World of Warships: Legends ship guide

Vampire II

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 7 km detection
  • Avoid: Burning the 7 km concealment advantage on guns
Key characteristics
Long torps (12 km)2 sigma accuracyHigh HE / fire outputHigh AP DPMSlow HE shells
Community Data

Vampire II Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Vampire II is a Legendary Commonwealth stealth-leaning destroyer with strong surface detection (7 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best AP always-pen window in Legendary DDs (60°) and best AP guaranteed-ricochet angle in Legendary DDs (67.5°).

Positioning

Hold concealment edges on the contested cap at 7 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 7 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Fast turret traverse

25.0°/s turret traverse, best of Legendary DDs. Tracks fast-rotating targets peers can't keep up with.

Wide always-pen zone

60.0° AP min ricochet angle, best of Legendary DDs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

67.5° AP guaranteed ricochet angle, best of Legendary DDs. Auto-bounce kicks in later than peers'.

AP DPM machine

315000 AP DPM, best of Legendary DDs. Punishes broadsides.

Slow HE shells

746.0 m/s HE muzzle velocity, bottom quartile of Legendary DDs. Lobby trajectory, harder to land at range.

Slow AP shells

746.0 m/s AP muzzle velocity, bottom quartile of Legendary DDs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Vampire II

Vampire II is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Vampire II Ship feature / release Start: 2025-03-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

Hector Waller is the official recommended commander direction, combining damage reduction and offensive support. Build for gun reload, concealment, rudder/agility, survivability, and AP/gun performance so Vampire II can keep winning repeated cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Hector Waller

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Vampire II sits among Legendary DDs (11 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.

BestAir detection3.49 km (1/11) BestTraverse-to-turn ratio16.48 × (1/11) BestFires per minute12 (1 of 2 tied) BestAP DPM315,000 (1 of 2 tied) BestAcceleration10.5 s (1 of 2 tied) BestAP arming threshold19 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) Top 10%Concealment6.98 km (2/11) Top 10%Main battery reload2.4 s (2/11) Top 25%HE DPM255,000 (3/11) Top 25%Torpedo damage19,500 (3/11) Bottom 25%AA DPS172 (10/11) WorstMax speed35 kt (1 of 3 tied) WorstMain battery caliber113 mm (1 of 2 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Vampire II -- 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 points19,800 HP(8/11) Rudder shift5.8 s(5/11) Main battery range11.12 km(5/11) HE shell damage1,700(9/11) HE fire chance8%(7/11) Main dispersion98.4 m(7/11) Displacement3,560 t(4/11) AA range5 km(5/11) AA threat721(9/11) Torpedo range12 km(4/11) Torpedo speed62 kt(7/11) Torpedo reload96 s(5/11) NormSigma2(10 of 11 tied at this value) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormMax armor20 mm(9 of 11 tied at this value) NormCitadel belt20 mm(8 of 10 tied at this value) NormBow armor20 mm(9 of 10 tied at this value) NormStern armor20 mm(9 of 10 tied at this value)

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

Sonar 4.93 kmSmokeEngine Boost
Survivability
Hit Points19,800
Displacement3,560 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
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.
9,900
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.
5,900
Main Battery
ModuleArtillery: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.7 s
Firing range11.1 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11125/30·(8−0.5)/1000 + 0.5)·30 = 98.4 m
98.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.4 × 0.6 = 59.1 m
59.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.4 × 0.32 (σ=2) = 31.5 m
31.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.1 × 0.32 (σ=2) = 18.9 m
18.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ6 broadside guns x 60 / 2.7 s base reload = 133.3.
133.3
HE shells
HE Damage1,700
HE Velocity746 m/s
Fire Chance8%
HE penetration
ƒ19 mm ≈ 113 mm caliber / 6 (standard HE penetration ratio).
19 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667.
226,667
Installed HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
255,000
Base fires/min
ƒ6 HE shells x 60 / 2.7 s reload x 8% fire chance = 10.67.
10.67
AP shells
AP Damage2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(113 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.
140.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 288.9^1.38 = 37.8 mm.
37.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
Base AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000.
280,000
Installed AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
315,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes1 launchers × 5 tubes = 5 tubes
Reload time96 s
Projectile speed62 kt
Range12 km
Maximum simulated damage18,300 (est.)
Alpha damage54,900
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
91,500
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×1) + (23×3.5×1) = 172. 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.
172
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk V2×2 40mm
40 mm Bofors Mk VII2×1 40mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose main battery firing as AA in this range band.
23
Range5 km
Medium aura
DPS26
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 26 = 49
49
Maneuverability
Engine moduleEngine: 5 hp
Engine power5 hp
Maximum speed35 kt
Turning circle radius680 m
Engine power multiplier speed threshold32.5 kt
Traverse-to-turn ratio16.5× snappy
Concealment
Detectability by sea6.98 km
Detectability by air3.49 km
Smoke firing penalty2.37 km
Detect after firing main guns6.98 km
Detect Fire Sea8.98 km
Detect Fire Air6.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 100 s reload · 15 s emit / 10 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp98.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11125/30·(8−0.5)/1000 + 0.5)·30 = 98.4 m
Max Vert Disp59.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 98.4 × 0.6 = 59.1 m
Med Horiz Disp31.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 98.4 × 0.32 (σ=2) = 31.5 m
Med Vert Disp18.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 59.1 × 0.32 (σ=2) = 18.9 m
AP Pen Close140.1 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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.
AP Pen Far37.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 288.9^1.38 = 37.8 mm.
HE penetration19 mm
19 mm ≈ 113 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(113 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
Base HE DPM226,667
10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667.
Base AP DPM280,000
12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000.
Installed HE DPM255,000
10,200 HE full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
Installed AP DPM315,000
12,600 AP full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
Base shells/min133.3
6 broadside guns x 60 / 2.7 s base reload = 133.3.
Installed shells/min150
6 broadside guns x 60 / 2.4 s installed Artillery reload = 150.
Base fires/min10.67
6 HE shells x 60 / 2.7 s reload x 8% fire chance = 10.67.
Installed fires/min12
6 HE shells x 60 / 2.4 s installed reload x 8% fire chance = 12.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range74.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline launchers train across - full salvo to either side).
Full-salvo damage91,500
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage91,500
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS172
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×1) + (23×3.5×1) = 172. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index721
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 19,800, 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
Bow20 mm primary (range 19–20 mm)3,100 (16% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 16–19 mm)14,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 16–20 mm)1,200 (6% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP9,900 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 (40 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 HP5,900 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.
Exteriors

Skins & permanent camouflages

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

  • Vampire II 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.