World of Warships: Legends ship guide

Santander

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold 12-15 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)2.05 sigma accuracySmokeDefensive AALow fire chance
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Community Data

Santander Community Stats

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Playstyle

Overview

Santander is a Tier VIII Pan-American all-rounder light cruiser with 152mm guns at 15.5 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best turret traverse rate in T8 CAs (50) and best AA reach in T8 CAs (6 km).

Positioning

Hold 12-15 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 44,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Long-reach AA

6.0 km AA reach, best of T8 CAs.

Tight dispersion

120.4 m max horizontal dispersion, top decile of T8 CAs. Accurate at range.

Wide torpedo sonar

3.93 km Sonar torpedo-detection range, top decile of T8 CAs. More reaction time on incoming torps.

Fast turret traverse

25.0°/s turret traverse, top decile of T8 CAs. Tracks fast-rotating targets peers can't keep up with.

Low fire chance

7.5% fire chance per HE shell, bottom decile of T8 CAs. AP carries more weight.

Thin deck

13.0 mm armor deck, bottom decile of T8 CAs. Plunging fire and HE eat through.

Acquisition

How to get Santander

Santander is available in the Advanced Sonar Cruisers branch of the Pan-America Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-America tech-tree branch diagram
Pan-America Tech Tree

Santander sits in the Advanced Sonar Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Use a Pan-America cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where Santander sits among Tier VIII CAs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain dispersion120.4 m (1/32) BestAA range6 km (1 of 6 tied) Top 10%Traverse-to-turn ratio20.05 × (3/32) Top 25%AP arming threshold25 mm (7/32) Top 25%AA threat2,610 (7/32) Top 25%Torpedo range10.5 km (5/19) Top 25%Torpedo speed66 kt (5/19) Top 25%Repair heal rate0.7 %/s (7/32) Bottom 25%Main battery caliber152 mm (26/32) Bottom 25%HE shell damage2,200 (25/28) Bottom 25%Fires per minute6.43 (25/28) Bottom 25%HE velocity812 m/s (25/28) Bottom 25%AP fuse timer0.03 s (25/32) Bottom 25%Max armor127 mm (25/32) WorstNo secondaries (7 of 32 in cohort) WorstDeck armor13 mm (26/26)
See 26 mid-pack stats

Not standouts for Santander -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points44,300 HP(24/32) Max speed33 kt(21/32) Concealment13.45 km(24/32) Air detection8.07 km(24/32) Rudder shift10.7 s(15/32) Main battery range15.45 km(22/32) Main battery reload6.3 s(10/32) Sigma2.05(15/32) HE DPM188,571(10/28) AP shell damage3,400(24/32) AP DPM291,429(14/32) AP velocity812 m/s(23/32) Acceleration27.1 s(13/32) Engine power120,000 hp(21/32) Turn-speed retention153.8 hp/m(20/32) Displacement18,100 t(10/32) Power-to-weight6.63 hp/t(14/32) AA DPS435(24/32) Torpedo damage≈16,400(6/19) Torpedo reload106 s(13/19) Citadel belt127 mm(16/27) Bow armor25 mm(15/27) Stern armor25 mm(17/27) NormAP ricochet start45°(24 of 32 tied at this value) NormAP auto-bounce angle60°(23 of 32 tied at this value) NormRepair charges2(30 of 32 tied at this value)
Survivability
Hit PointsInitial: 40,200 → 44,300
Displacement18,100 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 25, 27, 40, 89, 102, 127 mm
Armor material/layer entries40
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.
22,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,300
Main Battery
ModuleArtillery: 9×152 mm
Mounts / barrels3 mounts / 9 barrels
Reload time7 s
Firing range (base)14 km
Firing range (top fire control)15.5 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 =(1404730·80.51000+0.5)·30=120.4m
120.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =120.4·0.6=72.2m
72.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =120.4·0.314(σ=2.05)=37.8m
37.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =72.2·0.314(σ=2.05)=22.7m
22.7 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ9 broadside guns x 60 / 7 s base reload = 77.1.
77.1
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 9 broadside guns = 19,800.
19,800
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 7 s base reload = 169,714.
169,714
Installed HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 188,571.
188,571
Base fires/min
ƒ9 HE shells x 60 / 7 s reload x 7.5% fire chance = 5.79.
5.79
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 (19.3 km), where the shell has slowed to 379.7 m/s: P=107·2692·590.69·0.1521.07·379.71.38=122.2mm.
122.2 mm
AP full-salvo alpha
ƒ3,400 AP damage x 9 broadside guns = 30,600.
30,600
Base AP DPM
ƒ30,600 AP full-salvo alpha x 60 / 7 s base reload = 262,286.
262,286
Installed AP DPM
ƒ30,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 291,429.
291,429
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 Quad
Launchers / tubes2 launchers × 4 tubes = 8 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 = 4 x 16,400 = 65,600.
65,600
AA Defense
AA mount points22
Maximum AA range
ƒIn-game AA card max range: 6 km. Only the longest-reach family contributes at this distance.
6 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (16×1) → 20 mm Oerlikon Mk20 (16×2)
76.2 mm/50 Mk.226×2 76mm
Far aura
DPS
ƒIncludes 25 continuous AA damage from dual-purpose main battery firing as AA in this range band.
25
Range6 km
Medium aura
DPS60
Range4 km
Total DPS in Aura
ƒFar 25 + Medium 60 = 85
85
Near aura
DPSInitial: 33 → 56
Range2 km
Total DPS in Aura
ƒFar 25 + Medium 60 + Near 56 = 141
141
Maneuverability
Engine moduleEngine: 120,000 hp
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius780 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.7 kt of 33). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(120,00018,100)0.42=2.2133; 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}=27.1s. 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.
27.1 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=44.6s. 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.
44.6 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·33.0·0.5144780=1.25°/s, so ratio=ωturretωhull=251.25=20.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
20.0× snappy
Concealment
Detectability by sea13.45 km
Detectability by air8.07 km
Smoke firing penalty6.83 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.45 km
Detect Fire Sea15.45 km
Detect Fire Air11.07 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 · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 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 / 110 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
Module options (2)

