World of Warships: Legends ship guide

Sejong

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (12 km)2.05 sigma accuracyHigh HE / fire outputStrong AAFragile
Community Data

Sejong Community Stats

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Playstyle

Overview

Sejong is a Tier VIII Pan-Asian light cruiser with a long-range torpedo battery reaching 12 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. AA (671 AA DPS at 5.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best HE DPM in T8 CAs (275,745).

Positioning

Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T8 CAs.

Fast turret traverse

40.0°/s turret traverse, best of T8 CAs. Tracks fast-rotating targets peers can't keep up with.

HE DPM machine

275745 HE DPM, best of T8 CAs. Sustained fire pressure.

High-arc AP shells

52.1° impact angle at max range, best of T8 CAs. Lobs over island cover.

High-arc HE shells

52.1° HE impact angle at max range, best of T8 CAs. Lobs over cover.

Slow torp reload

125.0 s torpedo reload, worst of T8 CAs. Long wait between drops.

Acquisition

How to get Sejong

Sejong is available in the Destroyer-Cruisers branch of the Pan-Asia 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.

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

Sejong sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Official WG availability sources

Builds Beta

Use a Pan 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 Sejong sits among Tier VIII CAs (27 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.

BestTraverse-to-turn ratio27.55 × (1/27) BestHE DPM275,745 (1/25) Top 10%Rudder shift10 s (3/27) Top 10%Main battery reload4.7 s (3/27) Top 10%Fires per minute13.79 (2/25) Top 10%Main dispersion126.9 m (2/27) Top 10%AP arming threshold21 mm (2/27) Top 10%Displacement9,126 t (2/27) Top 10%AA DPS671 (3/27) Top 10%Stern armor32 mm (2/27) Top 25%Concealment11.68 km (4/27) Top 25%Power-to-weight9.86 hp/t (4/27) Top 25%AA threat2,540 (6/27) Top 25%Torpedo range12 km (3/16) Top 25%Torpedo damage18,567 (4/16) Top 25%Torpedo speed67 kt (3/16) Bottom 25%Hit points35,000 HP (25/27) Bottom 25%AP fuse timer0.01 s (25/27) Bottom 25%Engine power90,000 hp (25/27) Bottom 25%Turn-speed retention134.3 hp/m (24/27) Bottom 25%Citadel belt95 mm (25/27) Bottom 10%Main battery range14.97 km (26/27) Bottom 10%HE velocity808 m/s (24/25) Bottom 10%Deck armor32 mm (25/26) WorstMain battery caliber127 mm (27/27) WorstAP shell damage2,100 (27/27) WorstNo secondaries (7 of 27 in cohort) WorstTorpedo reload125 s (16/16) WorstMax armor95 mm (27/27)
See 12 mid-pack stats

Not standouts for Sejong -- 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 speed33 kt(17/27) Air detection7.36 km(8/27) Sigma2.05(13/27) AP DPM321,702(10/27) AP velocity808 m/s(20/27) Acceleration10.2 s(10/27) AA range5.2 km(11/27) Bow armor25 mm(17/27) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormRepair charges2(25 of 27 tied at this value) NormRepair heal rate0.5 %/s(14 of 27 tied at this value)

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

Repair 2TRBDef-AASmoke
Survivability
Hit PointsInitial: 31,500 → 35,000
Displacement9,126 t
Armor range6–95 mm
Plate armor thicknesses6, 13, 16, 25, 32, 40, 75, 95 mm
Armor material/layer entries63
Fire resistance40%
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.
17,500
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.
10,500
Main Battery
ModuleArtillery: 127 mm/54 Mk.42
Mounts / barrels6 mounts / 12 barrels
Reload time5.2 s
Firing range (base)13.6 km
Firing range (top fire control)15 km
Turret traverse40 °/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 = (13610/30·(8−1.1)/1000 + 1.1)·30 = 126.9 m
126.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.9 × 0.6 = 76.1 m
76.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.9 × 0.314 (σ=2.05) = 39.8 m
39.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 76.1 × 0.314 (σ=2.05) = 23.9 m
23.9 m
Turret turn time
ƒ180 degrees / 40 deg/s traverse speed = 4.5 s.
4.5 s
Base shells/min
ƒ12 broadside guns x 60 / 5.2 s base reload = 138.5.
138.5
HE shells
HE Damage1,800
HE Velocity808 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 12 broadside guns = 21,600.
21,600
Base HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 5.2 s base reload = 249,231.
249,231
Installed HE DPM
ƒ21,600 HE full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 275,745.
275,745
Base fires/min
ƒ12 HE shells x 60 / 5.2 s reload x 9% fire chance = 12.46.
12.46
AP shells
AP Damage2,100
AP Velocity808 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 × 1720 × 31.75^0.69 × 0.127^-1.07 × 808^1.38 = 174.9 mm. Matches the in-game spec card.
174.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 287 m/s: 1e-7 × 1720 × 31.75^0.69 × 0.127^-1.07 × 287^1.38 = 41.9 mm.
41.9 mm
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
Base AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 5.2 s base reload = 290,769.
290,769
Installed AP DPM
ƒ25,200 AP full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 321,702.
321,702
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Mk31
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time125 s
Projectile speed67 kt
Range12 km
Maximum simulated damage17,367 (est.)
Alpha damage52,100
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming414 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
138,936
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (69×3.5×0.85) + (70×3.5×0.9) = 671. 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.
671
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
76.2 mm/50 Mk.33 (upgraded hull only)8×2 76mm
20 mm Oerlikon Mk20Initial: 6×2 → 20×2 20mm
40 mm/56 Bofors Mk.2 (stock hull only)8×4 40mm
20 mm Oerlikon Mk4 (stock hull only)14×1 20mm
Far aura
DPS
ƒIncludes 70 continuous AA damage from dual-purpose main battery firing as AA in this range band.
70
Range5.2 km
Medium aura
DPS78
Range4 km
Total DPS in Aura
ƒFar 70 + Medium 78 = 148
148
Near aura
DPSInitial: 50 → 69
Range2 km
Total DPS in Aura
ƒFar 70 + Medium 78 + Near 69 = 217
217
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed33 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio27.6× instant
Concealment
Detectability by sea11.68 km
Detectability by air7.36 km
Smoke firing penalty5.9 km
Detect after firing main guns11.68 km
Detect Fire Sea13.68 km
Detect Fire Air10.36 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 15 s emit / 70 s cloud active
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster2 charges · 300 s reload · 8 s active · Rapid torpedo reload
Module options (3)

