Victoria
Also called: 维多利亚 Beta- 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
On this page
Victoria Community Stats
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Victoria Community Stats
Record History
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
85 mm armor deck, top decile of T8 BBs. Eats plunging fire and HE that peers don't.
- Tight grouping
- Long-range AP brick · 573.71 mm
- Flat arc HE shells · 880 m
- Fast turret traverse · 6°
- Wide always-pen zone · 50°
33.3 s reload, worst of T8 BBs. Salvos punish more, but cycle is slower than peers.
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.
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.
José Ferrándiz y Niño
WG officialWG official build from Through the Spy Glass: Victoria.
Source: Through the Spy Glass: Victoria
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Peers in this cohort
Compare Tier VIII BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
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.ƒ
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.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.HE shells
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64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).ƒ
5,100 HE damage x 9 broadside guns = 45,900.ƒ
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.ƒ
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.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21 km), where the shell has slowed to 585.4 m/s: .ƒ
9,000 AP damage x 9 broadside guns = 81,000.ƒ
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.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 74 raw aura damage × 3.5 × 0.75 hit probability = 194 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 136 + Medium 194 = 330ƒ
Effective DPS: 66 raw aura damage × 3.5 × 0.7 hit probability = 162 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 136 + Medium 194 + Near 162 = 492ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 2 more gun families
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% 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.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 16785 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (21 km), where the shell has slowed to 585.4 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 9 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.5,100 HE damage x 9 broadside guns = 45,900.9,000 AP damage x 9 broadside guns = 81,000.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.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.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.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 = 7.14.2 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.(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
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 57 + 30 = 343.5 m.Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.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.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.
Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 375 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. |
| Superstructure | 13 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 HP | 32,400 magazine HP | Turret knocked out | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 19,400 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Ship Charts
Balance History
Balance updates affecting Victoria. Cards are condensed; use each source link for full context.
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°.
Skins & permanent camouflages
Every custom exterior Victoria can equip, from in-game data.
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.
