World of Warships: Legends ship guide

Vicente Guerrero

Also called: 维森特·格雷罗 Beta
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Strong secondaries (3.5 km)High HE DPMRepairs citadel hitsExtra heal chargesFast turret traverseSmall-caliber secondaries
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Community Data

Vicente Guerrero Community Stats

Across 93 Standard battles from 38 players, Vicente Guerrero averages a 63% win rate, 28,800 damage and 1.1 kills per battle, and survives 45% of them.

Community Data

Vicente Guerrero Community Stats

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Playstyle

Overview

Vicente Guerrero is a Tier II Pan-American all-rounder light cruiser with 152mm guns at 11.3 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: HE DPM in T2 CAs (120,522, 4th of 25) and best repairs citadel hits in T2 CAs (50, 1st of 4). The trade is small-caliber secondaries in T2 CAs (1,000, 15th of 16).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. 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. A 510 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

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 9.6 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 19,600 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

ELITE MAIN BATTERY ↗
  • HE DPM machine · 120522 HE
  • Fast turret traverse · 10°/s
  • Flat AP shells · 900 m/s
  • Flat arc HE shells · 900 m/s
ELITE REPAIR PARTY ↗
  • Repairs citadel hits · 50%
  • Extra heal charges · 2 Repair
Small-caliber secondaries ↗

1000 max HE alpha per secondary shell, bottom quartile of T2 CAs. Per-shell damage runs below peers'. Fire chance is at the cohort floor too (4%, tied with 10 other ships), so they will not burn a target down either.

Acquisition

How to get Vicente Guerrero

Vicente Guerrero is available in the Early Pan-American Cruisers branch of the Pan-America Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

History: Early Access Mar 2026 – Apr 2026 (temporary crate drops, now ended).

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

Show Pan-America tech-tree branch diagram
Pan-America Tech Tree

Vicente Guerrero sits in the Early Pan-American Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.

Official WG availability sources

Builds

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

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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 Vicente Guerrero sits among Tier II CAs (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.

BestAP velocity900 m/s (1 of 3 tied) BestHE velocity900 m/s (1 of 3 tied) BestSecondary range3.5 km (1 of 4 tied) BestRepair charges2 (1 of 2 tied) Top 25%Main battery reload6.5 s (6/26) Top 25%HE DPM120,522 (4/25) Top 25%Acceleration (0-12 kt)9.5 s (7/26) Top 25%AP pen at 10 km82 mm (5/25) Top 25%AA DPS101 (4/17) Top 25%AA range4 km (5/17) Top 25%AA threat253 (5/17) Bottom 25%Hit points19,600 HP (21/26) Bottom 25%Turning circle510 m (21/26) Bottom 25%AP shell damage2,500 (21/25) Bottom 25%Secondary DPM (per side)30,000 (13/16) WorstSecondary HE alpha1,000 (1 of 2 tied) WorstNo torpedoes (20 of 26 in cohort)
See 29 mid-pack stats