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

HullTrade-off
  • Hit points31,500 → 35,000
  • Rudder shift14 → 10 s
  • Close-range AA DPS111 → 147
  • Maximum AA range3.5 → 4 km
  • Turret traverse40 → 25 °/s
Fire controlUpgrade
  • Main battery range13,610 → 14,971 m
TorpedoesUpgrade
  • Reload139 → 125 s
  • Alpha damage50,100 → 52,100
  • Display damage16,700 → 17,367

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 Disp126.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13610/30·(8−1.1)/1000 + 1.1)·30 = 126.9 m
Max Vert Disp76.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.9 × 0.6 = 76.1 m
Med Horiz Disp39.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.9 × 0.314 (σ=2.05) = 39.8 m
Med Vert Disp23.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 76.1 × 0.314 (σ=2.05) = 23.9 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close174.9 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 × 1720 × 31.75^0.69 × 0.127^-1.07 × 808^1.38 = 174.9 mm. Matches the in-game spec card.
AP Pen Far41.9 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 287 m/s: 1e-7 × 1720 × 31.75^0.69 × 0.127^-1.07 × 287^1.38 = 41.9 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time4.5 s
180 degrees / 40 deg/s traverse speed = 4.5 s.
HE full-salvo alpha21,600
1,800 HE damage x 12 broadside guns = 21,600.
AP full-salvo alpha25,200
2,100 AP damage x 12 broadside guns = 25,200.
Base HE DPM249,231
21,600 HE full-salvo alpha x 60 / 5.2 s base reload = 249,231.
Base AP DPM290,769
25,200 AP full-salvo alpha x 60 / 5.2 s base reload = 290,769.
Installed HE DPM275,745
21,600 HE full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 275,745.
Installed AP DPM321,702
25,200 AP full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 321,702.
Base shells/min138.5
12 broadside guns x 60 / 5.2 s base reload = 138.5.
Installed shells/min153.2
12 broadside guns x 60 / 4.7 s installed Artillery reload = 153.2.
Base fires/min12.46
12 HE shells x 60 / 5.2 s reload x 9% fire chance = 12.46.
Installed fires/min13.79
12 HE shells x 60 / 4.7 s installed reload x 9% fire chance = 13.79.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range68.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage277,872
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage138,936
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS671
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (69×3.5×0.85) + (70×3.5×0.9) = 671. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2540
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 31,50035,000 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 16–40 mm)1,000 (3% 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)16 mm primary (range 16–95 mm)26,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 16–75 mm)1,900 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel95 mm primary (range 6–95 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–32 mm)no 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 HP17,500 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 HP10,500 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 Sejong. Cards are condensed; use each source link for full context.

Nerf ×11Buff ×17Main Battery ×1Concealment ×14
2024-12-12

Ministry of Balance: Breaking the Ice

  • Super-light cruisers can struggle with their survivability, and Sejong is no exception. As a result, we're improving the HP and concealment for Sejong so she can continue being a stubborn thorn in the side of her enemies.
  • Detectability range for both stock and upgraded hull detectability range by sea reduced from 12.05 to 11.68 km.
  • Detectability range for both stock and upgraded hull detectability range by air reduced from 7.59 to 7.36.
  • Detectability range for both stock and upgraded hull detectability range by sea while firing in smoke reduced from 6.2 to 5.9 km.
  • Detectability range for both stock and upgraded hull stock hull total health increased from 29,600 to 31,500.
  • Detectability range for both stock and upgraded hull stock hull casemate HP increased from 3,500 to 3,700.
  • Detectability range for both stock and upgraded hull stock hull superstructure HP increased from 2,900 to 3,100.
  • Detectability range for both stock and upgraded hull stock hull stern HP increased from 1,600 to 1,700.
  • Detectability range for both stock and upgraded hull stock hull HP increased from 22,200 to 23,600.
  • Detectability range for both stock and upgraded hull stock hull steering gear HP increased from 8,900 to 9,500.
  • +4 more official change lines in the source post.
Read the full official post
2023-06-15

Ministry of Balance: Italian Concerto

  • Main Battery reload time reduced from 5.5 to 5.2 s.
  • Stock Hull HP increased from 28,800 to 29,600.
  • Bow HP increased from 800 to 900.
  • Casemate HP increased from 3,400 to 3,500.
  • Hull HP increased from 21,600 to 22,200.
  • Magazine HP increased from 14,400 to 14,800.
  • Steering Gear HP increased from 8,600 to 8,900.
  • Upgraded Hull HP increased from 29,800 to 32,000.
  • Casemate HP increased from 3,500 to 3,700.
  • Superstructure HP increased from 2,900 to 3,200.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Sejong 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.