World of Warships: Legends ship guide

Vallejo

Also called: 瓦列霍 Beta
U.S.A. · Tier VIII · CL Cruiser · Premium
SAP cruiserPunish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
42 mm SAP penHigh SAP outputReload BoosterDefensive AASAP DPM machineWeak torp belt
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Community Data

Vallejo Community Stats

Across 3,400+ Standard battles from 120+ players, Vallejo averages a 60% win rate, 79,100 damage and 1.0 kills per battle, and survives 43% of them.

Community Data

Vallejo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Vallejo: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Vallejo is a Tier VIII American SAP cruiser: her 152mm main battery fires semi-armor-piercing shells (42mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. She also packs the super-heal (2%/s, for 20 s, every 80 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: AA DPS in T8 CAs (614, 5th of 36) and best AA reach in T8 CAs (6 km, 4th of 36). The trade is weak torp belt in T8 CAs (4, 35th of 36).

Positioning

Hold 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. The helm answers quickly (8.5 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 6 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

ELITE MAIN BATTERY ↗
  • SAP DPM machine · 350000 SAP
  • Fast turret traverse · 25°/s
ELITE AA ↗
  • Top-tier AA · 614 AA
  • Long-reach AA · 6 km
Super-heal ↗

Repair Party heals 2%/s, best of T8 CAs. Restores more HP per active second than peers.

Sap Cruiser

Weak torp belt ↗

4% torpedo damage reduction, bottom decile of T8 CAs. Torps hit for closer to their printed damage.

Slow AP shells ↗

762 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 path: Containers. 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.

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

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.25% Tier VIII Premium ship Event · Chest of Rarities · 1 of 8 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · 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 Archived · 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 · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · 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 Archived · 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
  • Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Crates Start: 2024-06-30
    • It also offers a chance to get U.S. Tier VIII cruiser Vallejo, an 80% discount coupon on select American ships, and plenty of Commander Progression Items!
  • July Update: Skyward Endeavors Store / event post 2024-06-27
    • The Waves of Liberty random bundle will help you get enough Independium to purchase Louisiana and new skins for the U.S. hybrid battleships in Early Access.
    • It also offers a chance to get U.S. Tier VIII cruiser Vallejo, an 80% discount coupon on select American ships, and lots of Commander Progression Items on top!
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

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Where Vallejo 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.

BestAA range6 km (1 of 7 tied) BestRepair heal rate2 %/s (1 of 7 tied) Top 10%AA threat2,812 (3/36) Top 25%Smoke fire bloom6.26 km (9/36) Top 25%Rudder shift8.5 s (5/36) Top 25%Turning circle740 m (10/36) Top 25%Main battery reload6 s (7/36) Top 25%AP arming threshold25 mm (9/35) Top 25%AA DPS614 (5/36) Bottom 25%Max speed32.5 kt (31/36) Bottom 25%Main battery caliber152 mm (29/36) Bottom 25%AP shell damage3,200 (29/35) Bottom 25%Engine power100,000 hp (31/36) Bottom 25%Power / turn radius135.1 hp/m (31/36) Bottom 25%Flak damage per salvo (expected)1,638 (28/36) Bottom 25%Citadel belt102 mm (29/36) WorstNo secondaries (9 of 36 in cohort) WorstAP velocity762 m/s (1 of 6 tied) WorstNo torpedoes (15 of 36 in cohort)
See 20 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(27/36) Concealment12.54 km(15/36) Air detection7.64 km(18/36) Main battery range15.48 km(21/36) Sigma2.05(17/36) AP DPM320,000(12/35) Main dispersion139.8 m(15/36) Time to 90% speed26.7 s(23/36) Acceleration (0-12 kt)9.5 s(24/36) AP fuse timer0.025 s(27/35) Displacement17,900 t(12/36) Power-to-weight5.59 hp/t(24/36) AP pen at 10 km140 mm(27/35) Max armor152 mm(21/36) Bow armor25 mm(20/36) Stern armor25 mm(21/36) 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 Points44,000
Displacement17,900 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.
204.9 x 22 m
Armor range13–152 mm
Plate armor thicknesses13, 16, 25, 38, 40, 64, 102, 152 mm
Armor material/layer entries50
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 × 44,000 HP = 3,960 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 × 44,000 HP = 4,400 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
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.
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
Effective HP
ƒBase 44,000 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 44,000 HP = 17,600 HP per charge, × 2 charges = 35,200 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.
73,333–79,200
Repairable: penetration50%
Repairable: citadel40%
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 × 1,500 = 3,000), 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.
1,500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,600 = 13,200), 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.
6,600
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 × 33,000 = 66,000), 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.
33,000
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 × 2,400 = 4,800), 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 ×. 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.
2,400
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 × 2,700 = 5,400), 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.
2,700
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: 10×152 mm
Mounts / barrels5 mounts / 10 barrels
Reload time6 s
Firing range15.5 km
Turret traverse25 °/s
Turret armor127 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.
5x ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.
32° off bow / 32° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.5 km) shells land in an ellipse about 140 m wide and 84 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 =(1548030·8−1.11000+1.1)·30=139.8m
139.8 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.8·0.6=83.9m
83.9 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =139.8·0.62.05=40.9m
40.9 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.9·0.62.05=24.6m
24.6 m at 15.5 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 6 s base reload = 100. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 110.5.
Initial: 100 → 110.5
SAP shells
SAP alpha3,500
SAP Velocity812 m/s
SAP Pen (mm)42
SAP Min Ricochet70 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
20
SAP full-salvo alpha
ƒ3,500 SAP damage x 10 broadside guns = 35,000.
35,000
SAP DPM
ƒZero upgrades: 35,000 SAP full-salvo alpha x 60 / 6 s base reload = 350,000. All upgrades (Main Battery Mod. 3 = -10% reload): 35,000 SAP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 386,842.
Initial: 350,000 → 386,842
AP shells
AP alpha3,200
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range110 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2000·590.69·0.152−1.07·7621.38=237.4mm.
237.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 435.8 m/s: P=10−7·2000·590.69·0.152−1.07·435.81.38=109.8mm.
109.8 mm at 15.5 km
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
AP DPM
ƒZero upgrades: 32,000 AP full-salvo alpha x 60 / 6 s base reload = 320,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,000 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 353,684.
Initial: 320,000 → 353,684
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm Mk339×2 76mm
76.2 mm Mk332×2 76mm
20 mm Oerlikon Mk.2012×2 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 63 from dual-purpose main battery firing as AA in this range band.
63
Range6 km
Medium aura
Guns76.2 mm Mk33
Continuous DPS
ƒEffective DPS: 141 raw aura damage × 3.5 × 0.9 hit probability = 444 - the same in-game units as the Close-range AA DPS headline.
444
Range5 km
Total DPS in Aura
ƒFar 63 + Medium 444 = 507
507
Near aura
Guns20 mm Oerlikon Mk.20
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.85 hit probability = 107 - the same in-game units as the Close-range AA DPS headline.
107
Range2 km
Total DPS in Aura
ƒFar 63 + Medium 444 + Near 107 = 614
614
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 260 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.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
260
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 6 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.
2.5-6 km
Maneuverability
Engine power100,000 hp
Maximum speed32.5 kt
Turning circle radius740 m
Rudder shift time8.5 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 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
31.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
26.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
43.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 5.3 = +19.7°/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 (+19.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.54 km x 0.955 = 11.98 km. Camouflage does not change detectability by air.
12.54 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.54 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.98 km.
11.98 km
Detectability by air7.64 km
Smoke firing penalty6.26 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.54 km) = 15.48 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.48 km
Detect when firing (air)
ƒAir detectability 7.64 km + gun-firing bloom 3.04 km = 10.68 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.68 km
Detect when on fire (sea)
ƒSea detectability 12.54 km + 2.0 km while burning = 14.54 km.
14.54 km
Detect when on fire (air)
ƒAir detectability 7.64 km + 3.0 km while burning = 10.64 km.
10.64 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 17,600 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 44,000 HP = 17,600 HP: up to 40% of max HP restored per charge.
· 35,200 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 44,000 HP = 35,200 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 880 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 44,000 HP = 880 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.
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 16 s active · +50% reload boost
Catapult Fighter4 charges · 80 s reload · 70 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

