Celebes
Also called: 西里伯斯 Beta- Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Pushing in blind because the kit says brawler
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Celebes Community Stats
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Celebes Community Stats
Record History
Playstyle
Overview
Celebes is a Tier IV Dutch light cruiser whose 150mm guns earn citadels on broadsides (169,412 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: best torpedo belt percent in T4 CAs (16) and best Catapult Fighter duration in T4 CAs (150 s).
Positioning
Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Her handling reads as a contradiction and is not one: 7.7 s on the rudder means she starts turning late, while a 580 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.
Potato Avoidance
Pushing in blind because the kit says brawler
4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.
Signature Traits
- Strong torpedo belt · 16%
- Saturates bow fast · 500 HP
- Thick deck · 75 mm
- Heavy armor deck
150 s Catapult Fighter active time, best of T4 CAs.
- Long-range sonar · 4 km
- Long-duration sonar · 100 s
4.7 km detect when firing from smoke, top decile of T4 CAs. Shoots from concealment with less bloom than peers.
How to get Celebes
Celebes is available in the Early Dutch Cruisers branch of the Netherlands Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Show Netherlands tech-tree branch diagram
Celebes sits in the Early Dutch Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.
Best listed chance for this ship
-
Anniversary '25 Dutch crate
10%
IV Celebes
Event · Anniversary '25 Dutch crate
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Dutch Cruiser crate
5%
IV Celebes
Early access · Dutch Cruiser crate
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- March Update: Thirst for Combat Store price varies 2025-02-27
Show direct source rows
- Anniversary '25 Dutch crate 10% · IV Celebes
- Dutch Cruiser crate 5% · IV Celebes
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Karel Doorman
Dutch cruiser HEDoorman's HE-cruiser kit (Burn It Down XXL fire chance, Ingenious traverse + splash reduction, Sponge incoming damage reduction) holds up even when the hull doesn't carry airstrike. Furstner's Minister of the Navy trait boosts fire damage from cruiser shells; André Roux's Grenadier trait increases cruiser HE shell damage. All three stack into a fire-DoT-focused HE pressure cruiser.
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 Celebes sits among Tier IV CAs (21 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 29 mid-pack stats
Not standouts for Celebes -- 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 IV CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.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 / 8 deg/s traverse speed = 22.5 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 9.5 s base reload = 50.5. All upgrades (top gun): 8 broadside guns x 60 / 8.5 s all-upgrades reload = 56.5.HE shells
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25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 8 broadside guns = 17,200.ƒ
Zero upgrades: 17,200 HE full-salvo alpha x 60 / 9.5 s base reload = 108,632. All upgrades (top gun): 17,200 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 121,412.ƒ
Zero upgrades: 50.5 shells/min x 11% fire chance = 5.56. All upgrades (top gun): 56.5 shells/min x 11% fire chance = 6.21.AP shells
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floor(150 mm caliber / 14.3) = 10 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 (13.7 km), where the shell has slowed to 383.2 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 9.5 s base reload = 151,579. All upgrades (top gun): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.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 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 53 raw aura damage × 3.5 × 0.9 hit probability = 167 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 167 + Near 18 = 185ƒ
top speed / 4 + 4.9 = 30.6 / 4 + 4.9 = 12.6 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (27.5 kt of 30.6 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (30.3 kt of 30.6 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
Equal 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.ƒ
Air detectability plus the gun-firing bloom (3 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Catapult Fighter3 charges · 80 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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.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 13733.5 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Standard cruiser dispersion baseline.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 (13.7 km), where the shell has slowed to 383.2 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.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 900 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 900 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.25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).floor(150 mm caliber / 14.3) = 10 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 8 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.2,150 HE damage x 8 broadside guns = 17,200.3,000 AP damage x 8 broadside guns = 24,000.Zero upgrades: 17,200 HE full-salvo alpha x 60 / 9.5 s base reload = 108,632. All upgrades (top gun): 17,200 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 121,412.Zero upgrades: 24,000 AP full-salvo alpha x 60 / 9.5 s base reload = 151,579. All upgrades (top gun): 24,000 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 169,412.Zero upgrades: 8 broadside guns x 60 / 9.5 s base reload = 50.5. All upgrades (top gun): 8 broadside guns x 60 / 8.5 s all-upgrades reload = 56.5.Zero upgrades: 50.5 shells/min x 11% fire chance = 5.56. All upgrades (top gun): 56.5 shells/min x 11% fire chance = 6.21.AA defense
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 8x2 -> 167 DPS @ 3.5 km; 25mm Bofors M32 2barrels 2x2 -> 18 DPS @ 2.5 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.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 (2.5 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.Armor Beta
Hull HP 24,000 → 26,600 with hull upgrade, 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 89+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–50 mm) | 500 (2% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 13 mm | 20,000 (75% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–50 mm) | 200 (1% of HP) | Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 60 mm primary (range 10–60 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 13–75 mm) | 1,800 (7% 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 | 13,300 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. |
| AA mount (40 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 | 8,000 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
Skins & permanent camouflages
Every custom exterior Celebes 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.
