World of Warships: Legends ship guide

Sejong

Also called: 世宗 Beta
Smoke cruiserA smoke platform: farm from the cloud and reset when the smoke runs dry.
Playstyle
  • Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long, fast torpedoes (12.5 km)High HE / fire outputStrong AALobs over islandsSmokeFragile
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Community Data

Sejong Community Stats

Across 5,000+ Standard battles from 180+ players, Sejong averages a 60% win rate, 75,800 damage and 1.0 kills per battle, and survives 46% of them.

Community Data

Sejong Community Stats

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Playstyle

Overview

Sejong is a Tier VIII Pan-Asian light cruiser whose Smoke Generator lets her trade DPM from cover instead of from open water. The kit rewards static, sustained fire rather than rotation play. AA (672 AA DPS at 5.2 km, +100% Defensive AA flak burst) ranks 4 of 36 in T8 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE DPM in T8 CAs (274,909, 1st of 29) and fires per minute in T8 CAs (13.8, 2nd of 29). The trade is short gun range in T8 CAs (15 km, 35th of 36).

Positioning

Anchor near your smoke cycle on a contested cap and trade DPM from inside the cloud. The kit rewards a static firing position; rotating mid-smoke wastes the consumable for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 5.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 1.1 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. She is genuinely evasive in both phases of a turn, answering the helm in 7.7 s and carving a 670 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo These torpedoes ignore the Destroyer class

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up. 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.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 274909 HE
  • High fire pressure · 13.75 fires/min
  • Fast turret traverse · 40°/s
Top-tier AA ↗

672 AA DPS, top decile of T8 CAs (median 498).

Big torpedo salvo ↗

8 tubes per side, best of the 21 T8 CAs with torpedoes. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

Short gun range ↗

15 km main battery reach, bottom decile of T8 CAs. Outranged by peers; close distance or lean on terrain.

Shallow effective HP ↗

44800 effective HP once Repair Party is counted, bottom decile of T8 CAs. What you start with is close to all you get; there is little healing back.

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.

History: Early Access Jan 2023 – Mar 2023 (temporary crate drops, now ended).

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

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

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

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Cohort position

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Where Sejong sits among Tier VIII CAs (35 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.

BestHE DPM274,909 (1/29) BestEffective HE DPM (incl. fire)387,620 (1/29) BestFlak damage per salvo (expected)3,402 (1/36) BestTorpedo reaction time4.4 s (1/21) BestStern armor32 mm (1/36) Top 10%Rudder shift7.7 s (3/36) Top 10%Turning circle670 m (3/36) Top 10%Main battery reload4.7 s (3/36) Top 10%Fires per minute13.75 (2/29) Top 10%AP arming threshold21 mm (4/35) Top 10%Displacement9,126 t (2/36) Top 10%Power-to-weight9.86 hp/t (4/36) Top 10%AA DPS672 (4/36) Top 10%Torpedo range12.5 km (3/21) Top 25%Max speed34 kt (9/36) Top 25%Stealth profile11.68 km / 7.36 km (5/36 / 9/36) Top 25%Smoke fire bloom5.9 km (6/36) Top 25%Main dispersion136.3 m (5/36) Top 25%Time to 90% speed23.6 s (6/36) Top 25%Acceleration (0-12 kt)8.4 s (7/36) Top 25%AA threat2,543 (7/36) Top 25%Torpedo damage≈17,367 (6/21) Top 25%Torpedo speed67 kt (5/21) Bottom 25%HE velocity808 m/s (27/29) ShorterAP fuse timer0.01 s (31/35) Bottom 25%Engine power90,000 hp (33/36) Bottom 25%Power / turn radius134.3 hp/m (32/36) Bottom 25%Citadel belt95 mm (33/36) Bottom 10%Hit points35,000 HP (35/36) Bottom 10%Main battery range14.97 km (35/36) WorstMain battery caliber127 mm (36/36) WorstAP shell damage2,100 (35/35) WorstNo secondaries (9 of 36 in cohort) WorstAP pen at 10 km57 mm (35/35) WorstRepair heal rate0.5 %/s (1 of 17 tied) WorstMax armor95 mm (36/36) WorstBow armor16 mm (1 of 7 tied)
See 9 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.

