Vallejo
Beta- 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
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
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
6.0 km AA reach, best of T8 CAs.
Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.
25.0°/s turret traverse, top decile of T8 CAs. Tracks fast-rotating targets peers can't keep up with.
762.0 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 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Doubloons17,500 Doubloons in the Legends Store (Jun 2024).
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
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- July Update: Skyward Endeavors 17,500 Doubloons 2024-06-27 Tier VIII default; exact price not in source
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
Builds Beta
Build for reload, range, SAP consistency, concealment, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.8 × 0.6 = 83.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.8 × 0.314 (σ=2.05) = 43.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.9 × 0.313 (σ=2.05) = 26.3 mƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
10 broadside guns x 60 / 6 s base reload = 100.HE shells
ƒ
floor(152 mm caliber / 6): standard HE penetration.SAP shells
AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
3,200 AP damage x 10 broadside guns = 32,000.ƒ
32,000 AP full-salvo alpha x 60 / 6 s base reload = 320,000.ƒ
32,000 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 355,556.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
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 20 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 20 + Medium 141 = 161ƒ
Far 20 + Medium 141 + Near 36 = 197
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
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
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.8 × 0.6 = 83.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.8 × 0.314 (σ=2.05) = 43.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.9 × 0.313 (σ=2.05) = 26.3 mCanonical 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.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.floor(152 mm caliber / 6): standard HE penetration.floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.3,200 AP damage x 10 broadside guns = 32,000.32,000 AP full-salvo alpha x 60 / 6 s base reload = 320,000.32,000 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 355,556.10 broadside guns x 60 / 6 s base reload = 100.10 broadside guns x 60 / 5.4 s installed Artillery reload = 111.1.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 102 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). |
| 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 | Magazine detonation1–30% chance · below ~75% HP | Per-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 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.
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.
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.
Skins & permanent camouflages
Every custom exterior Vallejo can equip, from in-game data.
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.
