 1943–44 rearmament, the ship's AA capabilities were improved by equipping her with 1.6-inch (40 mm) Bofors guns.

Armor Beta

Hull HP 33,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)1,600 (5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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)89 mm primary (range 16–89 mm)25,100 (75% of HP)
No common AP 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.
Stern16 mm primary (range 16–40 mm)1,800 (5% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 6–89 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.
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 HPTurret knocked outPer-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.
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.

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.
  • Main battery SAP shell damage increased from 1,800 to 2,300.
  • Main battery reload time increased from 5.5 to 6 s.
  • Main battery reload booster duration increased from 15 to 16 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior San Diego can equip.

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.