World of Warships: Legends ship guide

Almte. Oquendo

Also called: 奥肯多海军上将 · Almirante Oquendo · Almirante Oquendo Beta
Spain · Tier VIII · CA Cruiser · Premium
Hydro cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Work the middle distance, where 203 mm AP still bites and her 12.6 km detection is not an immediate liability
  • Avoid: Do not use the speed to arrive alone
Key characteristics
2.1 sigma accuracySonarTight pattern at max rangeFast for the classShatter-prone secondaries
On this page
Community Data

Almte. Oquendo Community Stats

Log in to GamingDiver and upload your data to see Community Data for Almte. Oquendo: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Almirante Oquendo is a fast Spanish Tier VIII premium heavy cruiser: 203 mm guns with AP and HE, 36 knots, Sonar and a Repair Party. Sonar on a hull this quick makes her a cap contester - she can arrive first, reveal whatever is sitting in smoke or behind an island, and still have the calibre to punish a broadside when it appears.

Positioning

Work the middle distance, where 203 mm AP still bites and her 12.6 km detection is not an immediate liability. Use Sonar deliberately rather than on cooldown: firing it as you enter a cap or push a smoke is what converts it into damage. Six torpedo tubes give a close-range answer if something forces the range down.

Potato Avoidance

Use the speed to arrive alone

48,300 HP and 177 mm of armour will not survive being focused, and a 790 m turning circle makes disengaging slow once you have committed. The second mistake is saving Sonar for a perfect moment that never comes.

Signature Traits

ELITE SONAR
  • Long-range sonar · 5.9 km
  • Long-duration sonar · 122 s
  • Wide torpedo · 4 km
PINPOINT BATTERY
  • Tight grouping
  • Tight pattern at max range · 115.1 m
Fast for the class

36 kt, top decile of T8 CAs. Lets you rotate flanks or escape disengagements.

Shatter-prone secondaries

15 mm best HE pen across secondary families, bottom decile of T8 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Short AA reach

4 km AA reach, bottom quartile of T8 CAs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Almte. Oquendo

Almte. Oquendo is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

Build for survivability and gun output - reload, fire chance and repair value all pay here. Concealment lets her choose her fights, and anything improving consumable uptime gets more out of both Sonar and the heal.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Almte. Oquendo sits among Tier VIII CAs (34 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.

BestMain dispersion115.1 m (1/35) Top 10%Max speed36 kt (3/35) Top 10%Sigma2.1 (3/35) Top 25%Fires per minute9.71 (8/29) Top 25%Engine power170,000 hp (7/35) Top 25%Turn-speed retention215.2 hp/m (5/35) Top 25%Power-to-weight8.26 hp/t (7/35) Bottom 25%Secondary HE alpha1,300 (25/27) Bottom 25%HE velocity814 m/s (24/29) Bottom 25%AA threat1,566 (29/35) Bottom 25%Flak per wave (expected)1,260 (32/35) WorstSecondary fire chance5% (1 of 11 tied) WorstSecondary HE pen15 mm (1 of 2 tied) WorstAA range4 km (1 of 4 tied)
See 41 mid-pack stats

Not standouts for Almte. Oquendo -- 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.

