World of Warships: Legends ship guide

Hector

Also called: 赫克托耳 Beta
Super-heal cruiserDurability comes from a heavy Repair Party, not armor; sustain the trades.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Long torps (12 km)Stealthy (11.1 km)Lobs over islandsSmoke + SonarSuper-healFragile
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Community Data

Hector Community Stats

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Playstyle

Overview

Hector is a Tier VIII Commonwealth cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (5.6 km on ships and 3.8 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best smoke duration in T8 CAs (90 s) and top-decile repairs citadel hits in T8 CAs (50).

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~2%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells. 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. Shooting from the cloud gives you away at 4.2 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 2.8 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (5.6 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

ELITE SMOKE
  • Long smoke deployment · 90 s
  • Quiet smoke gunnery · 4.2 km
ELITE REPAIR PARTY
  • Super-heal
  • Repairs citadel hits · 50%
Quick acceleration

~9.5 s to 90% of top speed, top decile of T8 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

High-arc AP shells

30.79° AP impact angle at max range, top decile of T8 CAs. Lobs over island cover.

Fragile HP pool

34400 HP, bottom decile of T8 CAs. Trade hits sparingly.

Bleeds speed in turns

108.6 hp per metre of turn radius, bottom decile of T8 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Hector

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

Official WG availability sources
  • Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06 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.
  • Shield of Troy Campaign Breakdown Campaign Start: 2025-09-08 · End: 2025-10-05 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: Vampire II Ship feature / release Start: 2025-03-04 · 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.
  • Through the Spy Glass: Hector Ship feature / release Start: 2025-09-09 · 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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

WG official build from Through the Spy Glass: Hector.

Source: Through the Spy Glass: Hector

Open in Build Tool →

Commanders frequently paired with this ship Harold B. Farncomb

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 Hector 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.

BestSmoke fire bloom4.2 km (1/35) BestAcceleration9.5 s (1/35) BestRepair heal rate2 %/s (1 of 7 tied) Top 10%Stealth profile11.1 km / 6.66 km (2/35 / 2/35) Top 10%Displacement11,954 t (4/35) Top 10%Turn speed retained91.8% (3/35) Top 25%Max speed34 kt (9/35) Top 25%Traverse-to-turn ratio15.17 × (5/35) Top 25%HE DPM228,000 (7/29) Top 25%Main dispersion138.3 m (7/35) Top 25%AP arming threshold22 mm (5/34) Top 25%Effective HE DPM (incl. fire)306,693 (8/29) Top 25%Torpedo range12 km (4/21) Top 25%Torpedo reload90 s (5/21) Bottom 25%Main battery range15.26 km (30/35) Bottom 25%AP pen at 10 km110 mm (31/34) Bottom 25%AA DPS363 (32/35) Bottom 25%Flak per wave (expected)1,449 (29/35) Bottom 25%Max armor114 mm (30/35) Bottom 10%Main battery caliber133 mm (33/35) Bottom 10%HE fire chance8% (28/29) Bottom 10%AP shell damage2,550 (33/34) Bottom 10%Engine power82,500 hp (34/35) Bottom 10%AA threat1,165 (33/35) WorstHit points34,400 HP (35/35) WorstNo secondaries (8 of 35 in cohort) WorstHE velocity792 m/s (29/29) WorstTurn-speed retention108.6 hp/m (35/35) WorstEnd plates16 mm (1 of 6 tied / 1 of 5 tied)
See 18 mid-pack stats

Not standouts for Hector -- 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.

