World of Warships: Legends ship guide

Vampire II

Also called: 吸血鬼 II Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, heavy torpedoes (12 km)High HE / fire outputHigh AP DPMLobs over islandsSmoke + SonarWeak AA
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Community Data

Vampire II Community Stats

Across 15,000+ Standard battles from 250+ players, Vampire II averages a 69% win rate, 59,300 damage and 1.2 kills per battle, and survives 54% of them.

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.

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Playstyle

Overview

Vampire II is a Legendary Commonwealth gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also reaches the trade unspotted, 2 of 12 in the cohort for detection, which decides who shoots first. Standout traits: best smoke duration in Legendary DDs (100 s) and best turret traverse rate in Legendary DDs (25). Concealment is the part WG's own ship feature leads with: 6.98 km is second-best in her cohort, so she chooses her engagements and can break one off that turns against her.

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7 km with 19,800 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 278526 AP
  • High fire pressure · 10.61 fires/min
  • HE DPM machine · 225474 HE
Long smoke deployment ↗

100 s smoke deployment window, best of Legendary DDs. Lays a longer rolling smoke trail while moving.

Heavy torpedoes ↗

18300 damage per torpedo, top quartile of Legendary DDs.

Weak AA ↗

173 AA DPS, bottom quartile of Legendary DDs. Aircraft chew through with impunity; lean on positioning over AA.

Slow HE shells ↗

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

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

Official WG availability sources
  • Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06
    • To successfully complete the Oceania's Spectre campaign and unlock Commonwealth Legendary Tier destroyer Vampire II, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • March Update: Thirst for Combat Campaign Start: 2025-02-27
    • Join the new Oceania's Spectre campaign to get Commonwealth Legendary Tier destroyer Vampire II and many other rewards!

Builds

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

Hector Waller

WG official

WG official build from Through the Spy Glass: Vampire II.

Source: Through the Spy Glass: Vampire II

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Vampire II sits among Legendary DDs (13 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.