Hit points48,300 HP(13/35) Concealment12.62 km(17/35) Smoke fire bloom7.2 km(14/35) Air detection7.57 km(15/35) Rudder shift11.3 s(27/35) Turning circle790 m(22/35) Traverse-to-turn ratio5.96 ×(19/35) Main battery caliber203 mm(19/35) Main battery range15.73 km(13/35) Main battery reload12.6 s(21/35) HE shell damage2,850(18/29) HE fire chance17%(12/29) HE DPM162,857(16/29) AP shell damage4,500(23/34) AP DPM257,143(25/34) Secondary DPM (per side)117,000(21/28) AP velocity814 m/s(23/34) Acceleration27.2 s(17/35) AP arming threshold34 mm(15/34) Displacement20,570 t(19/35) AP pen at 10 km237 mm(21/34) Effective HE DPM (incl. fire)242,452(15/29) AA DPS470(21/35) Torpedo range8.01 km(15/21) Torpedo damage≈15,533(13/21) Torpedo speed62 kt(13/21) Torpedo reaction time7.8 s(11/21) Torpedo reload106 s(14/21) Repair heal rate0.6 %/s(15/35) Max armor177 mm(14/35) Citadel belt177 mm(10/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) Deck armor50 mm(19/34) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormAP fuse timer0.03 s(24 of 34 tied at this value) NormAP ricochet start45°(25 of 34 tied at this value) NormAP auto-bounce angle60°(24 of 34 tied at this value) NormTurn speed retained81%(32 of 35 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points48,300
Displacement20,570 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
225.7 x 23.63 m
Armor range13–177 mm
Plate armor thicknesses13, 16, 25, 27, 30, 40, 50, 60, 64, 80, 110, 140, 177 mm
Armor material/layer entries52
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (4,347 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (4,830 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
16%
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.
24,200
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.
14,500
Effective HP
ƒBase 48,300 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 8,114 HP per charge, x2 charges = 16,229 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.
64,529
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 203 mm/50 Mk IX
Mounts / barrels4 mounts / 12 barrels
Reload time14 s
Firing range15.7 km
Turret traverse8 °/s
Turret armor152 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±143°, 2x ±147°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
37° off bow / 33° off stern
AP pen max range178 mm
HE fire DPM vs T8 BB71667
Effective HE DPM vs T8 BB218238
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1573530·6.50.91000+0.9)·30=115.1m
115.1 m at 15.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.1·0.6=69.1m
69.1 m at 15.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =115.1·0.62.1=32.9m
32.9 m at 15.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =69.1·0.62.1=19.7m
19.7 m at 15.7 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 14 s base reload = 51.4. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 12.6 s all-upgrades reload = 57.1.
Initial: 51.4 → 57.1
HE shells
HE Damage2,850
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 12 broadside guns = 34,200.
34,200
HE DPM
ƒZero upgrades: 34,200 HE full-salvo alpha x 60 / 14 s base reload = 146,571. All upgrades (Main Battery Mod. 3 = -10% reload): 34,200 HE full-salvo alpha x 60 / 12.6 s all-upgrades reload = 162,857.
Initial: 146,571 → 162,857
Fires/min
ƒZero upgrades: 51.4 shells/min x 17% fire chance = 8.74. All upgrades (Main Battery Mod. 3 = -10% reload): 57.1 shells/min x 17% fire chance = 9.71.
Initial: 8.74 → 9.71
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2850·116.10.69·0.2031.07·8141.38=433.7mm. Matches the in-game spec card.
433.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.7 km), where the shell has slowed to 426.3 m/s: P=107·2850·116.10.69·0.2031.07·426.31.38=177.7mm.
177.7 mm at 15.7 km
AP full-salvo alpha
ƒ4,500 AP damage x 12 broadside guns = 54,000.
54,000
AP DPM
ƒZero upgrades: 54,000 AP full-salvo alpha x 60 / 14 s base reload = 231,429. All upgrades (Main Battery Mod. 3 = -10% reload): 54,000 AP full-salvo alpha x 60 / 12.6 s all-upgrades reload = 257,143.
Initial: 231,429 → 257,143
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.
25
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time106 s
Projectile speed62 kt
Range8.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533.
≈ 15,533
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
16,633
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km62 kt×2.6855=7.8 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
279%
Torpedo launcher traverse25 °/s
Launch arcs135° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,533 = 46,599.
46,599
AA Defense
AA mount points36
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
37 mm/54 Model 193816×2 37mm
20 mm/65 Model 193920×1 20mm
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.
6×2 90mm
Far aura
Guns90 mm/50 Model 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 91 from dual-purpose secondaries firing as AA in this range band.
91
Range4 km
Medium aura
Guns37 mm/54 Model 1938
Continuous DPS
ƒEffective DPS: 94 raw aura damage × 3.5 × 0.9 hit probability = 296 - the same in-game units as the Close-range AA DPS headline.
296
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 296 = 387
387
Near aura
Guns20 mm/65 Model 1939
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.85 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 296 + Near 83 = 470
470
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 200 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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.
90%
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. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
90 mm/50 Model 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 90mm
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power170,000 hp
Maximum speed36 kt
Turning circle radius790 m
Rudder shift time11.3 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36 / 4 + 4.9 = 13.9 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
28.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.4 kt of 36 kt), from our in-house acceleration model.
27.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
44.6 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·36.0·0.5144790=1.34°/s, so ratio=ωturretωhull=81.34=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea12.62 km
Detectability by air7.57 km
Smoke firing penalty7.2 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
15.73 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.06 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.63 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.62 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
10.57 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 8,114 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 16,228 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 290 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (48,300 HP) per second = 290 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 122 s active · 5.88 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 196×301000=5.88 km
· 4.02 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 134×301000=4.02 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
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