Sigma2.05(17/36) AP DPM320,727(11/35) AP velocity808 m/s(25/35) AA range5.2 km(13/36) Torpedo reload110 s(16/21) NormAP ricochet start45°(25 of 35 tied at this value) NormAP auto-bounce angle60°(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit PointsInitial: 31,500 → 35,000
Displacement9,126 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.
180.6 x 17.6 m
Armor range6–95 mm
Plate armor thicknesses6, 13, 16, 25, 32, 40, 75, 95 mm
Armor material/layer entries63
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 35,000 HP = 3,150 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 × 35,000 HP = 3,500 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
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
Effective HP
ƒBase 35,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 35,000 HP = 4,900 HP per charge, × 2 charges = 9,800 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.
44,800
Repairable: penetration50%
Repairable: citadel50%
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 × 1,000 = 2,000), 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.
1,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,100 = 8,200), 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.
4,100
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 × 26,300 = 52,600), 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.
26,300
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 × 3,500 = 7,000), 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.
3,500
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 × 1,900 = 3,800), 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 ×. 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.
1,900
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/54 Mk.42
Mounts / barrels6 mounts / 12 barrels
Reload time4.7 s
Firing range (base)13.6 km
Firing range (top fire control)15 km
Turret traverse40 °/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.
3x ±145°, 3x ±144°
Guns to bear
ƒ180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
36° off bow / 35° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.0 km) shells land in an ellipse about 136 m wide and 82 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 =(1497130·8−1.11000+1.1)·30=136.3m
136.3 m at 15 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =136.3·0.6=81.8m
81.8 m at 15 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =136.3·0.62.05=39.9m
39.9 m at 15 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =81.8·0.62.05=23.9m
23.9 m at 15 km
Turret turn time
ƒ180 degrees / 40 deg/s traverse speed = 4.5 s.
4.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 152.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 168.
Initial: 152.7 → 168
HE shells
HE alpha1,800
HE Velocity808 m/s
Fire Chance9%
HE fire DPM vs T8 BB112674
Effective HE DPM vs T8 BB387583
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
HE DPM
ƒZero upgrades: 21,600 HE full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 274,909. All upgrades (Main Battery Mod. 3 = -10% reload): 21,600 HE full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 302,400.
Initial: 274,909 → 302,400
Fires/min
ƒZero upgrades: 152.7 shells/min × 0.09 (9% fire chance) = 13.75. All upgrades (Main Battery Mod. 3 = -10% reload): 168 shells/min × 0.09 (9% fire chance) = 15.12.
Initial: 13.75 → 15.12
AP shells
AP alpha2,100
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1720·31.750.69·0.127−1.07·8081.38=174.9mm.
174.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15 km), where the shell has slowed to 284.1 m/s: P=10−7·1720·31.750.69·0.127−1.07·284.11.38=41.3mm.
41.3 mm at 15 km
AP full-salvo alpha
ƒ2,100 AP damage x 12 broadside guns = 25,200.
25,200
AP DPM
ƒZero upgrades: 25,200 AP full-salvo alpha x 60 / 4.714 s (4.7 s = 33 ticks) base reload = 320,727. All upgrades (Main Battery Mod. 3 = -10% reload): 25,200 AP full-salvo alpha x 60 / 4.286 s (4.2 s = 30 ticks) all-upgrades reload (4.7 s × 0.9 Main Battery Mod. 3 = 4.2 s) = 352,800.
Initial: 320,727 → 352,800
