World of Warships: Legends ship guide

San Martín

Beta
Pan-America · Tier ★ · Cruiser · Premium
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
  • Avoid: Do not drift broadside while tunnel-visioning damage
Key characteristics
SmokeDefensive AAWeak torp belt
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Community Data

San Martín Community Stats

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Playstyle

Overview

San Martín is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Positioning

Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Potato Avoidance

Drift broadside while tunnel-visioning damage

Cruiser value comes from staying alive long enough to punish multiple pushes.

Signature Traits

Long-reach AA

6.0 km AA reach, best of Legendary CAs.

Wide torpedo sonar

3.93 km Sonar torpedo-detection range, best of Legendary CAs. More reaction time on incoming torps.

Long-range sonar

5.0 km Sonar ship-detection range, top decile of Legendary CAs. Lights DDs and torpedoes inside the bubble.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

Weak torp belt

7.0% torpedo damage reduction, bottom decile of Legendary CAs. Torps hit for closer to their printed damage.

Acquisition

How to get San Martín

San Martín is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.

Official WG availability sources
  • Pan-American Cruisers Are Coming to Early Access Early Access / event Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.

Builds Beta

Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

Open in Build Tool →

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 San Martín sits among Legendary CAs (22 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.

BestAA range6 km (1 of 4 tied) Top 10%Main dispersion131.3 m (3/22) Top 25%Traverse-to-turn ratio19.71 × (5/22) Top 25%HE DPM293,333 (6/21) Top 25%AP arming threshold25 mm (6/22) Top 25%Torpedo speed66 kt (4/13) Top 25%Repair heal rate0.7 %/s (6/22) Bottom 25%Stealth profile13.82 km / 8.29 km (18/22 / 18/22) Bottom 25%HE fire chance7.5% (19/21) Bottom 25%Max armor127 mm (19/22) WorstNo secondaries (8 of 22 in cohort)
See 30 mid-pack stats

Not standouts for San Martín -- 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 points49,800 HP(15/22) Max speed34 kt(9/22) Rudder shift11.4 s(10/22) Main battery caliber152 mm(17/22) Main battery range15.51 km(16/22) Main battery reload4.5 s(7/22) Sigma2.05(13/22) Fires per minute10(10/21) AP shell damage3,400(16/22) AP DPM453,333(8/22) AP velocity812 m/s(13/22) HE velocity812 m/s(15/21) Acceleration27.4 s(12/22) AP fuse timer0.03 s(14/22) Engine power145,000 hp(14/22) Turn-speed retention183.5 hp/m(14/22) Displacement21,000 t(9/22) Power-to-weight6.9 hp/t(10/22) AA DPS539(15/22) AA threat2,136(13/22) Torpedo range10.5 km(8/13) Torpedo damage≈16,400(5/13) Torpedo reload106 s(7/13) Citadel belt127 mm(15/22) Bow armor25 mm(13/22) Stern armor25 mm(13/22) Deck armor30 mm(17/22) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points49,800
Displacement21,000 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 25, 30, 40, 51, 89, 127 mm
Armor material/layer entries43
Fire resistance40%
Fire duration30 s
Torp Reduction7%
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.
24,900
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.
14,900
Main Battery
ModuleArtillery: 152 mm/47 DP Mk.16
Mounts / barrels4 mounts / 10 barrels
Reload time5 s
Firing range15.5 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, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1551030·80.51000+0.5)·30=131.3m
131.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.3·0.6=78.8m
78.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =131.3·0.314(σ=2.05)=41.2m
41.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.8·0.313(σ=2.05)=24.7m
24.7 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ10 broadside guns x 60 / 5 s base reload = 120.
120
HE shells
HE Damage2,200
HE Velocity812 m/s
Fire Chance7.5%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 10 broadside guns = 22,000.
22,000
Base HE DPM
ƒ22,000 HE full-salvo alpha x 60 / 5 s base reload = 264,000.
264,000
Installed HE DPM
ƒ22,000 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.
293,333
Base fires/min
ƒ10 HE shells x 60 / 5 s reload x 7.5% fire chance = 9.
9
AP shells
AP Damage3,400
AP Velocity812 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2692·590.69·0.1521.07·8121.38=348.8mm. Matches the in-game spec card.
348.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 379.3 m/s: P=107·2692·590.69·0.1521.07·379.31.38=122mm.
122 mm
AP full-salvo alpha
ƒ3,400 AP damage x 10 broadside guns = 34,000.
34,000
Base AP DPM
ƒ34,000 AP full-salvo alpha x 60 / 5 s base reload = 408,000.
408,000
Installed AP DPM
ƒ34,000 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 453,333.
453,333
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
ModuleTorpedoes: 533 mm Mk14
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time106 s
Projectile speed66 kt
Range10.5 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=49,200·0.333=16,400.
≈ 16,400
Torpedo detectability1.3 km
Flooding chance296%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming204 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 16,400 = 82,000.
82,000
AA Defense
AA mount points21
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (108×3.5×0.9) + (35×3.5×0.85) + (30×3.5×0.9) = 539. 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.
539
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
76.2 mm/50 Mk.229×2 76mm
76.2 mm/50 Mk.222×1 76mm
20 mm Oerlikon Mk2010×2 20mm
Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose main battery firing as AA in this range band.
30
Range6 km
Medium aura
DPS108
Range4 km
Total DPS in Aura
ƒFar 30 + Medium 108 = 138
138
Near aura
DPS35
Range2 km
Total DPS in Aura
ƒFar 30 + Medium 108 + Near 35 = 173
173
Maneuverability
Engine moduleEngine: 145,000 hp
Engine power145,000 hp
Maximum speed34 kt
Turning circle radius790 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (30.6 kt of 34). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(145,00021,000)0.42=2.2513; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=27.4s. 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.
27.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (33.7 kt of 34). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=45.1s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
45.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144790=1.27°/s, so ratio=ωturretωhull=251.27=19.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
19.7× snappy
Concealment
Detectability by sea13.82 km
Detectability by air8.29 km
Smoke firing penalty7.13 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.82 km
Detect Fire Sea15.82 km
Detect Fire Air11.29 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
High-Frequency Sonar2 charges · 120 s reload · 90 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.93 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 131×301000=3.93 km
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 106 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 0.7% heal per second · 19.6% of max HP total heal
ƒHeal per second (0.7%) x active time (28 s) = up to 19.6% of max HP restored per charge if the consumable runs its full duration.
Choose one
Catapult Fighter2 charges · 70 s reload · 55 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost

