World of Warships: Legends ship guide

Lambros Katsonis

Also called: 兰布罗斯·卡措尼斯 Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Heavy HE shellsRadar (8 km)SmokeEngine BoostDefensive AA
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Community Data

Lambros Katsonis Community Stats

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Playstyle

Overview

Lambros Katsonis is a Tier VIII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Surveillance Radar is what sets her apart here: she can open a cap fight by revealing the defender instead of trading blind. AA (236 AA DPS at 4 km, +300% Defensive AA flak burst) ranks 14 of 27 in T8 DDs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best HE alpha in T8 DDs (2,200) and best extra radar charges in T8 DDs (3).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11 km of reach against 7.1 km of detection leaves about 3.9 km in which you can shoot before the answer arrives. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. Shooting from the cloud gives you away at 2.9 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (8 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.1 km with 20,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 6/27 T8 DDs.

Surveillance Radar

8 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

Engine Boost

+5% speed (about +2.1 kt), 90 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY
  • Heavy HE shells · 2200 damage
  • High fire chance · 10%
  • High fire pressure · 9.68 fires
Extra radar charges

3 Surveillance Radar charges, best of T8 DDs. More cap-lighting windows across a match.

Heavy Defensive AA flak

+300% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.

Acquisition

How to get Lambros Katsonis

Lambros Katsonis is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Lambros Katsonis sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship Jerzy ŚwirskiMarisa La Loca

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 Lambros Katsonis sits among Tier VIII DDs (26 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHE shell damage2,200 (1 of 2 tied) BestTurn speed retained95% (1/27) Top 10%Main battery caliber140 mm (3/27) Top 10%Fires per minute9.68 (2/26) Top 10%Acceleration7.5 s (3/27) Top 10%Torpedo speed80 kt (3/26) Top 10%Torpedo reload75 s (3/26) Top 25%Max speed42 kt (6/27) Top 25%Effective HE DPM (incl. fire)292,252 (5/26) Bottom 25%Traverse-to-turn ratio8.14 × (23/27) Bottom 25%AA range4 km (24/27) WorstTorpedo damage≈9,800 (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Lambros Katsonis -- 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 points20,300 HP(13/27) Concealment7.06 km(17/27) Smoke fire bloom2.86 km(21/27) Air detection3.53 km(17/27) Rudder shift4.5 s(13/27) Turning circle720 m(17/27) Main battery range10.97 km(16/27) Main battery reload3.1 s(9/27) HE DPM212,903(8/26) Main dispersion97.3 m(16/27) HE velocity840 m/s(13/26) Engine power76,000 hp(10/27) Turn-speed retention105.6 hp/m(9/27) Displacement3,780 t(13/27) Power-to-weight20.11 hp/t(12/27) AA DPS236(14/27) AA threat772(19/27) Torpedo range9 km(17/26) Torpedo reaction time7.4 s(10/26) NormMax armor20 mm(23 of 27 tied at this value) NormCitadel belt20 mm(23 of 27 tied at this value) NormBow armor19 mm(26 of 27 tied at this value)
Survivability
Hit PointsInitial: 17,300 → 20,300
Displacement3,780 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.
132.9 x 13.04 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries21
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 (1,827 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 (2,030 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.
0%
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.
10,200
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.
6,100
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 140 mm/50 BL PI*
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 3.8 s → 3.5 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverseInitial: 12 °/s → 14 °/s
Turret armor13 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.
±148°, ±150°, 2x 226° arc, ±146°
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.
32° off bow / 34° off stern
HE fire DPM vs T8 BB70262
Effective HE DPM vs T8 BB258833
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1096730·80.51000+0.5)·30=97.3m
97.3 m at 11 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.3·0.6=58.4m
58.4 m at 11 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.3·0.62=29.2m
29.2 m at 11 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.4·0.62=17.5m
17.5 m at 11 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒZero upgrades: 5 broadside guns x 60 / 3.8 s base reload = 78.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.1 s all-upgrades reload = 96.8.
Initial: 78.9 → 96.8
HE shells
HE Damage2,200
HE Velocity840 m/s
Fire Chance10%
HE penetration
ƒ35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
35 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
HE DPM
ƒZero upgrades: 11,000 HE full-salvo alpha x 60 / 3.8 s base reload = 173,684. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 212,903.
Initial: 173,684 → 212,903
Fires/min
ƒZero upgrades: 78.9 shells/min x 10% fire chance = 7.89. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96.8 shells/min x 10% fire chance = 9.68.
Initial: 7.89 → 9.68
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time75 s
Projectile speed80 kt
Range9 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=29,400·0.333=9,800.
≈ 9,800
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.
10,700
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km80 kt×2.6855=7.4 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.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Launch arcsport 144°; starboard 150°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming245 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.
78,400
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
4 km
20 mm Oerlikon Mk.24Initial: 20 mm Oerlikon Mk IV (6×1) → 20 mm Oerlikon Mk.24 (6×2)
76.2 mm/50 Mk22 (upgraded hull only)2×2 76mm
76.2 mm/50 Mk.34Initial: 4×1 → 2×1 76mm
Medium aura
Guns76.2 mm/50 Mk.34 + 76.2 mm/50 Mk22
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 1 hit probability = 150 - the same in-game units as the Close-range AA DPS headline.
Initial: 130 → 150
Range4 km
Near aura
Guns20 mm Oerlikon Mk.24
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.95 hit probability = 86 - the same in-game units as the Close-range AA DPS headline.
Initial: 53 → 86
Range2 km
Total DPS in Aura
ƒMedium 150 + Near 86 = 236
236
Maneuverability
Engine power76,000 hp
Maximum speed42 kt
Turning circle radius720 m
Rudder shift time4.5 s
Engine power-boost threshold39.9 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 42 / 4 + 4.9 = 15.4 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.
15.4 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.
16.8 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).
14.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (37.8 kt of 42 kt), from our in-house acceleration model.
7.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (41.6 kt of 42 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.
17.8 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·42.0·0.5144720=1.72°/s, so ratio=ωturretωhull=121.72=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× slow
Concealment
Detectability by sea7.06 km
Detectability by air3.53 km
Smoke firing penalty2.86 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.
10.97 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.8 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.33 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.
9.06 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.
6.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 93 s cloud active · 450 m radius
Choose one
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×4 flak burst boost
ƒRepeats the flak burst pattern ×4 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar3 charges · 90 s reload · 10 s active · 8 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points17,300 → 20,300
  • Rudder shift8.3 → 5.8 s
  • Close-range AA DPS53 → 69
  • Turret traverse12 → 14 °/s
Fire controlUpgrade
  • Main battery range9,970 → 10,967 m
ArtilleryUpgrade
  • Base reload3.8 → 3.5 s