Rudder shift9 s(11/35) Turning circle760 m(15/35) Main battery reload6 s(10/35) Sigma2.05(17/35) Fires per minute9.6(9/29) AP DPM306,000(15/34) AP velocity792 m/s(26/34) Power-to-weight6.9 hp/t(16/35) AA range5.2 km(13/35) Torpedo damage≈16,133(8/21) Torpedo speed62 kt(13/21) Torpedo reaction time7.8 s(11/21) Citadel belt114 mm(24/35) Deck armor51 mm(13/34) 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) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points34,400
Displacement11,954 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.
186.9 x 19.81 m
Armor range13–114 mm
Plate armor thicknesses13, 16, 25, 27, 37, 38, 40, 51, 63, 76, 114 mm
Armor material/layer entries54
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 (3,096 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 (3,440 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.
7%
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.
17,200
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.
10,300
Effective HP
ƒBase 34,400 HP plus everything Repair Party can restore: 2%/s x 20 s = 13,760 HP per charge, x2 charges = 27,520 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.
61,920
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 133 mm/50 QF Mk.I
Mounts / barrels7 mounts / 14 barrels
Reload time6.7 s
Firing range15.3 km
Turret traverse20 °/s
Turret armor25 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 210° arc, 4x ±140°
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.
40° off bow / 40° off stern
AP pen max range79 mm
HE fire DPM vs T8 BB70471
Effective HE DPM vs T8 BB274651
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526030·81.11000+1.1)·30=138.3m
138.3 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
83 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.3·0.62.05=40.5m
40.5 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83·0.62.05=24.3m
24.3 m at 15.3 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 6.7 s base reload = 107.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6 s all-upgrades reload = 120.
Initial: 107.5 → 120
HE shells
HE Damage1,900
HE Velocity792 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 12 broadside guns = 22,800.
22,800
HE DPM
ƒZero upgrades: 22,800 HE full-salvo alpha x 60 / 6.7 s base reload = 204,179. All upgrades (Main Battery Mod. 3 = -10% reload): 22,800 HE full-salvo alpha x 60 / 6 s all-upgrades reload = 228,000.
Initial: 204,179 → 228,000
Fires/min
ƒZero upgrades: 107.5 shells/min x 8% fire chance = 8.6. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 8% fire chance = 9.6.
Initial: 8.6 → 9.6
AP shells
AP Damage2,550
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
297.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 302.8 m/s: P=107·2882·36.30.69·0.1331.07·302.81.38=79mm.
79 mm at 15.3 km
AP full-salvo alpha
ƒ2,550 AP damage x 12 broadside guns = 30,600.
30,600
AP DPM
ƒZero upgrades: 30,600 AP full-salvo alpha x 60 / 6.7 s base reload = 274,030. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 AP full-salvo alpha x 60 / 6 s all-upgrades reload = 306,000.
Initial: 274,030 → 306,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed62 kt
Range12 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=48,399·0.333=16,133.
≈ 16,133
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.
17,233
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 2.82 per hit, shown as 2.82×100=282%. 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.
282%
Torpedo launcher traverse25 °/s
Launch arcs151°, 149° 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 = 8 x 16,133 = 129,064.
129,064
AA Defense
AA mount points20
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.
5.2 km
40 mm Bofors Mk VII8×1 40mm
40 mm/39 QF Mark VII4×4 40mm
20 mm Oerlikon Mk V8×2 20mm
Far aura
Gunsmain battery (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 69 from dual-purpose main battery firing as AA in this range band.
69
Range5.2 km
Outer Medium aura
Guns40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.9 hit probability = 117 - the same in-game units as the Close-range AA DPS headline.
117
Range3.5 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 = 186
186
Inner Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 27 raw aura damage × 3.5 × 0.9 hit probability = 85 - the same in-game units as the Close-range AA DPS headline.
85
Range2.5 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 + Inner Medium 85 = 271
271
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.85 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.
92
Range2 km
Total DPS in Aura
ƒFar 69 + Outer Medium 117 + Inner Medium 85 + Near 92 = 363
363
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 × 230 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.
230
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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 5.2 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.
2.5-5.2 km
Maneuverability
Engine power82,500 hp
Maximum speed34 kt
Turning circle radius760 m
Rudder shift time9 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 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.
13.4 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.
28.6 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).
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
9.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
30.4 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·34.0·0.5144760=1.32°/s, so ratio=ωturretωhull=201.32=15.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.2× snappy
Concealment
Detectability by sea11.1 km
Detectability by air6.66 km
Smoke firing penalty4.2 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.
15.26 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.66 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.32 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.
13.1 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.
9.66 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 13,760 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 27,520 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 688 HP/s (2% of max HP) heal per second
ƒ2% of max HP (34,400 HP) per second = 688 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 · 100 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 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.
Smoke Generator3 charges · 160 s reload · 90 s emit / 10 s cloud active · 450 m radius