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

HullUpgrade
  • Hit points40,200 → 44,300
  • Rudder shift19.5 → 14 s
  • Close-range AA DPS93 → 116
Fire controlUpgrade
  • Main battery range14,047 → 15451.7 m

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 Disp120.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14047}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 120.4\,\text{m}$
Max Vert Disp72.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 120.4 \cdot 0.6 = 72.2\,\text{m}$
Med Horiz Disp37.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 120.4 \cdot 0.314\;(\sigma = 2.05) = 37.8\,\text{m}$
Med Vert Disp22.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 72.2 \cdot 0.314\;(\sigma = 2.05) = 22.7\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
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 Far122.2 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 379.7 m/s: $P = 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 379.7^{1.38} = 122.2\,\text{mm}$.
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha19,800
2,200 HE damage x 9 broadside guns = 19,800.
AP full-salvo alpha30,600
3,400 AP damage x 9 broadside guns = 30,600.
Base HE DPM169,714
19,800 HE full-salvo alpha x 60 / 7 s base reload = 169,714.
Base AP DPM262,286
30,600 AP full-salvo alpha x 60 / 7 s base reload = 262,286.
Installed HE DPM188,571
19,800 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 188,571.
Installed AP DPM291,429
30,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 291,429.
Base shells/min77.1
9 broadside guns x 60 / 7 s base reload = 77.1.
Installed shells/min85.7
9 broadside guns x 60 / 6.3 s installed Artillery reload = 85.7.
Base fires/min5.79
9 HE shells x 60 / 7 s reload x 7.5% fire chance = 5.79.
Installed fires/min6.43
9 HE shells x 60 / 6.3 s installed reload x 7.5% fire chance = 6.43.

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 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 damage131,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 16,400 = 131,200.
Per-side salvo damage65,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 16,400 = 65,600.

AA defense

AA DPS at point-blank435
In-game AA card sum: 435 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 6 km is unknown.
Maximum AA range6 km
In-game AA card max range: 6 km. Only the longest-reach family contributes at this distance.
AA threat index2610
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 40,20044,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 96+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

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

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)2,800 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–127 mm)33,200 (75% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)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)2,800 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 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 mm2,000 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP22,200 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 HP13,300 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
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Acceleration and Ballistics Chart

Balance History

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

Nerf ×4Buff ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Stock 76 mm AA gun average damage per second reduced from 198 to 189.
  • Stock 20 mm AA gun average damage per second reduced from 104 to 98.
  • Upgraded 76 mm AA gun average damage per second reduced from 195 to 189.
  • Upgraded 20 mm AA gun average damage per second reduced from 173 to 167.
  • Added Stock Artillery 152 mm AA guns.
  • Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Santander 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.