Vampire
Also called: 吸血鬼 Beta- 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
On this page
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.
Vampire Community Stats
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Vampire Community Stats
Record History
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
+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.
88 AA DPS, best of T2 DDs (median 18).
9500 HP, top decile of T2 DDs.
- 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
10 mm stern, best of T2 DDs.
900 torpedo module damage, best of T2 DDs. Hits knock out engines, rudders, and turrets far more often than a standard torpedo.
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.
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.
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.
Peers in this cohort
Compare Tier II DestroyersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 5 s base reload = 48.HE shells
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17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 4 broadside guns = 6,000.ƒ
6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.ƒ
48 shells/min × 0.05 (5% fire chance) = 2.4.AP shells
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floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (8.9 km), where the shell has slowed to 299.8 m/s: .ƒ
1,700 AP damage x 4 broadside guns = 6,800.ƒ
6,800 AP full-salvo alpha x 60 / 5 s base reload = 81,600.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
Most 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: . 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.ƒ
27,300 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.6 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 42 + Outer Near 13 = 55ƒ
Effective DPS: 10 raw aura damage × 3.5 × 0.95 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 42 + Outer Near 13 + Inner Near 33 = 88ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.6 kt of 34.0 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 5.63 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.38 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 5.63 km + 2.0 km while burning = 7.63 km.ƒ
Air detectability 2.82 km + 3.0 km while burning = 5.82 km.
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
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(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 penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 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.4 mounts × 1 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1100 m / (53.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6000 m / (53.0 kt × 2.6855) = 42.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).1 launcher × 3 tubes.1 launcher × 3 tubes = 3, all to either side (centreline launchers train across - full salvo to either side).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
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.@ 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.42 + 33 + 13 = 88 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.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.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 6 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. |
| Stern | 10 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. |
| Citadel | 10 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. |
| Superstructure | 10 mm | 300 (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 HP | 4,800 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (40 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 | 2,900 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.
Skins & permanent camouflages
Every custom exterior Vampire can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