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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 125 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 110×0.85=93.5 s.
Initial: 125 s → 110 s
Projectile speed67.0 kt
RangeInitial: 12 km → 12.5 km
Maximum simulated damage
ƒInitial: 50,100 × 0.333 = 16,700 → 52,100 × 0.333 = 17,367 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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=52,100·0.333=17,367. 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.
Initial: ≈ 16,700 → ≈ 17,367
Maximum damage (ammunition)
ƒ52,100 warhead alpha / 3 + 1,200 blast = 18,567. 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.
18,567
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.
1,200
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km67 kt×2.6855=4.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
4.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.68 per hit, shown as 3.68×100=368%. 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.
368%
Torpedo launcher traverse25 °/s
Launch arcswing 139°, 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,367 = 138,936. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
138,936
AA Defense
AA mount points28
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.
5.2 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
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 220 from dual-purpose main battery firing as AA in this range band.
220
Range5.2 km
Medium aura
Guns76.2 mm/50 Mk.33
Continuous DPS
ƒEffective DPS: 78 raw aura damage × 3.5 × 0.9 hit probability = 246 - the same in-game units as the Close-range AA DPS headline.
246
Range4 km
Total DPS in Aura
ƒFar 220 + Medium 246 = 466
466
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒInitial: 50 × 3.5 × 0.85 = 149 → 69 × 3.5 × 0.85 = 205. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 149 → 205
Range2 km
Total DPS in Aura
ƒFar 220 + Medium 246 + Near 205 = 671
671
Flak
AA explosions
ƒEach ~2 s salvo fires 3 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 14 clouds per salvo × 270 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
270
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 5.2 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.
2.5-5.2 km
Maneuverability
Engine power90,000 hp
Maximum speed34.0 kt
Turning circle radius670 m
Rudder shift timeInitial: 10.8 s → 7.7 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 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
23.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
37.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 40 − 6.1 = +33.9°/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 (+33.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.68 km x 0.955 = 11.15 km. Camouflage does not change detectability by air.
11.68 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.68 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.15 km.
11.15 km
Detectability by air7.36 km
Smoke firing penalty5.9 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.68 km) = 14.97 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.97 km
Detect when firing (air)
ƒAir detectability 7.36 km + gun-firing bloom 2.54 km = 9.9 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
9.9 km
Detect when on fire (sea)
ƒSea detectability 11.68 km + 2.0 km while burning = 13.68 km.
13.68 km
Detect when on fire (air)
ƒAir detectability 7.36 km + 3.0 km while burning = 10.36 km.
10.36 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator3 charges · 130 s reload · 30 s emit / 70 s cloud active · 450 m radius
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 4,900 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 35,000 HP = 4,900 HP: up to 14% of max HP restored per charge.
· 9,800 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 35,000 HP = 9,800 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 175 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 35,000 HP = 175 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.
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Module options (3)

