World of Warships: Legends ship guide

Victoria

Also called: 维多利亚 Beta
Spain · Tier VIII · Battleship · Premium
Bow-tank battleshipAngle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
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
Heavy AP pen2 sigma accuracyWide always-pen zoneSpotter planeThick deck armorFragile
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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

Thick deck armor

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

ELITE MAIN BATTERY
  • Tight grouping
  • Long-range AP brick · 573.71 mm
  • Flat arc HE shells · 880 m
  • Fast turret traverse · 6°
  • Wide always-pen zone · 50°
Slow reload

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

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

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

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

WG official build from Through the Spy Glass: Victoria.

Source: Through the Spy Glass: Victoria

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Cohort position

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Where Victoria sits among Tier VIII BBs (31 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%AP ricochet start50° (3/32) Top 10%AP auto-bounce angle65° (3/32) Top 10%Displacement45,752 t (4/32) Top 10%Deck armor85 mm (3/29) Top 25%Rudder shift15.6 s (8/32) Top 25%Traverse-to-turn ratio5.5 × (9/32) Top 25%Sigma2 (5/32) Top 25%HE DPM151,736 (5/32) Top 25%AP velocity850 m/s (5/32) Top 25%AP arming threshold64 mm (7/32) Bottom 25%Stealth profile15.94 km / 12.75 km (25/32 / 25/32) Bottom 25%Main battery caliber381 mm (27/32) Bottom 25%Main battery range16.79 km (28/32) Bottom 25%Secondary DPM (per side)180,000 (25/32) Bottom 25%Secondary fire chance7% (25/30) Bottom 25%Engine power130,000 hp (28/32) Bottom 25%Turn-speed retention160.5 hp/m (27/32) Bottom 10%Hit points64,800 HP (30/32) Bottom 10%AP shell damage9,000 (31/32) WorstMain battery reload33.3 s (32/32) WorstHE fire chance24% (1 of 3 tied) WorstAA range4 km (1 of 5 tied) WorstNo torpedoes (25 of 32 in cohort)
See 23 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(17/32) Fires per minute7.14(19/32) AP DPM267,769(15/32) Main dispersion227.8 m(15/32) Secondary HE alpha2,100(14/30) Secondary HE pen25 mm(16/30) Acceleration36.7 s(17/32) Power-to-weight2.84 hp/t(19/32) AP pen at 10 km634 mm(10/31) Effective HE DPM (incl. fire)210,264(10/32) Secondary range5.5 km(15/32) AA DPS492(20/32) AA threat1,646(22/32) Flak per wave (expected)1,575(15/32) Repair charges3(13/32) Max armor375 mm(19/32) Citadel belt375 mm(9/30) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 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
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.
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
Effective HP
ƒBase 64,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,072 HP per charge, x3 charges = 27,216 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
92,016
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/50 Model 1934
Mounts / barrels3 mounts / 9 barrels
Reload time37 s
Firing range16.8 km
Turret traverse6 °/s
Turret armor380 mm
Shells in Rack2
Ready Rack Reload3 s
AP pen max range516 mm
HE fire DPM vs T8 BB28712
Effective HE DPM vs T8 BB103145
Shell Grouping (σ)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·0.6σ =227.8·0.62=68.4m
68.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.62=41m
41 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 29.8.
Initial: 27 → 29.8
Ready-rack burst alpha
ƒ2 rack salvos x 9 broadside guns x 9,000 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
162,000
Burst window
ƒ(2-1) gaps x 3 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
3 s
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
HE DPM
ƒZero upgrades: 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 137,700. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 151,736.
Initial: 137,700 → 151,736
Fires/min
ƒZero upgrades: 27 shells/min x 24% fire chance = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 29.8 shells/min x 24% fire chance = 7.14.
Initial: 6.48 → 7.14
AP shells
AP Damage9,000
AP Velocity850 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 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 585.4 m/s: P=107·2634·884.80.69·0.3811.07·585.41.38=526.5mm.
526.5 mm
AP full-salvo alpha
ƒ9,000 AP damage x 9 broadside guns = 81,000.
81,000
AP DPM
ƒZero upgrades: 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 267,769.
Initial: 243,000 → 267,769
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×3 152mm
152 mm/55 Model 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×3 152mm
90 mm/50 Model 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far + Medium aura
Guns152 mm/55 Model 1936 (DP) + 37 mm/69 Flak LM/42 + 55 mm/77 Gerät 58 + 90 mm/50 Model 1939 (DP)
Far 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 136 from dual-purpose secondaries firing as AA in this range band.
136
Medium continuous DPS
