World of Warships: Legends ship guide

Victoria

Beta
Spain · Tier VIII · Battleship · Premium
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Take a flank or second-line angle that lets Victoria punish turns without overextending
  • The goal is to create broadside threats while preserving enough health to matter late
  • Avoid: Do not park bow-in and wait for perfect shots
Key characteristics
2 sigma accuracySpotter planeFragile
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Community Data

Victoria Community Stats

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Playstyle

Overview

Accurate battleship crossfire and burst pressure is the core job. Take a flank or second-line angle that lets Victoria punish turns without overextending. The goal is to create broadside threats while preserving enough health to matter late.

Positioning

Take a flank or second-line angle that lets Victoria punish turns without overextending. The goal is to create broadside threats while preserving enough health to matter late.

Potato Avoidance

Park bow-in and wait for perfect shots

Victoria needs angles and timing; if the flank stalls, reposition before the enemy can collapse on you.

Signature Traits

Flat HE shells

880.0 m/s HE muzzle velocity, best of T8 BBs. Flatter trajectory, easier to land at range.

Fast turret traverse

6.0°/s turret traverse, top decile of T8 BBs. Tracks fast-rotating targets peers can't keep up with.

Thick deck armor

85.0 mm armor deck, top decile of T8 BBs. Eats plunging fire and HE that peers don't.

Tight grouping

Sigma 2.0, top decile of T8 BBs. More shells land near aim.

Slow reload

33.3 s reload, worst of T8 BBs. Salvos punish more, but cycle is slower than peers.

Low AP DPM

145946 AP DPM, bottom decile of T8 BBs. Citadel windows matter more than spam.

Acquisition

How to get Victoria

Victoria is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Wind of Victory Campaign Breakdown Campaign Start: 2026-03-30 · End: 2026-05-03 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.
  • Through the Spy Glass: Victoria Ship feature / release Start: 2026-03-31 · 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.

Builds Beta

Emphasize battleship accuracy, reload/tempo, survivability, and fire control. Inspirations that improve grouping or keep heals cycling are safe default choices.

Open in Build Tool →

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Cohort position

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Where Victoria sits among Tier VIII BBs (30 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.

BestHE velocity880 m/s (1 of 2 tied) Top 10%Displacement45,752 t (3/30) Top 10%Deck armor85 mm (2/25) Top 25%Rudder shift15.6 s (7/30) Top 25%Traverse-to-turn ratio5.5 × (8/30) Top 25%Sigma2 (5/30) Top 25%AP velocity850 m/s (5/30) Top 25%AP arming threshold64 mm (7/30) Top 25%Citadel belt375 mm (7/26) Bottom 25%Stealth profile15.94 km / 12.75 km (24/30 / 24/30) Bottom 25%Main battery caliber381 mm (25/30) Bottom 25%Main battery range16.79 km (27/30) Bottom 25%Secondary fire chance7% (23/28) Bottom 25%Engine power130,000 hp (27/30) Bottom 25%Turn-speed retention160.5 hp/m (26/30) Bottom 10%Hit points64,800 HP (28/30) Bottom 10%HE DPM82,703 (29/30) WorstMain battery reload33.3 s (30/30) WorstFires per minute3.89 (30/30) WorstAP DPM145,946 (30/30) WorstAA range4 km (1 of 5 tied) WorstNo torpedoes (23 of 30 in cohort)
See 19 mid-pack stats

