Velos
Also called: 箭 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
On this page
Velos Community Stats
Log in to GamingDiver and upload your data to see Community Data for Velos: community win rate, damage, survival, spotting, and your own comparison.
Velos Community Stats
Record History
Playstyle
Overview
Velos is a Tier VIII European 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. Standout traits: top-decile smoke duration in T8 DDs (30 s) and best turret traverse rate in T8 DDs (34).
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; your damage is mostly gunfire, and 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.
Signature Traits
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Long smoke deployment · 30.0 s
- Lingering smoke · 127.0 s
- Fast turret traverse · 34.0°
- High-arc HE shells · 25.04°
- High-arc AP shells · 24.27°
- HE DPM machine · 240000 HE
45.0 s torpedo reload, top decile of T8 DDs. More frequent drops than peers.
How to get Velos
Velos is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Aegean Arrow campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Super VIII crate
5%
One of the Tier VIII Premium ships
Event · Super VIII crate · 1 of 20 ships
- Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
-
Spectral Vault 4.0
0.256579%
Tier VIII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
Show 2 paths
- Spectral Vault 4.00.157895%
- Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 7 containers (4 more)
-
Spectral Vault 3.0
0.053224%
Tier VIII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
Show 4 paths
- Spectral Vault 3.0 → Spectral Vault 5.00.019737%
- Spectral Vault 3.0 → Spectral Vault 4.00.017368%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
- Spectral Vault 3.00.005263%
-
Mystic Lantern
0.045455%
Tier VIII Premium ship
Event · Mystic Lantern · 1 of 22 ships
-
Spectral Vault 2.0
0.010454%
Tier VIII Premium ship
Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
Show 6 paths
- Spectral Vault 2.0 → Spectral Vault 4.00.003158%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
- Spectral Vault 2.0 → Spectral Vault 3.00.000526%
-
Spectral Vault 1.0
0.001295%
Tier VIII Premium ship
Archived · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
Show 9 paths
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
- Spectral Vault 1.0 → Spectral Vault 3.00.000053%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
- “Aegean Arrow” Campaign Breakdown Campaign Start: 2024-08-05 · End: 2024-09-08 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.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Velos Ship feature / release Start: 2024-08-07 · 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.
Show direct source rows
- Mystic Lantern 0.045455% · Tier VIII Premium ship
- Spectral Vault 3.0 0.005263% · Tier VIII Premium ship
- Spectral Vault 4.0 0.157895% · Tier VIII Premium ship
- Spectral Vault 5.0 0.657895% · Tier VIII Premium ship
- Super VIII crate 5% · One of the Tier VIII Premium ships
Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds Beta
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.
Cohort position
Hide
▾
Where Velos sits among Tier VIII DDs (27 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 27 mid-pack stats
Not standouts for Velos -- 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
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 34 deg/s traverse speed = 5.3 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 2.2 s base reload = 109.1. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2 s all-upgrades reload = 120.HE shells
ƒ
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,000 HE damage x 4 broadside guns = 8,000.ƒ
Zero upgrades: 8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182. All upgrades (Main Battery Mod. 3 = -10% reload): 8,000 HE full-salvo alpha x 60 / 2 s all-upgrades reload = 240,000.ƒ
Zero upgrades: 109.1 shells/min x 5% fire chance = 5.45. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 5% fire chance = 6.AP shells
ƒ
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 249 m/s: .ƒ
2,300 AP damage x 4 broadside guns = 9,200.ƒ
Zero upgrades: 9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909. All upgrades (Main Battery Mod. 3 = -10% reload): 9,200 AP full-salvo alpha x 60 / 2 s all-upgrades reload = 276,000.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
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.23 per hit, shown as . Torpedo flood 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. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 17,833 = 89,165.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (18×3.5×1) = 192. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Effective 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 63 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 37 raw aura damage × 3.5 × 1 hit probability = 130 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 63 + Medium 130 = 193ƒ
Each ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.ƒ
Time to reach 90% of top speed (34.2 kt of 38 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (37.6 kt of 38 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 160 s reload · 30 s emit / 127 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
See all derived stats
Show
▾
All values are ship base stats with modifications and upgrade changes denoted inline.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.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.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 249 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 4 barrels bear on the broadside.180 degrees / 34 deg/s traverse speed = 5.3 s.2,000 HE damage x 4 broadside guns = 8,000.2,300 AP damage x 4 broadside guns = 9,200.Zero upgrades: 8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182. All upgrades (Main Battery Mod. 3 = -10% reload): 8,000 HE full-salvo alpha x 60 / 2 s all-upgrades reload = 240,000.Zero upgrades: 9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909. All upgrades (Main Battery Mod. 3 = -10% reload): 9,200 AP full-salvo alpha x 60 / 2 s all-upgrades reload = 276,000.Zero upgrades: 4 broadside guns x 60 / 2.2 s base reload = 109.1. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2 s all-upgrades reload = 120.Zero upgrades: 109.1 shells/min x 5% fire chance = 5.45. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 5% fire chance = 6.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).1 launchers x 5 tubes.5 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 17,833 = 89,165.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 17,833 = 89,165.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (37×3.5×1) + (18×3.5×1) = 192. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor Beta
Hull HP 17,100, 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.
Overmatched by 130+ 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 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 2,000 (12% of HP) | Overmatch not possible in its bracketAngle 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 | 12,800 (75% of HP) | Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–20 mm) | 1,600 (9% of HP) | Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 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. |
| Superstructure | 13 mm primary (range 13–19 mm) | 1,600 (9% 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 | 8,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| AA mount (76 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 5,100 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.
Ship Charts
Balance History
Balance updates affecting Velos. Cards are condensed; use each source link for full context.
Ministry of Balance: Declaration of Changes
- Main battery reload time reduced from 2.5 to 2.2 seconds.
- Torpedo reload time reduced from 55 to 45 seconds.
- Detectability range by sea reduced from 6.93 to 6.81 km.
- Detectability range by air reduced from 3.47 to 3.41 km.
- Detectability range by sea while firing in smoke reduced from 2.58 to 2.54 km.
Ministry of Balance: Torpedo Chaos
- Velos could benefit from some sizeable improvements to her toolkit, so we're applying a series of buffs to her armaments. Most notably, her shell damage is being increased, giving her a better edge in duels, and her torpedoes will reload even more quickly.
- Torpedo reload time reduced from 60 to 55 s.
- Rudder-shift time reduced from 3.9 to 3.6 s.
- Main battery maximum HE shell damage increased from 1,800 to 2,000.
- Main battery maximum AP shell damage increased from 2,100 to 2,300.
- Torpedo speed increased from 66 to 72 kts.
- Torpedo detectability range by sea reduced from 1.4 to 1.3 km.
Skins & permanent camouflages
Every custom exterior Velos can equip, from in-game data.
DefaultThe ship’s standard exterior
Velos GreekDecorative
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.