BestSmoke fire bloom2.37 km (1/14) BestAir detection3.49 km (1/14) BestFires per minute10.61 (1/14) BestAP DPM278,526 (1/11) BestAP arming threshold19 mm (1 of 3 tied) BestAP ricochet start60° (1 of 4 tied) BestAP auto-bounce angle67.5° (1 of 4 tied) Top 10%Concealment6.98 km (2/14) Top 10%Effective HE DPM (incl. fire)312,446 (2/14) Top 25%Main battery reload2.7 s (3/14) Top 25%HE DPM225,474 (3/14) Top 25%Turn speed retained92.9% (3/14) Top 25%Torpedo range12 km (4/14) Top 25%Torpedo damage≈18,300 (3/14) Bottom 25%AA DPS173 (13/14) WorstMain battery caliber114 mm (1 of 3 tied) WorstAP velocity746 m/s (1 of 3 tied) WorstHE velocity746 m/s (1 of 3 tied) WorstAP pen at 10 km49 mm (1 of 3 tied)
See 19 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(11/14) Max speed35 kt(11/14) Rudder shift4.4 s(6/14) Turning circle680 m(5/14) Main battery range11.12 km(5/14) HE shell damage1,700(11/14) HE fire chance8%(8/14) Main dispersion98.4 m(11/14) Displacement3,560 t(5/14) AA range5 km(7/14) AA threat727(11/14) Flak damage per salvo (expected)1,200(7/11) Torpedo speed62 kt(9/14) Torpedo reaction time7.8 s(8/14) Torpedo reload96 s(8/14) NormSigma2(13 of 14 tied at this value) NormAP fuse timer0.01 s(10 of 11 tied at this value) NormMax armor20 mm(12 of 14 tied at this value) NormCitadel belt20 mm(12 of 14 tied at this value)
Survivability
Hit Points19,800
Displacement3,560 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.
114.3 x 13.1 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
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 × 19,800 HP = 1,782 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 × 19,800 HP = 1,980 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
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
Repairable: penetration50%
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 × 3,100 = 6,200), 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.
3,100
Casemate 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
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 × 14,900 = 29,800), 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 ×. 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.
14,900
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 × 1,600 = 3,200), 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 ×. 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.
1,600
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 × 1,200 = 2,400), 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.
1,200
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.7 s
Firing range11.1 km
Turret traverse25 °/s
Turret armor6 mm
Guns to bear
ƒ180° − 152° (the most restricted aft-facing mount's arc) = 28° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
28° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (11.1 km) shells land in an ellipse about 98 m wide and 59 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1112530·8−0.51000+0.5)·30=98.4m
98.4 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
59.1 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =98.4·0.62=29.5m
29.5 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =59.1·0.62=17.7m
17.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 2.714 s (2.7 s = 19 ticks) base reload = 132.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.429 s (2.4 s = 17 ticks) all-upgrades reload (2.7 s × 0.9 Main Battery Mod. 3 = 2.4 s) = 148.2.
Initial: 132.6 → 148.2
HE shells
HE alpha1,700
HE Velocity746 m/s
Fire Chance8%
HE fire DPM vs T8 BB86977
Effective HE DPM vs T8 BB312450
HE penetration
ƒ19 mm ≈ 114 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
HE DPM
ƒZero upgrades: 10,200 HE full-salvo alpha x 60 / 2.714 s (2.7 s = 19 ticks) base reload = 225,474. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 2.429 s (2.4 s = 17 ticks) all-upgrades reload (2.7 s × 0.9 Main Battery Mod. 3 = 2.4 s) = 252,000.
Initial: 225,474 → 252,000
Fires/min
ƒZero upgrades: 132.6 shells/min × 0.08 (8% fire chance) = 10.61. All upgrades (Main Battery Mod. 3 = -10% reload): 148.2 shells/min × 0.08 (8% fire chance) = 11.86.
Initial: 10.61 → 11.86
AP shells
AP alpha2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1600·250.69·0.113−1.07·7461.38=140.1mm.
140.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 324.5 m/s: P=10−7·1600·250.69·0.113−1.07·324.51.38=44.4mm.
44.4 mm at 11.1 km
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
AP DPM
ƒZero upgrades: 12,600 AP full-salvo alpha x 60 / 2.714 s (2.7 s = 19 ticks) base reload = 278,526. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 2.429 s (2.4 s = 17 ticks) all-upgrades reload (2.7 s × 0.9 Main Battery Mod. 3 = 2.4 s) = 311,294.
Initial: 278,526 → 311,294
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 launcher × 5 tubes = 5 tubes
Reload time96 s
Projectile speed62.0 kt
Range12 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=54,900·0.333=18,300. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 18,300
Maximum damage (ammunition)
ƒ54,900 warhead alpha / 3 + 1,200 blast = 19,500. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
19,500
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.32 per hit, shown as 3.32×100=332%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
332%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
91,500
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk V2×2 40mm
40 mm Bofors Mk VII2×1 40mm
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 80 from dual-purpose main battery firing as AA in this range band.
80
Range5 km
Medium aura
Guns40 mm Bofors Mk V + 40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 1 hit probability = 91 - the same in-game units as the Close-range AA DPS headline.
91
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 91 = 171
171
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 240 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 5 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.
2.5-5 km
Maneuverability
Maximum speed35.0 kt
Turning circle radius680 m
Rudder shift time4.4 s
Engine power-boost threshold32.5 kt
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 kt
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 7.3 = +17.7°/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 (+17.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.98 km x 0.955 = 6.67 km. Camouflage does not change detectability by air.
6.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.67 km.
6.67 km
Detectability by air3.49 km
Smoke firing penalty2.37 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.98 km) = 11.12 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.12 km
Detect when firing (air)
ƒAir detectability 3.49 km + gun-firing bloom 2.26 km = 5.75 km. The bloom tracks main-battery caliber x 0.020.
5.75 km
Detect when on fire (sea)
ƒSea detectability 6.98 km + 2.0 km while burning = 8.98 km.
8.98 km
Detect when on fire (air)
ƒAir detectability 3.49 km + 3.0 km while burning = 6.49 km.
6.49 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 100 s reload · 100 s emit / 10 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km24.7 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=0.5·11125=5562 m, and radiusOnMax=0.6 at 11125 m. Below the kink: k=0.2+(0.5−0.2)·50005562=0.4697, so σV=σH·k=52.5·0.4697=24.7m.
Shell scatter height @ 10 km52.2 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=0.5·11125=5562 m, and radiusOnMax=0.6 at 11125 m. Above the kink: k=0.5+(0.6−0.5)·10000−556211125−5562=0.5798, so σV=σH·k=90·0.5798=52.2m.
AP pen 5 km80 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 =10−7·1600·250.69·0.113−1.07·498.81.38=80mm, where 498.8 m/s is the shell's speed when it arrives at 5 km (from 746 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 km49 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 =10−7·1600·250.69·0.113−1.07·347.11.38=49mm, where 347.1 m/s is the shell's speed when it arrives at 10 km (from 746 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.46 s
How long an HE 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·0.329·0.11328·24.95=6.61×10−5. That runs from a 746 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.
AP flight time @ 10 km7.46 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·0.3296·0.11328·25=6.61×10−5. That runs from a 746 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)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)1,600
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 mass25 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 coefficient0.3296
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity746 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity746 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range72.1 s
12000 m / (62.0 kt × 2.6855) = 72.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count5
1 launcher × 5 tubes.
Per-side salvo5 torpedoes
1 launcher × 5 tubes = 5, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage91,500
All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range81
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Twin 2x2 -> 46 DPS @ 3.5 km; 40mm Bofors Mark VII single 2x1 -> 46 DPS @ 3.5 km; Far AA (?) -> 81 DPS @ 5 km.
AA DPS layered by range81 DPS @ 5 km, 173 DPS @ 3.5 km
@ 5 km: 81 from one family; @ 3.5 km: 46 + 46 + 81 = 173. 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-blank173
46 + 46 + 81 = 173 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index727
46 × 3.5 + 46 × 3.5 + 81 × 5 = 727. 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.
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Ship Charts

Background

After World War II, Australia started building four destroyers designed based on the most advanced British destroyer - Daring. HMAS Vampire II was laid down in July 1952 and named after her war-period predecessor. She differed from the British prototype by her specialized guns designed for operation in tropical waters. In 1990, Vampire II became a museum ship in Sydney.

Armor Beta

Hull HP 19,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)3,100 (16% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,200 (6% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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: 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP9,900 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 (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.

Exteriors

Skins & permanent camouflages

Every custom exterior Vampire II can equip.

  • 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.