Not standouts for Vicente Guerrero -- 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 speed25 kt(11/26) Concealment9.6 km(19/26) Smoke fire bloom4.23 km(18/26) Air detection5.76 km(19/26) Rudder shift6.3 s(11/26) Main battery caliber152 mm(9/26) Main battery range11.33 km(9/26) Sigma2(12/26) HE fire chance8%(13/25) Fires per minute4.38(9/25) AP DPM136,957(13/25) Main dispersion111.1 m(17/26) Secondary HE pen15 mm(7/16) Time to 90% speed23.3 s(10/26) AP arming threshold25 mm(16/25) Engine power25,500 hp(9/26) Power / turn radius50 hp/m(9/26) Displacement6,450 t(11/26) Power-to-weight3.95 hp/t(9/26) Flak damage per salvo (expected)198(5/10) Max armor76 mm(20/26) Citadel belt76 mm(11/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points19,600
Displacement6,450 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.
140.8 x 15.2 m
Armor range6–76 mm
Plate armor thicknesses6, 10, 38, 57, 69, 76 mm
Armor material/layer entries30
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top 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.
Initial: 0% → 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 × 19,600 HP = 1,764 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 × 19,600 HP = 1,960 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.
9,800
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.
5,900
Effective HP
ƒBase 19,600 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 19,600 HP = 2,744 HP per charge, × 2 charges = 5,488 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
25,088
Repairable: penetration50%
Repairable: citadel50%
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 × 1,800 = 3,600), 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 ×. 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.
1,800
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), 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 ×. 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.
1,800
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 × 14,700 = 29,400), 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.
14,700
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 × 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 ×. 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.
1,000
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 × 1,200 = 2,400), 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.
1,200
Citadel 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
Main Battery
ModuleArtillery: 152 mm/50 Vickers-Carraca
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 7.5 s → 6.5 s
Firing range (base)10.3 km
Firing range (top fire control)11.3 km
Turret traverse10 °/s
Turret armor152 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.
±135°, ±148°, ±150°, ±139°, ±127°
Guns to bear
ƒ180° − 135° (the most restricted aft-facing mount's arc) = 45° off bow; 180° − 127° (the most restricted forward-facing mount's arc) = 53° 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.
45° off bow / 53° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.3 km) shells land in an ellipse about 111 m wide and 67 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(11325.630·8−1.11000+1.1)·30=111.1m
111.1 m at 11.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.1·0.6=66.7m
66.7 m at 11.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =111.1·0.62=33.3m
33.3 m at 11.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =66.7·0.62=20m
20 m at 11.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 47.5. All upgrades (top gun): 6 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 54.8.
Initial: 47.5 → 54.8
HE shells
HE alpha2,200
HE Velocity900 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 104,604. All upgrades (top gun): 13,200 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 120,522.
Initial: 104,604 → 120,522
Fires/min
ƒZero upgrades: 47.5 shells/min × 0.08 (8% fire chance) = 3.8. All upgrades (top gun): 54.8 shells/min × 0.08 (8% fire chance) = 4.38.
Initial: 3.8 → 4.38
AP shells
AP alpha2,500
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2100·45.40.69·0.152−1.07·9001.38=261.7mm.
261.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.3 km), where the shell has slowed to 352.6 m/s: P=10−7·2100·45.40.69·0.152−1.07·352.61.38=71.8mm.
71.8 mm at 11.3 km
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
AP DPM
ƒZero upgrades: 15,000 AP full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 118,868. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) all-upgrades reload = 136,957.
Initial: 118,868 → 136,957
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
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
4 km
76.2 mm/45 QF HA Mk.I4×1 76mm
40 mm/39 Vickers QF Mk.II (upgraded hull only)4×1 40mm
12.7 mm Mk.III (stock hull only)4×4 13mm
88 mm/45 Flak (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 88mm
Far aura
Guns88 mm/45 Flak (DP)
Continuous DPS
ƒEffective 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 13 from dual-purpose secondaries firing as AA in this range band.
13
Range4 km
Outer Medium aura
Guns76.2 mm/45 QF HA Mk.I
Continuous DPS
ƒInitial: 9 × 3.5 × 0.9 = 28 → 8 × 3.5 × 0.9 = 25. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 28 → 25
Range3 km
Total DPS in Aura
ƒFar 13 + Outer Medium 25 = 38
38
Inner Medium aura
Guns40 mm/39 Vickers QF Mk.II
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.9 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range2 km
Total DPS in Aura
ƒFar 13 + Outer Medium 25 + Inner Medium 63 = 101
101
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 110 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
110
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts4
Firing range3.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 88 mm (2/side) × 60/4 s × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
30,000
88 mm/45 Flak (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 88mm
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.2
HE Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power25,500 hp
Maximum speed25.0 kt
Turning circle radius510 m
Rudder shift timeInitial: 8.8 s → 6.3 s
Engine power-boost threshold8.8 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.
11.2 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.
27.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25.0 kt).
23.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25.0 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.
38 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 6.1 = +3.9°/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 (+3.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.6 km x 0.955 = 9.17 km. Camouflage does not change detectability by air.
9.6 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.6 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.17 km.
9.17 km
Detectability by air5.76 km
Smoke firing penalty4.23 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.6 km) = 11.33 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.33 km
Detect when firing (air)
ƒAir detectability 5.76 km + gun-firing bloom 3.04 km = 8.8 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.8 km
Detect when on fire (sea)
ƒSea detectability 9.6 km + 2.0 km while burning = 11.6 km.
11.6 km
Detect when on fire (air)
ƒAir detectability 5.76 km + 3.0 km while burning = 8.76 km.
8.76 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,744 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 19,600 HP = 2,744 HP: up to 14% of max HP restored per charge.
· 5,488 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 19,600 HP = 5,488 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 98 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 19,600 HP = 98 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Rudder shift8.8 → 6.3 s
  • Close-range AA DPS20 → 28
Fire controlUpgrade
  • Main battery range10,296 → 11325.6 m
ArtilleryUpgrade
  • Base reload7.5 → 6.5 s