See all derived stats

Show

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

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 Disp131.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15510}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 131.3\,\text{m}$
Max Vert Disp78.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 131.3 \cdot 0.6 = 78.8\,\text{m}$
Med Horiz Disp41.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 131.3 \cdot 0.314\;(\sigma = 2.05) = 41.2\,\text{m}$
Med Vert Disp24.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.8 \cdot 0.313\;(\sigma = 2.05) = 24.7\,\text{m}$
AP Pen Close348.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 812^{1.38} = 348.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far122 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 379.3 m/s: $P = 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 379.3^{1.38} = 122\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE 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 alpha10
All 10 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha22,000
2,200 HE damage x 10 broadside guns = 22,000.
AP full-salvo alpha34,000
3,400 AP damage x 10 broadside guns = 34,000.
Base HE DPM264,000
22,000 HE full-salvo alpha x 60 / 5 s base reload = 264,000.
Base AP DPM408,000
34,000 AP full-salvo alpha x 60 / 5 s base reload = 408,000.
Installed HE DPM293,333
22,000 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.
Installed AP DPM453,333
34,000 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 453,333.
Base shells/min120
10 broadside guns x 60 / 5 s base reload = 120.
Installed shells/min133.3
10 broadside guns x 60 / 4.5 s installed Artillery reload = 133.3.
Base fires/min9
10 HE shells x 60 / 5 s reload x 7.5% fire chance = 9.
Installed fires/min10
10 HE shells x 60 / 4.5 s installed reload x 7.5% fire chance = 10.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range61.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage164,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,400 = 164,000.
Per-side salvo damage82,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 16,400 = 82,000.

AA defense

Close-range AA DPS539
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (108×3.5×0.9) + (35×3.5×0.85) + (30×3.5×0.9) = 539. 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 index2136
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 Beta

Hull HP 49,800, 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.

Bow & stern25 mm

Overmatched by 50+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,000 (4% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)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)25 mm primary (range 25–127 mm)37,400 (75% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–89 mm)3,200 (6% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 13–127 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.
Superstructure13 mmno cap
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 HP24,900 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 (76 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 HP14,900 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • San Martín default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.