World of Warships: Legends ship guide

Velos

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.8 km detection
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
2 sigma accuracyHigh HE / fire outputLobs over islandsSmokeFragile
Community Data

Velos Community Stats

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Playstyle

Overview

Velos is a Tier VIII European stealth-leaning destroyer with strong surface detection (6.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: end-plate armor (20 mm) and top-decile torpedo reload in T8 DDs (45 s).

Positioning

Hold concealment edges on the contested cap at 6.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.8 km concealment advantage on guns

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

Signature Traits

Fast turret traverse

34.0°/s turret traverse, best of T8 DDs. Tracks fast-rotating targets peers can't keep up with.

Fast torp reload

45.0 s torpedo reload, top decile of T8 DDs. More frequent drops than peers.

HE DPM machine

240000 HE DPM, top decile of T8 DDs. Sustained fire pressure.

High-arc HE shells

42.1° HE impact angle at max range, top decile of T8 DDs. Lobs over cover.

High-arc AP shells

40.7° impact angle at max range, top decile of T8 DDs. Lobs over island cover.

Gun-boat DD

Main battery DPM in the top quartile for the cohort. Out-trades most DDs in open water.

Acquisition

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.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · 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 Event containers · 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 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · 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 Event containers · 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

Builds Beta

Use a destroyer build that starts with concealment and survivability. The official inspiration guidance calls out Erich Bey for concealment and William Sims for HP; add reload or torpedo support depending on whether you want stronger dueling or more constant torpedo pressure.

Open in Build Tool →

Commanders frequently paired with this ship Erich BeyWilliam Sims

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

Cohort position

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Where Velos sits among Tier VIII DDs (25 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.

BestTraverse-to-turn ratio18.82 × (1 of 2 tied) BestTorpedo reload45 s (1/24) Top 10%HE DPM240,000 (2/24) Top 10%Displacement2,924 t (3/25) Top 25%Max speed38 kt (7/25) Top 25%Rudder shift4.8 s (5/25) Top 25%Main battery reload2 s (4/25) Top 25%Power-to-weight20.52 hp/t (7/25) Top 25%Torpedo damage19,033 (7/24) Top 25%Torpedo speed72 kt (6/24) Bottom 25%Hit points17,100 HP (23/25) Bottom 25%Main dispersion96.4 m (22/25) Bottom 25%AP velocity792 m/s (21/23) Bottom 25%HE velocity792 m/s (21/24) WorstHE fire chance5% (1 of 7 tied)
See 21 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.

Concealment6.81 km(9/25) Air detection3.41 km(9/25) Main battery caliber127 mm(17/25) Main battery range10.86 km(18/25) Fires per minute6(17/24) AP shell damage2,300(12/23) AP DPM276,000(8/23) Acceleration11.5 s(16/25) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Engine power60,000 hp(17/25) Turn-speed retention96.8 hp/m(15/25) AA DPS192(19/25) AA range5 km(14/25) AA threat833(12/25) Torpedo range10.5 km(11/24) Deck armor19 mm(9/18) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

Def-AASmokeEngine Boost
Survivability
Hit Points17,100
Displacement2,924 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries23
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,600
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.
5,100
Main Battery
ModuleArtillery: 4×127 mm
Mounts / barrels4 mounts / 4 barrels
Reload time2.2 s
Firing range10.9 km
Turret traverse34 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10860/30·(8−0.5)/1000 + 0.5)·30 = 96.4 m
96.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.4 × 0.6 = 57.9 m
57.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.4 × 0.32 (σ=2) = 30.8 m
30.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.9 × 0.32 (σ=2) = 18.5 m
18.5 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ4 broadside guns x 60 / 2.2 s base reload = 109.1.
109.1
HE shells
HE Damage2,000
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,000 HE damage x 4 broadside guns = 8,000.
8,000
Base HE DPM
ƒ8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182.
218,182
Installed HE DPM
ƒ8,000 HE full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
240,000
Base fires/min
ƒ4 HE shells x 60 / 2.2 s reload x 5% fire chance = 5.45.
5.45
AP shells
AP Damage2,300
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 249 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 249^1.38 = 44.1 mm.
44.1 mm
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
Base AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909.
250,909
Installed AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 276,000.
276,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
Torpedoes
ModuleTorpedoes: 533 mm Mk14
Launchers / tubes1 launchers × 5 tubes = 5 tubes
Reload time45 s
Projectile speed72 kt
Range10.5 km
Maximum simulated damage17,833 (est.)
Alpha damage53,500
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming222 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
89,165
AA Defense
AA mount points3
Close-range AA DPS
ƒSum 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.
192
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
76.2 mm/50 Mk221×2 76mm
76.2 mm/50 Mk222×2 76mm
Far aura
DPS
ƒIncludes 18 continuous AA damage from dual-purpose main battery firing as AA in this range band.
18
Range5 km
Medium aura
DPS37
Range4 km
Total DPS in Aura
ƒFar 18 + Medium 37 = 55
55
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed38 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio18.8× snappy
Concealment
Detectability by sea6.81 km
Detectability by air3.41 km
Smoke firing penalty2.54 km
Detect after firing main guns6.81 km
Detect Fire Sea8.81 km
Detect Fire Air6.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 160 s reload · 15 s emit / 127 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse34 → 18 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp96.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10860/30·(8−0.5)/1000 + 0.5)·30 = 96.4 m
Max Vert Disp57.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.4 × 0.6 = 57.9 m
Med Horiz Disp30.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.4 × 0.32 (σ=2) = 30.8 m
Med Vert Disp18.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.9 × 0.32 (σ=2) = 18.5 m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far44.1 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 249 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 249^1.38 = 44.1 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha8,000
2,000 HE damage x 4 broadside guns = 8,000.
AP full-salvo alpha9,200
2,300 AP damage x 4 broadside guns = 9,200.
Base HE DPM218,182
8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182.
Base AP DPM250,909
9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909.
Installed HE DPM240,000
8,000 HE full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Installed AP DPM276,000
9,200 AP full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 276,000.
Base shells/min109.1
4 broadside guns x 60 / 2.2 s base reload = 109.1.
Installed shells/min120
4 broadside guns x 60 / 2 s installed Artillery reload = 120.
Base fires/min5.45
4 HE shells x 60 / 2.2 s reload x 5% fire chance = 5.45.
Installed fires/min6
4 HE shells x 60 / 2 s installed reload x 5% fire chance = 6.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time6.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed72 kt
Travel time to max range56.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline launchers train across - full salvo to either side).
Full-salvo damage89,165
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage89,165
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS192
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index833
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Armor

Hull HP 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,000 (12% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm12,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)1,600 (9% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 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 HP8,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (76 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 HP5,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Velos. Cards are condensed; use each source link for full context.

Buff ×12Main Battery ×6Torpedo ×1Concealment ×4
2025-06-26

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.
Read the full official post
2024-11-14

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.