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)2.05
Max Horiz Disp138.3 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1526030·81.11000+1.1)·30=138.3m
Shell scatter width @ 5 km67.5 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 km102 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 km136.5 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 Disp83 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
Shell scatter height @ 10 km54.2 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=0.5·15260=7630 m, and radiusOnMax=0.6 at 15260 m. Above the kink: k=0.5+(0.60.5)·100007630152607630=0.5311, so σV=σH·k=102·0.5311=54.2m.
Med Horiz Disp40.5 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138.3·0.62.05=40.5m
Med Vert Disp24.3 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =83·0.62.05=24.3m
AP Pen Close297.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2882·36.30.69·0.1331.07·7921.38=297.7mm. Matches the in-game spec card.
AP Pen Far79 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 302.8 m/s: P=107·2882·36.30.69·0.1331.07·302.81.38=79mm.
AP pen 5 km178 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 km110 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 km80 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 km6.8 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·0.3209·0.13328·36.3=6.14×105. That runs from a 792 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 km6.8 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·0.3209·0.13328·36.3=6.14×105. That runs from a 792 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 penetration22 mm
22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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
Barrels that can bear on one beam (12 of 14); casemate/wing mounts only fire one side.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha22,800
1,900 HE damage x 12 broadside guns = 22,800.
AP full-salvo alpha30,600
2,550 AP damage x 12 broadside guns = 30,600.
HE DPMInitial: 204,179 → 228,000
Zero upgrades: 22,800 HE full-salvo alpha x 60 / 6.7 s base reload = 204,179. All upgrades (Main Battery Mod. 3 = -10% reload): 22,800 HE full-salvo alpha x 60 / 6 s all-upgrades reload = 228,000.
AP DPMInitial: 274,030 → 306,000
Zero upgrades: 30,600 AP full-salvo alpha x 60 / 6.7 s base reload = 274,030. All upgrades (Main Battery Mod. 3 = -10% reload): 30,600 AP full-salvo alpha x 60 / 6 s all-upgrades reload = 306,000.
Shells/minInitial: 107.5 → 120
Zero upgrades: 12 broadside guns x 60 / 6.7 s base reload = 107.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6 s all-upgrades reload = 120.
Fires/minInitial: 8.6 → 9.6
Zero upgrades: 107.5 shells/min x 8% fire chance = 8.6. All upgrades (Main Battery Mod. 3 = -10% reload): 120 shells/min x 8% fire chance = 9.6.

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 range72.1 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 count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage258,128
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 16,133 = 258,128.
Per-side salvo damage129,064
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 16,133 = 129,064.

AA defense

AA DPS at max range69
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 4x4 -> 85 DPS @ 2.5 km; 40mm Bofors Mark VII single 8x1 -> 117 DPS @ 3.5 km; 20mm Oerlikon MK V 8x2 -> 92 DPS @ 2 km; Far AA (?) -> 69 DPS @ 5.2 km.
Maximum AA range5.2 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 range69 DPS @ 5.2 km, 186 DPS @ 3.5 km, 271 DPS @ 2.5 km, 363 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-blank363
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1165
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

Armor Beta

Hull HP 34,400, 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 & stern16 mm

Overmatched by 139+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

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

Farming13 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
Bow16 mm primary (range 16–40 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 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)25 mm primary (range 16–114 mm)25,800 (75% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–51 mm)700 (2% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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 13–51 mm)4,300 (12% 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 HP17,200 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.
AA mount (40 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 HP10,300 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 Hector. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×1Torpedo ×2Consumable ×1
2026-03-26

Ministry of Balance: Spring Renewal

  • Torpedo damage increased from 16,767 to 17,233.
  • Torpedo reload time reduced from 96 to 90 s.
  • Sonar ship detection range increased from 4.9 to 5.6 km.
  • Sonar torpedo detection range increased from 3.4 to 3.8 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Hector 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.