Not standouts for Victoria -- 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 speed30 kt(17/30) Main dispersion227.8 m(21/30) Secondary DPM (per side)180,000(23/30) HE alpha2,100(14/28) Secondary HE pen25 mm(15/28) Acceleration36.7 s(15/30) Power-to-weight2.84 hp/t(18/30) Secondary range5.5 km(13/30) AA DPS492(18/30) AA threat1,646(19/30) Repair charges3(12/30) Max armor375 mm(18/30) NormSecondary dispersion bracket57(25 of 30 tied at this value) NormAP fuse timer0.03 s(27 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormRepair heal rate0.5 %/s(23 of 30 tied at this value) NormBow armor32 mm(24 of 26 tied at this value) NormStern armor32 mm(24 of 26 tied at this value)
Survivability
Hit Points64,800
Displacement45,752 t
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries78
Fire resistance40%
Fire duration60 s
Torp Reduction38%
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.
32,400
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.
19,400
Main Battery
ModuleArtillery: 381 mm/50 Model 1934
Mounts / barrels3 mounts / 9 barrels
Reload time37 s
Firing range16.8 km
Turret traverse6 °/s
Shells in Rack2
Ready Rack Reload3 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 =(1678530·1221000+2)·30=227.8m
227.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
136.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =227.8·0.32(σ=2)=72.8m
72.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.7·0.32(σ=2)=43.7m
43.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 37 s base reload = 14.6.
14.6
HE shells
HE Damage5,100
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,100 HE damage x 9 broadside guns = 45,900.
45,900
Base HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 37 s base reload = 74,432.
74,432
Installed HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 33.3 s installed reload (Main Battery Mod. 3 = -10%) = 82,703.
82,703
Base fires/min
ƒ9 HE shells x 60 / 37 s reload x 24% fire chance = 3.5.
3.5
AP shells
AP Damage9,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2634·884.80.69·0.3811.07·8501.38=880.9mm. Matches the in-game spec card.
880.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21 km), where the shell has slowed to 547.6 m/s: P=107·2634·884.80.69·0.3811.07·547.61.38=480.2mm.
480.2 mm
AP full-salvo alpha
ƒ9,000 AP damage x 9 broadside guns = 81,000.
81,000
Base AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 37 s base reload = 131,351.
131,351
Installed AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 33.3 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.
145,946
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.
240
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (74×3.5×0.75) + (66×3.5×0.7) + (52×3.5×0.75) = 492. 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.
492
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
55 mm/77 Gerät 582×2 55mm
55 mm/77 Gerät 584×1 55mm
37 mm/69 Flak LM/422×1 37mm
20 mm/65 C/384×2 20mm
20 mm/65 L/3816×4 20mm
152 mm/55 Model 1936 (DP)2×3 152mm
152 mm/55 Model 1936 (DP)2×3 152mm
90 mm/50 Model 1939 (DP)12×1 90mm
Far + Medium aura
Far DPS
ƒIncludes 52 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
52
Medium DPS74
Range4 km
Total DPS in Aura
ƒFar 52 + Medium 74 = 126
126
Near aura
DPS66
Range2 km
Total DPS in Aura
ƒFar 52 + Medium 74 + Near 66 = 192
192
S
Secondary Battery
Mounts16
Firing range5.5 km
Shell Grouping (σ)1
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
152 mm/55 Model 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
152 mm/55 Model 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
90 mm/50 Model 1939 (×12)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed30 kt
Turning circle radius810 m
Rudder shift time15.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(130,00045,752)0.42=1.5505; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=36.7s. 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.
36.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=59.4s. 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.
59.4 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·30.0·0.5144810=1.09°/s, so ratio=ωturretωhull=61.09=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea15.94 km
Detectability by air12.75 km
Smoke firing penalty14.63 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.94 km
Detect Fire Sea17.94 km
Detect Fire Air15.75 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
ƒHeal per second (0.5%) x active time (28 s) = up to 14% of max HP restored per charge if the consumable runs its full duration.
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 300 s reload · 25 s active · +33% reload boost

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp227.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16785}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 227.8\,\text{m}$
Max Vert Disp136.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 227.8 \cdot 0.6 = 136.7\,\text{m}$
Med Horiz Disp72.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 227.8 \cdot 0.32\;(\sigma = 2) = 72.8\,\text{m}$
Med Vert Disp43.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 136.7 \cdot 0.32\;(\sigma = 2) = 43.7\,\text{m}$
AP Pen Close880.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2634 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 850^{1.38} = 880.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far480.2 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 547.6 m/s: $P = 10^{-7}\cdot 2634 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 547.6^{1.38} = 480.2\,\text{mm}$.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius240
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha45,900
5,100 HE damage x 9 broadside guns = 45,900.
AP full-salvo alpha81,000
9,000 AP damage x 9 broadside guns = 81,000.
Base HE DPM74,432
45,900 HE full-salvo alpha x 60 / 37 s base reload = 74,432.
Base AP DPM131,351
81,000 AP full-salvo alpha x 60 / 37 s base reload = 131,351.
Installed HE DPM82,703
45,900 HE full-salvo alpha x 60 / 33.3 s installed reload (Main Battery Mod. 3 = -10%) = 82,703.
Installed AP DPM145,946
81,000 AP full-salvo alpha x 60 / 33.3 s installed reload (Main Battery Mod. 3 = -10%) = 145,946.
Base shells/min14.6
9 broadside guns x 60 / 37 s base reload = 14.6.
Installed shells/min16.2
9 broadside guns x 60 / 33.3 s installed Artillery reload = 16.2.
Base fires/min3.5
9 HE shells x 60 / 37 s reload x 24% fire chance = 3.5.
Installed fires/min3.89
9 HE shells x 60 / 33.3 s installed reload x 24% fire chance = 3.89.
Ready-rack burst alpha162,000
2 shells in rack x 9 broadside guns x 9,000 AP damage. Total damage the ship can deliver off the rack before reverting to base reload.
Burst window3 s
(2 shells - 1) x 3 s rack reload. Wall-clock duration from the first rack salvo to the last; the next salvo after that uses the base reload.

AA defense

Close-range AA DPS492
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (74×3.5×0.75) + (66×3.5×0.7) + (52×3.5×0.75) = 492. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1646
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.
Near aura range2 km

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 @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 64,800, 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 & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel375 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)4,900 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 13–350 mm)48,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst &#x27;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.
Stern32 mm primary (range 32–210 mm)5,200 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 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.
Superstructure13 mm primary (range 13–280 mm)2,600 (4% 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 HP32,400 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 (152 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 (55 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 HP19,400 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Victoria 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.