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

HullUpgrade
  • Hit points31,500 → 35,000
  • Rudder shift10.8 → 7.7 s
  • Close-range AA DPS111 → 147
  • Maximum AA range3.5 → 4 km
Fire controlUpgrade
  • Main battery range13,610 → 14,971 m
TorpedoesUpgrade
  • Range12 → 12.5 km
  • Reload125 → 110 s
  • Alpha damage50,100 → 52,100
  • Display damage16,700 → 17,367

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 height @ 5 km27 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=0.5·14971=7486 m, and radiusOnMax=0.6 at 14971 m. Below the kink: k=0.2+(0.5−0.2)·50007486=0.4004, so σV=σH·k=67.5·0.4004=27m.
Shell scatter height @ 10 km54.4 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=0.5·14971=7486 m, and radiusOnMax=0.6 at 14971 m. Above the kink: k=0.5+(0.6−0.5)·10000−748614971−7486=0.5336, so σV=σH·k=102·0.5336=54.4m.
AP pen 5 km98 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 =10−7·1720·31.750.69·0.127−1.07·529.91.38=98mm, where 529.9 m/s is the shell's speed when it arrives at 5 km (from 808 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 km57 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 =10−7·1720·31.750.69·0.127−1.07·360.11.38=57mm, where 360.1 m/s is the shell's speed when it arrives at 10 km (from 808 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.02 s
How long an HE 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·0.347·0.12728·31.75=6.92×10−5. That runs from a 808 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.
AP flight time @ 10 km7.02 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·0.347·0.12728·31.75=6.92×10−5. That runs from a 808 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)12
6 mounts × 2 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)1,720
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 mass31.75 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 coefficient0.347
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity808 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 m/s
Starting speed of the HE shell; sets its flight time and lead.
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 time4.4 s
800 m / (67.0 kt × 2.6855) = 4.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed67.0 kt
Travel time to max range69.5 s
12500 m / (67.0 kt × 2.6855) = 69.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: 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 damage277,872
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 17,367 = 277,872. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range221
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 8x2 -> 246 DPS @ 4 km; 20mm Oerlikon MK20 Twin 20x2 -> 205 DPS @ 2 km; Far AA (?) -> 221 DPS @ 5.2 km.
AA DPS layered by range221 DPS @ 5.2 km, 467 DPS @ 4 km, 672 DPS @ 2 km
@ 5.2 km: 221 from one family; @ 4 km: 246 + 221 = 467; @ 2 km: 246 + 205 + 221 = 672. 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-blank672
246 + 205 + 221 = 672 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2543
246 × 4 + 205 × 2 + 221 × 5.2 = 2543. 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

A variant of the light cruiser project developed in the United States during World War II, armed with 127 mm dual-purpose guns of a new generation.

Armor Beta

Hull HP 31,500 → 35,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel95 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–40 mm)1,000 (3% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)16 mm primary (range 16–95 mm)26,300 (75% of HP)
Overmatched by 283mm+ AP (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+ AP (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: 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 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 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 (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.

Balance History

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

Nerf ×1Buff ×40Main Battery ×4Torpedo ×1Concealment ×5
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Maximum speed increased from 33.0 to 34.0 knots.
  • Main battery reload time reduced from 5.2 to 4.7 seconds.
  • Stock torpedo reload time reduced from 139 to 125 seconds.
  • Upgraded torpedo reload time reduced from 125 to 110 seconds.
  • Upgraded torpedo distance increased from 12 to 12.5 km.
  • Sejong: credit earnings increased by 5.26%.
Read the full official post
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 reduced:
  • Detectability range by sea reduced from 12.05 to 11.68 km.
  • Detectability range by air reduced from 7.59 to 7.36.
  • Detectability range by sea while firing in smoke reduced from 6.2 to 5.9 km.
  • Stock hull total health increased from 29,600 to 31,500:
  • Stock hull casemate HP increased from 3,500 to 3,700.
  • Stock hull superstructure HP increased from 2,900 to 3,100.
  • Stock hull stern HP increased from 1,600 to 1,700.
  • Stock hull HP increased from 22,200 to 23,600.
  • Stock hull steering gear HP increased from 8,900 to 9,500.
  • Stock hull magazine HP increased from 14,800 to 15,800.
  • Upgraded hull total HP increased from 32,000 to 35,000:
  • Upgraded hull bow HP increased from 900 to 1,000.
  • Upgraded hull casemate HP increased from 3,700 to 4,100.
  • Upgraded hull superstructure HP increased from 3,200 to 3,500.
  • Upgraded hull stern HP increased from 1,800 to 1,900.
  • Upgraded hull HP increased from 24,000 to 26,300.
  • Upgraded hull steering gear HP increased from 9,600 to 10,500.
  • Upgraded hull magazine HP increased from 16,000 to 17,500.
  • Engine HP increased from 29,800 to 35,000.
Read the full official post
2024-03-21

Ministry of Balance: Spring Changes

  • Credit-Earning Reductions:
  • Sejong credit-earning rate reduced by 5%.
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.
  • Stern HP increased from 1,700 to 1,800.
  • Hull HP increased from 22,400 to 24,000.
  • Magazine HP increased from 14,900 to 16,000.
  • Steering Gear HP increased from 8,900 to 9,600.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Sejong 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.