Velos
Beta- Hold concealment edges on the contested cap at 6.8 km detection
- Avoid: Burning the 6.8 km concealment advantage on guns
Velos Community Stats
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Velos Community Stats
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
34.0°/s turret traverse, best of T8 DDs. Tracks fast-rotating targets peers can't keep up with.
45.0 s torpedo reload, top decile of T8 DDs. More frequent drops than peers.
240000 HE DPM, top decile of T8 DDs. Sustained fire pressure.
42.1° HE impact angle at max range, top decile of T8 DDs. Lobs over cover.
40.7° impact angle at max range, top decile of T8 DDs. Lobs over island cover.
Main battery DPM in the top quartile for the cohort. Out-trades most DDs in open water.
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
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Super VIII Crate
5%
One of the Tier VIII Premium ships
Event containers · Super VIII Crate · 1 of 20 ships
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Spectral Vault 5.0
0.657895%
Tier VIII Premium ship
Event containers · Spectral Vault 5.0 · 1 of 19 ships
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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)
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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%
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Mystic Lantern
0.043478%
Tier VIII Premium ship
Event containers · Mystic Lantern · 1 of 23 ships
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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%
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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
- Mystic Lantern 0.043478% · 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
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.4 × 0.6 = 57.9 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.4 × 0.32 (σ=2) = 30.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.9 × 0.32 (σ=2) = 18.5 mƒ
180 degrees / 34 deg/s traverse speed = 5.3 s.ƒ
4 broadside guns x 60 / 2.2 s base reload = 109.1.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,000 HE damage x 4 broadside guns = 8,000.ƒ
8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182.ƒ
8,000 HE full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.ƒ
4 HE shells x 60 / 2.2 s reload x 5% fire chance = 5.45.AP shells
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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: 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.ƒ
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.ƒ
2,300 AP damage x 4 broadside guns = 9,200.ƒ
9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909.ƒ
9,200 AP full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 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
per-side salvo x per-torpedo simulated damage.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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 18 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 18 + Medium 37 = 55
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
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.4 × 0.6 = 57.9 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.4 × 0.32 (σ=2) = 30.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.9 × 0.32 (σ=2) = 18.5 mCanonical 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.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.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 = 9,200.8,000 HE full-salvo alpha x 60 / 2.2 s base reload = 218,182.9,200 AP full-salvo alpha x 60 / 2.2 s base reload = 250,909.8,000 HE full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.9,200 AP full-salvo alpha x 60 / 2 s installed reload (Main Battery Mod. 3 = -10%) = 276,000.4 broadside guns x 60 / 2.2 s base reload = 109.1.4 broadside guns x 60 / 2 s installed Artillery reload = 120.4 HE shells x 60 / 2.2 s reload x 5% fire chance = 5.45.4 HE shells x 60 / 2 s installed reload 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).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.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.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
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 |
|---|---|---|---|---|
| Bow | 20 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 mm | 12,800 (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. |
| Stern | 20 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. |
| Citadel | 20 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). |
| 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.
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.
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.