ƒEffective DPS: 74 raw aura damage × 3.5 × 0.75 hit probability = 194 - the same in-game units as the Close-range AA DPS headline.
194
Range4 km
Total DPS in Aura
ƒFar 136 + Medium 194 = 330
330
Near aura
Guns20 mm/65 C/38 + 20 mm/65 L/38
Continuous DPS
ƒEffective DPS: 66 raw aura damage × 3.5 × 0.7 hit probability = 162 - the same in-game units as the Close-range AA DPS headline.
162
Range2 km
Total DPS in Aura
ƒFar 136 + Medium 194 + Near 162 = 492
492
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
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) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Show 2 more gun families
152 mm/55 Model 1936 (×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
90 mm/50 Model 1939 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Maneuverability
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 reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
36.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
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 · 9,072 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 27,216 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 324 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (64,800 HP) per second = 324 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
Max Horiz Disp227.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1678530·1221000+2)·30=227.8m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 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 width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp136.7 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
Shell scatter height @ 10 km83.1 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=0.5·16785=8392 m, and radiusOnMax=0.6 at 16785 m. Above the kink: k=0.5+(0.60.5)·100008392167858392=0.5192, so σV=σH·k=160·0.5192=83.1m.
Med Horiz Disp68.4 m
50%-hit horizontal radius: σH,50=σH·0.6σ =227.8·0.62=68.4m
Med Vert Disp41 m
50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.62=41m
AP Pen Close880.9 mm
Canonical 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.
AP Pen Far526.5 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 585.4 m/s: P=107·2634·884.80.69·0.3811.07·585.41.38=526.5mm.
AP pen 5 km749 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km634 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km543 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.63 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·0.275·0.38128·824.3=1.9×105. That runs from a 880 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.7 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·0.248·0.38128·884.8=1.6×105. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
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.
HE DPMInitial: 137,700 → 151,736
Zero upgrades: 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 137,700. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 151,736.
AP DPMInitial: 243,000 → 267,769
Zero upgrades: 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 267,769.
Shells/minInitial: 27 → 29.8
Zero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 33.3 s all-upgrades reload) cycle = 29.8.
Fires/minInitial: 6.48 → 7.14
Zero upgrades: 27 shells/min x 24% fire chance = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 29.8 shells/min x 24% fire chance = 7.14.
Ready-rack burst alpha162,000
2 rack salvos x 9 broadside guns x 9,000 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
Burst window3 s
(2-1) gaps x 3 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.

AA defense

AA DPS at max range331
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat 58 twin 2x2 -> 49 DPS @ 4 km; 55mm 77 Gerat 58 4x1 -> 97 DPS @ 4 km; 37mm Flak M42 2x1 -> 49 DPS @ 4 km; 20mm Flak 38 M43 4x2 -> 32 DPS @ 2 km; 20mm Flack 38 quad 16x4 -> 129 DPS @ 2 km; 152mm55 barrels 3 M1936 L 2x3 -> 17 DPS @ 4 km; 152mm55 barrels 3 M1936 R 2x3 -> 17 DPS @ 4 km; 90mm50 barrels 1 M1939 12x1 -> 102 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range331 DPS @ 4 km, 492 DPS @ 2 km
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-blank492
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
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 dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 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 Compare 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 '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 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 (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.

Open in Charting Tool

Ship Charts

Balance History

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

Nerf ×1Buff ×2Main Battery ×3
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • AP shell air drag reduced, improving AP shell penetration by ~4–7% depending on the distance; the bigger the distance is, the bigger the buff is.
  • AP shell minimum ricochet angle increased from 45° to 50°.
  • AP shell guaranteed ricochet angle increased from 60° to 65°.
Read the full official post
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.