Vallejo
Also called: 瓦列霍 Beta- 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
On this page
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.
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.
Vallejo Community Stats
Record History
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
- SAP DPM machine · 350000 SAP
- Fast turret traverse · 25°/s
- Top-tier AA · 614 AA
- Long-reach AA · 6 km
Repair Party heals 2%/s, best of T8 CAs. Restores more HP per active second than peers.
4% torpedo damage reduction, bottom decile of T8 CAs. Torps hit for closer to their printed damage.
762 m/s AP muzzle velocity, bottom quartile of T8 CAs. Lobby trajectory, more lead, easier to dodge at range.
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
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Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Archived · Spectral Vault 5.0 · 1 of 17 ships
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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%
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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
- Chest of Rarities 0.25% · Tier VIII Premium ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Spectral Vault 3.0 0.002941% · Superprize: Premium Ship
- Spectral Vault 4.0 0.058824% · Superprize: Premium Ship
- Spectral Vault 5.0 0.588235% · Superprize: Premium Ship
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
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.
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.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
Zero 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.SAP shells
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SAP 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.ƒ
3,500 SAP damage x 10 broadside guns = 35,000.ƒ
Zero 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.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 435.8 m/s: .ƒ
3,200 AP damage x 10 broadside guns = 32,000.ƒ
Zero 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.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Effective 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.ƒ
Effective DPS: 141 raw aura damage × 3.5 × 0.9 hit probability = 444 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 63 + Medium 444 = 507ƒ
Effective DPS: 36 raw aura damage × 3.5 × 0.85 hit probability = 107 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 63 + Medium 444 + Near 107 = 614ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 12.54 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.98 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 12.54 km + 2.0 km while burning = 14.54 km.ƒ
Air detectability 7.64 km + 3.0 km while burning = 10.64 km.
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) ƒ
0.02 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.ƒ
0.4 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.ƒ
0.02 (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 ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
The standard cruiser dispersion curve.(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.(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.(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.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: at 0 m, at m, and at 15480 m. Below the kink: , so .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: at 0 m, at m, and at 15480 m. Above the kink: , so .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: at 0 m, at m, and at 15480 m. Above the kink: , so .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 , 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 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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.5 mounts × 2 barrels = 10; all 10 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
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.@ 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.363 + 81 + 107 + 63 = 614 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.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.
Overmatched by 102+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 102 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. |
| Superstructure | 13 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 HP | 22,000 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 13,200 module HP | Incapacitated at 0 HP | When 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.
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.
Skins & permanent camouflages
Every custom exterior Vallejo can equip.
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.
