World of Warships: Legends ship guide

Vampire

Also called: 吸血鬼 Beta
Commonwealth · Tier II · Destroyer · Premium
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
8.9 km gun rangeHigh HE DPMStrong AAHeavy AP penSmokeEngine Boost
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Community Data

Vampire Community Stats

Across 800+ Standard battles from 140+ players, Vampire averages a 62% win rate, 24,400 damage and 1.4 kills per battle, and survives 45% of them.

Community Data

Vampire Community Stats

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

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Playstyle

Overview

Vampire is a Tier II 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. Her 102mm guns win on volume rather than weight: a 5 s reload is the damage, so uptime matters more than any single salvo. AA (88 AA DPS at 2.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: high HP pool in T2 DDs (9,500 HP, 3rd of 23) and main battery range in T2 DDs (8.9 km, 3rd of 23).

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. Concretely: 8.9 km of reach against 5.6 km of detection leaves about 3.3 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 1.8 km, and a destroyer here is spotted at about 5.6 km, so you see it coming with roughly 3.8 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. A 520 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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 5.6 km with 9,500 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.7 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.

Top-tier AA ↗

88 AA DPS, best of T2 DDs (median 18).

High HP pool ↗

9500 HP, top decile of T2 DDs.

ELITE MAIN BATTERY ↗
  • Long gun range · 8.9 km
  • HE DPM machine · 72000 HE
  • Close-range AP brick · 139.1 mm
  • Long-range AP brick · 45.28 mm
Thick stern plate ↗

10 mm stern, best of T2 DDs.

Module-wrecking torpedoes ↗

900 torpedo module damage, best of T2 DDs. Hits knock out engines, rudders, and turrets far more often than a standard torpedo.

Acquisition

How to get Vampire

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

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

Official WG availability sources
  • Three Years Young: Anniversary Gifts Free reward Start: 2022-07-25
    • Tier II Premium destroyer Vampire comes with a swift reload, good angling, and a solid set of in-game items. Make sure to claim the present from your platform store between August 1 and August 29!

Builds

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

Open in Build Tool →

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 sits among Tier II DDs (22 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.

BestTime to 90% speed6 s (1 of 2 tied) BestAcceleration (0-12 kt)2 s (1 of 2 tied) BestTurn speed retained92.9% (1 of 2 tied) BestAA DPS88 (1/17) BestAA threat171 (1/17) BestStern armor10 mm (1/23) Top 10%Hit points9,500 HP (3/23) Top 10%Smoke fire bloom1.76 km (3/23) Top 10%Main battery range8.94 km (3/23) Top 10%HE DPM72,000 (3/23) Top 25%AP DPM81,600 (5/21) Top 25%Engine power27,000 hp (5/23) Top 25%Torpedo damage≈9,100 (6/23) Bottom 25%Turning circle520 m (20/23) Bottom 25%HE fire chance5% (21/23) Bottom 25%Main dispersion82 m (21/23) Bottom 25%Displacement1,400 t (19/23) Bottom 25%Torpedo reload62 s (19/23)
See 22 mid-pack stats

Not standouts for Vampire -- 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.

