World of Warships: Legends ship guide

Vallejo

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
2.05 sigma accuracyDefensive AASlow AP shells
Community Data

Vallejo Community Stats

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Playstyle

Overview

Vallejo is a Tier VIII American AP-only cruiser with strong AP DPM (355,556): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Standout traits: best AA reach in T8 CAs (6 km).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

Long-reach AA

6.0 km AA reach, best of T8 CAs.

Super-heal

Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.

Fast turret traverse

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

Slow AP shells

762.0 m/s AP muzzle velocity, bottom quartile of T8 CAs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Vallejo

Vallejo is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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.

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.25% Tier VIII Premium ship Event containers · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Piñata Chest 0.025% Tier VIII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

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Cohort position

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Where Vallejo 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.

BestAA range6 km (1 of 5 tied) BestRepair heal rate2 %/s (1 of 5 tied) Top 10%AA threat2,813 (2/27) Top 25%Rudder shift11 s (5/27) Top 25%Traverse-to-turn ratio19.31 × (4/27) Top 25%Main battery reload5.4 s (5/27) Top 25%AP DPM355,556 (5/27) Top 25%AP arming threshold25 mm (7/27) Top 25%AA DPS614 (4/27) Bottom 25%Max speed32.5 kt (23/27) Bottom 25%Engine power100,000 hp (23/27) Bottom 25%Turn-speed retention135.1 hp/m (23/27) WorstNo secondaries (7 of 27 in cohort) WorstAP velocity762 m/s (1 of 5 tied) WorstNo torpedoes (11 of 27 in cohort)
See 19 mid-pack stats

Not standouts for Vallejo -- 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 points44,000 HP(21/27) Concealment12.54 km(12/27) Air detection7.64 km(13/27) Main battery caliber152 mm(21/27) Main battery range15.48 km(17/27) Sigma2.05(13/27) Main dispersion139.8 m(20/27) Acceleration10.4 s(13/27) AP fuse timer0.03 s(21/27) Displacement17,900 t(9/27) Power-to-weight5.59 hp/t(19/27) Max armor152 mm(15/27) Citadel belt102 mm(21/27) Bow armor25 mm(17/27) Stern armor25 mm(20/27) Deck armor102 mm(12/26) 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)

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

Repair 2MBRBDef-AAFighter
Survivability
Hit Points44,000
Displacement17,900 t
Armor range13–152 mm
Plate armor thicknesses13, 16, 25, 38, 40, 64, 102, 152 mm
Armor material/layer entries50
Fire resistance40%
Fire duration30 s
Torp Reduction4%
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.
22,000
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.
13,200
Main Battery
ModuleArtillery: 10×152 mm
Mounts / barrels5 mounts / 10 barrels
Reload time6 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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15480/30·(8−1.1)/1000 + 1.1)·30 = 139.8 m
139.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.8 × 0.6 = 83.9 m
83.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.8 × 0.314 (σ=2.05) = 43.9 m
43.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.9 × 0.313 (σ=2.05) = 26.3 m
26.3 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 / 6 s base reload = 100.
100
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
SAP shells
SAP Damage3,500
SAP Velocity812 m/s
SAP Pen (mm)42
AP shells
AP Damage3,200
AP Velocity762 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2000 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 237.4 mm. Matches the in-game spec card.
237.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 401 m/s: 1e-7 × 2000 × 59^0.69 × 0.152^-1.07 × 401^1.38 = 97.9 mm.
97.9 mm
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
Base AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 6 s base reload = 320,000.
320,000
Installed AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 355,556.
355,556
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
AA Defense
AA mount points23
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (141×3.5×0.9) + (36×3.5×0.85) + (20×3.5×0.9) = 614. 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.
614
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
76.2 mm Mk339×2 76mm
76.2 mm Mk332×2 76mm
20 mm Oerlikon Mk.2012×2 20mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose main battery firing as AA in this range band.
20
Range6 km
Medium aura
DPS141
Range5 km
Total DPS in Aura
ƒFar 20 + Medium 141 = 161
161
Near aura
DPS36
Range2 km
Total DPS in Aura
ƒFar 20 + Medium 141 + Near 36 = 197
197
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed32.5 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio19.3× snappy
Concealment
Detectability by sea12.54 km
Detectability by air7.64 km
Smoke firing penalty6.26 km
Detect after firing main guns12.54 km
Detect Fire Sea14.54 km
Detect Fire Air10.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 16 s active · +50% reload boost
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (1)

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

HullUpgrade
  • Turret traverse25 → 14.8 °/s

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 Disp139.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15480/30·(8−1.1)/1000 + 1.1)·30 = 139.8 m
Max Vert Disp83.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.8 × 0.6 = 83.9 m
Med Horiz Disp43.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.8 × 0.314 (σ=2.05) = 43.9 m
Med Vert Disp26.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.9 × 0.313 (σ=2.05) = 26.3 m
AP Pen Close237.4 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 × 2000 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 237.4 mm. Matches the in-game spec card.
AP Pen Far97.9 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 401 m/s: 1e-7 × 2000 × 59^0.69 × 0.152^-1.07 × 401^1.38 = 97.9 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
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.
AP full-salvo alpha32,000
3,200 AP damage x 10 broadside guns = 32,000.
Base AP DPM320,000
32,000 AP full-salvo alpha x 60 / 6 s base reload = 320,000.
Installed AP DPM355,556
32,000 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 355,556.
Base shells/min100
10 broadside guns x 60 / 6 s base reload = 100.
Installed shells/min111.1
10 broadside guns x 60 / 5.4 s installed Artillery reload = 111.1.

AA defense

Close-range AA DPS614
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (141×3.5×0.9) + (36×3.5×0.85) + (20×3.5×0.9) = 614. 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 index2813
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 44,000, 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 25–40 mm)1,500 (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 16–64 mm)33,000 (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.
Stern25 mm primary (range 25–152 mm)2,700 (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 25–102 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.40 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 (×0.40 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–152 mm)2,400 (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 HP22,000 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 HP13,200 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 Vallejo. Cards are condensed; use each source link for full context.

Buff ×3Rework ×1Main Battery ×9Consumable ×1
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Main battery maximum range increased from 15.33 to 15.48 km.
  • HE shells replaced with SAP shells.
  • SAP shell damage set to 3,500.
  • SAP shell penetration set to 42 mm.
  • SAP minimum ricochet angle set to 70 degrees.
  • SAP maximum ricochet angle set to 80 degrees.
  • Rudder-shift time reduced from 10 to 8.4 s.
  • Repair Party consumable improved from 10 to 40% for citadel damage repairs.
  • Addition: Main Battery Reload Booster.
  • 2 charges 120 s reload time 16 s duration.
  • +1 more official change line in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Vallejo 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.