World of Warships: Legends ship guide

Vicente Guerrero

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Hold under 10 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracyStrong secondaries (4 km)Small-caliber secondaries
Community Data

Vicente Guerrero Community Stats

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Playstyle

Overview

Vicente Guerrero is a Tier II Pan-American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Standout traits: best turret traverse rate in T2 CAs (10) and best AP shell velocity in T2 CAs (900).

Positioning

Hold under 10 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.5%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Flat AP shells

900.0 m/s AP muzzle velocity, best of T2 CAs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

900.0 m/s HE muzzle velocity, best of T2 CAs. Flatter trajectory, easier to land at range.

Extra heal charges

2.0 Repair Party charges, best of T2 CAs. More total HP available across a match.

Fast turret traverse

10.0°/s turret traverse, top decile of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Small-caliber secondaries

1000.0 max HE alpha per secondary shell, bottom quartile of T2 CAs. Per-shell damage runs below peers'.

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.

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
  • Pan-American Cruisers Are Coming to Early Access Early Access Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.

Builds Beta

Use a Pan-America cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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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 3 tied) BestRepair charges2 (1 of 2 tied) Top 10%Traverse-to-turn ratio6.92 × (3/25) Top 10%AA threat404 (2/16) Top 25%HE shell damage2,200 (6/24) Top 25%AA DPS101 (4/25) Top 25%AA range4 km (5/25) Top 25%Deck armor76 mm (5/19) Bottom 25%Hit points19,600 HP (21/25) Bottom 25%AP shell damage2,500 (21/24) WorstHE alpha1,000 (1 of 2 tied) WorstNo torpedoes (19 of 25 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(11/25) Concealment9.6 km(18/25) Air detection5.76 km(18/25) Rudder shift6.3 s(11/25) Main battery caliber152 mm(9/25) Main battery range11.33 km(9/25) Main battery reload6.8 s(9/25) Sigma2(11/25) HE fire chance8%(13/24) Fires per minute4.24(10/24) HE DPM116,471(8/24) AP DPM132,353(10/24) Main dispersion104 m(13/25) Secondary DPM (per side)30,000(11/15) Secondary HE pen15 mm(7/15) Acceleration24.6 s(10/21) AP arming threshold25 mm(15/24) Engine power25,500 hp(9/25) Turn-speed retention50 hp/m(9/25) Displacement6,450 t(11/25) Power-to-weight3.95 hp/t(9/25) Max armor76 mm(19/25) Citadel belt76 mm(7/19) NormSecondary fire chance4%(10 of 15 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormBow armor6 mm(18 of 19 tied at this value) NormStern armor6 mm(17 of 19 tied at this value)

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

Repair 2
Survivability
Hit Points19,600
Displacement6,450 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 38, 57, 69, 76 mm
Armor material/layer entries30
Fire resistanceInitial: 0% → 3.3%
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.
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
Main Battery
ModuleArtillery: 152 mm/50 Vickers-Carraca
Mounts / barrels6 mounts / 6 barrels
Reload time7.5 s
Firing range (base)10.3 km
Firing range (top fire control)11.3 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1029630·81.11000+1.1)·30=104m
104 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =104·0.6=62.4m
62.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =104·0.319(σ=2)=33.2m
33.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =62.4·0.319(σ=2)=19.9m
19.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 7.5 s base reload = 48.
48
HE shells
HE Damage2,200
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
Base HE DPM
ƒ13,200 HE full-salvo alpha x 60 / 7.5 s base reload = 105,600.
105,600
Base fires/min
ƒ6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,500
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·45.40.69·0.1521.07·9001.38=261.7mm. Matches the in-game spec card.
261.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.2 km), where the shell has slowed to 301.7 m/s: P=107·2100·45.40.69·0.1521.07·301.71.38=57.9mm.
57.9 mm
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
Base AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.
120,000
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
AA Defense
AA mount points8
Maximum AA range
ƒIn-game AA card max range: 4 km. Only the longest-reach family contributes at this distance.
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)4×1 88mm
Far aura
DPS
ƒIncludes 4 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
4
Range4 km
Outer Medium aura
DPSInitial: 9 → 8
Range3 km
Total DPS in Aura
ƒFar 4 + Outer Medium 8 = 12
12
Inner Medium aura
DPS20
Range2 km
Total DPS in Aura
ƒFar 4 + Outer Medium 8 + Inner Medium 20 = 32
32
S
Secondary Battery
Mounts4
Firing range3.5 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 25,500 hp
Engine power25,500 hp
Maximum speed25 kt
Turning circle radius510 m
Engine power-boost threshold8.8 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (22.5 kt of 25). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(25,5006,450)0.42=1.7813; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<8.75 ktP(t)+drag(v)v8.75 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=24.6s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
24.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (24.8 kt of 25). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=41.1s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
41.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·25.0·0.5144510=1.44°/s, so ratio=ωturretωhull=101.44=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea9.6 km
Detectability by air5.76 km
Smoke firing penalty4.23 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.6 km
Detect Fire Sea11.6 km
Detect Fire Air8.76 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (2)

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

HullUpgrade
  • Rudder shift11.4 → 8.2 s
  • Close-range AA DPS20 → 28
Fire controlUpgrade
  • Main battery range10,296 → 11325.6 m

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 Disp104 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10296}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 104\,\text{m}$
Max Vert Disp62.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 104 \cdot 0.6 = 62.4\,\text{m}$
Med Horiz Disp33.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 104 \cdot 0.319\;(\sigma = 2) = 33.2\,\text{m}$
Med Vert Disp19.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 62.4 \cdot 0.319\;(\sigma = 2) = 19.9\,\text{m}$
AP Pen Close261.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 45.4^{0.69} \cdot 0.152^{-1.07} \cdot 900^{1.38} = 261.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far57.9 mm
Same formula at the ship's max firing range (14.2 km), where the shell has slowed to 301.7 m/s: $P = 10^{-7}\cdot 2100 \cdot 45.4^{0.69} \cdot 0.152^{-1.07} \cdot 301.7^{1.38} = 57.9\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
Base HE DPM105,600
13,200 HE full-salvo alpha x 60 / 7.5 s base reload = 105,600.
Base AP DPM120,000
15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000.
Base shells/min48
6 broadside guns x 60 / 7.5 s base reload = 48.
Base fires/min3.84
6 HE shells x 60 / 7.5 s reload x 8% fire chance = 3.84.

AA defense

AA DPS at point-blank101
In-game AA card sum: 101 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 4 km is unknown.
Maximum AA range4 km
In-game AA card max range: 4 km. Only the longest-reach family contributes at this distance.
AA threat index404
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 dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)30,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), 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 × 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).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
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
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.

Armor Beta

Hull HP 19,600, 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.

Bow & stern6 mm

Overmatched by 104+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–69 mm)1,800 (9% of HP)
Overmatched by 127mm+ (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+ (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+ (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 ×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).
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 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.
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.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Vicente Guerrero default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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