Max speed34 kt(13/23) Concealment5.63 km(14/23) Air detection2.82 km(14/23) Rudder shift2.6 s(13/23) Main battery caliber102 mm(11/23) Main battery reload5 s(11/23) HE shell damage1,500(9/23) Fires per minute2.4(7/23) AP shell damage1,700(11/21) AP velocity805 m/s(12/21) HE velocity805 m/s(14/23) AP arming threshold17 mm(10/21) Power / turn radius51.9 hp/m(8/23) Power-to-weight19.29 hp/t(15/23) AA range2.5 km(9/17) Torpedo range6 km(17/23) Torpedo speed53 kt(13/23) Torpedo reaction time7.7 s(9/23) Max armor10 mm(11/23) Citadel belt10 mm(11/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value)
Survivability
Hit Points9,500
Displacement1,400 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.
95.1 x 9.4 m (ship-model figure)
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries22
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
3.3%
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 × 9,500 HP = 855 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 × 9,500 HP = 950 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.
4,800
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.
2,900
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 × 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
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 × 7,100 = 14,200), 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.
7,100
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 × 300 = 600), 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.
300
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 × 1,000 = 2,000), 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.
1,000
Main Battery
ModuleArtillery: 102 mm/45 QF Mk V
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range8.9 km
Turret traverse10 °/s
Turret armor3 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.
±137°, ±142°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 137° (the most restricted forward-facing mount's arc) = 43° 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.
30° off bow / 43° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.9 km) shells land in an ellipse about 82 m wide and 49 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 =(893530·8−0.51000+0.5)·30=82m
82 m at 8.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =82·0.6=49.2m
49.2 m at 8.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =82·0.62=24.6m
24.6 m at 8.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =49.2·0.62=14.8m
14.8 m at 8.9 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE alpha1,500
HE Velocity805 m/s
Fire Chance5%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 4 broadside guns = 6,000.
6,000
HE DPM
ƒ6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.
72,000
Fires/min
ƒ48 shells/min × 0.05 (5% fire chance) = 2.4.
2.4
AP shells
AP alpha1,700
AP Velocity805 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 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 =10−7·2300·15.20.69·0.102−1.07·8051.38=177mm.
177 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.9 km), where the shell has slowed to 299.8 m/s: P=10−7·2300·15.20.69·0.102−1.07·299.81.38=45.3mm.
45.3 mm at 8.9 km
AP full-salvo alpha
ƒ1,700 AP damage x 4 broadside guns = 6,800.
6,800
AP DPM
ƒ6,800 AP full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
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.
3
Torpedoes
ModuleTorpedoes: 533 mm TR Mk I
Launchers / tubes1 launcher × 3 tubes = 3 tubes
Reload time62 s
Projectile speed53.0 kt
Range6 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=27,300·0.333=9,100. 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.
≈ 9,100
Maximum damage (ammunition)
ƒ27,300 warhead alpha / 3 + 900 blast = 10,000. 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.
10,000
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.
900
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km53 kt×2.6855=7.7 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.7 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.6 per hit, shown as 1.6×100=160%. 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.
160%
Torpedo launcher traverse25 °/s
Launch arcscentreline 244°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming172 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 9,100 = 27,300. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
27,300
AA Defense
AA mount points5
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount2×1 40mm
20 mm Breda Model 401×1 20mm
13.2 mm Breda Model 19312×2 13mm
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2.5 km
Outer Near aura
Guns20 mm Breda Model 40
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range2 km
Total DPS in Aura
ƒMedium 42 + Outer Near 13 = 55
55
Inner Near aura
Guns13.2 mm Breda Model 1931
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.95 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range1.2 km
Total DPS in Aura
ƒMedium 42 + Outer Near 13 + Inner Near 33 = 88
88
Maneuverability
Engine power27,000 hp
Maximum speed34.0 kt
Turning circle radius520 m
Rudder shift time2.6 s
Engine power-boost threshold31.6 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
14.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
15.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.5 = +1.5°/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 (+1.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.63 km x 0.955 = 5.38 km. Camouflage does not change detectability by air.
5.63 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.63 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.38 km.
5.38 km
Detectability by air2.82 km
Smoke firing penalty1.76 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.63 km) = 8.94 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.94 km
Detect when firing (air)
ƒAir detectability 2.82 km + gun-firing bloom 2.04 km = 4.86 km. The bloom tracks main-battery caliber 102 mm × 0.020 = 2.04 km.
4.86 km
Detect when on fire (sea)
ƒSea detectability 5.63 km + 2.0 km while burning = 7.63 km.
7.63 km
Detect when on fire (air)
ƒAir detectability 2.82 km + 3.0 km while burning = 5.82 km.
5.82 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

Under the hood

Show ▾

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.
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 =10−7·2300·15.20.69·0.102−1.07·451.41.38=80mm, where 451.4 m/s is the shell's speed when it arrives at 5 km (from 805 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)2,300
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 mass15.2 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 coefficient0.3536
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity805 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 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 time7.7 s
1100 m / (53.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed53.0 kt
Travel time to max range42.2 s
6000 m / (53.0 kt × 2.6855) = 42.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count3
1 launcher × 3 tubes.
Per-side salvo3 torpedoes
1 launcher × 3 tubes = 3, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage27,300
All tubes hitting one target: tubes x per-torpedo simulated damage = 3 x 9,100 = 27,300. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range42
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 2x1 -> 42 DPS @ 2.5 km; 13 2mm 2barrels Breda MG1 2x2 -> 33 DPS @ 1.2 km; Breda 20mm 65 1x1 -> 13 DPS @ 2 km.
AA DPS layered by range42 DPS @ 2.5 km, 55 DPS @ 2 km, 88 DPS @ 1.2 km
@ 2.5 km: 42 from one family; @ 2 km: 42 + 13 = 55; @ 1.2 km: 42 + 33 + 13 = 88. 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-blank88
42 + 33 + 13 = 88 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index171
42 × 2.5 + 33 × 1.2 + 13 × 2 = 171. 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

One in a series of advantageous Type 5 flotilla leaders designed and built for the Royal Navy. In 1933, the ship was transferred to the Royal Australian Navy. During World War II, she was slightly upgraded and partially rearmed.

Armor Beta

Hull HP 9,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)1,500 (16% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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.
Stern10 mm primary (range 6–10 mm)1,000 (11% of HP)
Overmatched by 150mm+ AP (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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.
Superstructure10 mm300 (3% 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 HP4,800 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 HP2,900 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 can equip.

  • Vampire 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.