See all derived stats

Show

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)2.1
Max Horiz Disp115.1 m at 15.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1573530·6.50.91000+0.9)·30=115.1m
Shell scatter width @ 5 km55 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 km83 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 km111 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 Disp69.1 m at 15.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =115.1·0.6=69.1m
Shell scatter height @ 10 km43.7 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=0.5·15735=7868 m, and radiusOnMax=0.6 at 15735 m. Above the kink: k=0.5+(0.60.5)·100007868157357868=0.5271, so σV=σH·k=83·0.5271=43.7m.
Med Horiz Disp32.9 m at 15.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =115.1·0.62.1=32.9m
Med Vert Disp19.7 m at 15.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =69.1·0.62.1=19.7m
AP Pen Close433.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2850·116.10.69·0.2031.07·8141.38=433.7mm. Matches the in-game spec card.
AP Pen Far177.7 mm at 15.7 km
Same formula at the ship's max firing range (15.7 km), where the shell has slowed to 426.3 m/s: P=107·2850·116.10.69·0.2031.07·426.31.38=177.7mm.
AP pen 5 km318 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 km237 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 km183 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 km5.61 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·0.2637·0.20328·116.1=3.68×105. That runs from a 814 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 km5.61 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·0.2637·0.20328·116.1=3.68×105. That runs from a 814 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 penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha34,200
2,850 HE damage x 12 broadside guns = 34,200.
AP full-salvo alpha54,000
4,500 AP damage x 12 broadside guns = 54,000.
HE DPMInitial: 146,571 → 162,857
Zero upgrades: 34,200 HE full-salvo alpha x 60 / 14 s base reload = 146,571. All upgrades (Main Battery Mod. 3 = -10% reload): 34,200 HE full-salvo alpha x 60 / 12.6 s all-upgrades reload = 162,857.
AP DPMInitial: 231,429 → 257,143
Zero upgrades: 54,000 AP full-salvo alpha x 60 / 14 s base reload = 231,429. All upgrades (Main Battery Mod. 3 = -10% reload): 54,000 AP full-salvo alpha x 60 / 12.6 s all-upgrades reload = 257,143.
Shells/minInitial: 51.4 → 57.1
Zero upgrades: 12 broadside guns x 60 / 14 s base reload = 51.4. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 12.6 s all-upgrades reload = 57.1.
Fires/minInitial: 8.74 → 9.71
Zero upgrades: 51.4 shells/min x 17% fire chance = 8.74. All upgrades (Main Battery Mod. 3 = -10% reload): 57.1 shells/min x 17% fire chance = 9.71.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed62 kt
Travel time to max range48.1 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,533 = 93,198.
Per-side salvo damage46,599
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,533 = 46,599.

AA defense

AA DPS at max range91
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 16x2 -> 296 DPS @ 3.5 km; Breda 20mm 65 20x1 -> 83 DPS @ 2 km; 90mm 50 twin 6x2 -> 91 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range91 DPS @ 4 km, 387 DPS @ 3.5 km, 470 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-blank470
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1566
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 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)117,000
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: 6×2 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 alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 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 90 mm family.

Armor Beta

Hull HP 48,300, 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 & stern25 mm

Overmatched by 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel110 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)2,200 (5% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 27–177 mm)36,200 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–80 mm)2,300 (5% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–177 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.
Superstructure16 mm4,100 (8% 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 HP24,200 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 (90 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 (37 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 HP14,500 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

Exteriors

Skins & permanent camouflages

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

  • Almte. Oquendo 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.