Under the hood

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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 width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.6 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=0.5·15480=7740 m, and radiusOnMax=0.6 at 15480 m. Below the kink: k=0.2+(0.5−0.2)·50007740=0.3938, so σV=σH·k=67.5·0.3938=26.6m.
Shell scatter height @ 10 km54 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=0.5·15480=7740 m, and radiusOnMax=0.6 at 15480 m. Above the kink: k=0.5+(0.6−0.5)·10000−774015480−7740=0.5292, so σV=σH·k=102·0.5292=54m.
Shell scatter height @ 15 km81.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15480=7740 m, and radiusOnMax=0.6 at 15480 m. Above the kink: k=0.5+(0.6−0.5)·15000−774015480−7740=0.5938, so σV=σH·k=136.5·0.5938=81.1m.
AP pen 5 km181 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 =10−7·2000·590.69·0.152−1.07·625.71.38=181mm, where 625.7 m/s is the shell's speed when it arrives at 5 km (from 762 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 km140 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 =10−7·2000·590.69·0.152−1.07·5191.38=140mm, where 519 m/s is the shell's speed when it arrives at 10 km (from 762 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 15 km112 mm
AP penetration at a fixed 15 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 =10−7·2000·590.69·0.152−1.07·442.11.38=112mm, where 442.1 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.83 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·0.21·0.15228·59=3.23×10−5. That runs from a 762 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)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,000
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 mass59 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 coefficient0.21
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
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.

AA defense

AA DPS at max range63
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 9x2 -> 363 DPS @ 5 km; 3in50 Twin Mark 33 2x2 -> 81 DPS @ 5 km; 20mm Oerlikon Mark14 Twin 12x2 -> 107 DPS @ 2 km; Far AA (?) -> 63 DPS @ 6 km.
AA DPS layered by range63 DPS @ 6 km, 507 DPS @ 5 km, 614 DPS @ 2 km
@ 6 km: 63 from one family; @ 5 km: 363 + 81 + 63 = 507; @ 2 km: 363 + 81 + 107 + 63 = 614. 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-blank614
363 + 81 + 107 + 63 = 614 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2812
363 × 5 + 81 × 5 + 107 × 2 + 63 × 6 = 2812. 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 project variant that preceded the creation of the Worcester-class cruisers. Her main armament comprises ten 6-inch (152 mm) dual-purpose guns housed in five turrets.

Armor Beta

Hull HP 44,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 102+ AP 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 Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,500 (3% of HP)
Overmatched by 380mm+ AP (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+ 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.
Stern25 mm primary (range 25–152 mm)2,700 (6% of HP)
Overmatched by 380mm+ AP (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: 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 13–152 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 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 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.

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.
  • 50% reload time reduction while active.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Vallejo can equip.

  • 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.