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. 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.
Shell scatter height @ 5 km31.4 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11325.6=5663 m, and radiusOnMax=0.6 at 11325.6 m. Below the kink: k=0.2+(0.5−0.2)·50005663=0.4649, so σV=σH·k=67.5·0.4649=31.4m.
Shell scatter height @ 10 km58.8 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11325.6=5663 m, and radiusOnMax=0.6 at 11325.6 m. Above the kink: k=0.5+(0.6−0.5)·10000−566311325.6−5663=0.5766, so σV=σH·k=102·0.5766=58.8m.
AP pen 5 km143 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 =10−7·2100·45.40.69·0.152−1.07·5821.38=143mm, where 582 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km82 mm
AP penetration at a fixed 10 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 =10−7·2100·45.40.69·0.152−1.07·387.41.38=82mm, where 387.4 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.39 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3574·0.15228·45.4=7.14×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.39 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3574·0.15228·45.4=7.14×10−5. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
6 mounts × 1 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,100
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 mass45.4 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 coefficient0.3574
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 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.
minRadius1.1
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.

AA defense

AA DPS at max range13
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 4x1 -> 63 DPS @ 2 km; 3in HA 12PDR 4x1 -> 25 DPS @ 3 km; 88mm45 SK L45 4x1 -> 13 DPS @ 4 km.
AA DPS layered by range13 DPS @ 4 km, 38 DPS @ 3 km, 101 DPS @ 2 km
@ 4 km: 13 from one family; @ 3 km: 25 + 13 = 38; @ 2 km: 63 + 25 + 13 = 101. 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-blank101
63 + 25 + 13 = 101 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index253
63 × 2 + 25 × 3 + 13 × 4 = 253. 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.

Secondary battery firepower

Max HE alpha1000
The only family (88 mm): 1000. Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
The only family (88 mm): 4%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 mm
The only family (88 mm): 15 mm. Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 15 mm from the 88 mm family.
Open in Charting Tool

Ship Charts

Background

In 1938, after the decommissioning of battleship Anáhuac - former Brazilian Deodoro - Mexico planned to strengthen its fleet with a large ship and purchase cruiser Navarra from Spain, which could have been named Vicente Guerrero in the Mexican Navy. However, after Mexico expressed support for the Republicans in Spain between 1936 and 1939, the parties failed to reach an agreement.

Armor Beta

Hull HP 19,600, 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.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

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 6–69 mm)1,800 (9% 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.
Hull (midship)6 mm14,700 (75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–57 mm)1,200 (6% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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.
Superstructure6 mm primary (range 6–76 mm)1,000 (5% 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 HP9,800 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.
Secondary mount (88 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 HP5,900 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 Vicente Guerrero can equip.

  • Vicente Guerrero 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.