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
Max Horiz Disp97.3 m at 11 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1096730·80.51000+0.5)·30=97.3m
Shell scatter width @ 5 km52.5 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 km90 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.
Max Vert Disp58.4 m at 11 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.3·0.6=58.4m
Shell scatter height @ 10 km52.4 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=0.5·10967=5484 m, and radiusOnMax=0.6 at 10967 m. Above the kink: k=0.5+(0.60.5)·100005484109675484=0.5824, so σV=σH·k=90·0.5824=52.4m.
Med Horiz Disp29.2 m at 11 km
50%-hit horizontal radius: σH,50=σH·0.6σ =97.3·0.62=29.2m
Med Vert Disp17.5 m at 11 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.4·0.62=17.5m
HE flight time @ 10 km5.74 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·0.234·0.1428·39.9=4.51×105. That runs from a 840 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 penetration35 mm
35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~35mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Broadside guns used for alpha5
Barrels that can bear on one beam (5 of 6); casemate/wing mounts only fire one side.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
HE DPMInitial: 173,684 → 212,903
Zero upgrades: 11,000 HE full-salvo alpha x 60 / 3.8 s base reload = 173,684. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 11,000 HE full-salvo alpha x 60 / 3.1 s all-upgrades reload = 212,903.
Shells/minInitial: 78.9 → 96.8
Zero upgrades: 5 broadside guns x 60 / 3.8 s base reload = 78.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 5 broadside guns x 60 / 3.1 s all-upgrades reload = 96.8.
Fires/minInitial: 7.89 → 9.68
Zero upgrades: 78.9 shells/min x 10% fire chance = 7.89. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 96.8 shells/min x 10% fire chance = 9.68.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.4 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 speed80 kt
Travel time to max range41.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
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 count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage78,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.
Per-side salvo damage78,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.

AA defense

AA DPS at max range150
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 2x2 -> 75 DPS @ 4 km; 3in50 MK34 2x1 -> 75 DPS @ 4 km; 20mm Oerlikon MK20 Twin 6x2 -> 86 DPS @ 2 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
AA DPS layered by range150 DPS @ 4 km, 236 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-blank236
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index772
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 17,30020,300 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.

Bow & stern19 mm

Overmatched by 132+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 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
Bow19 mm primary (range 19–20 mm)2,600 (13% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 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)19 mm15,200 (75% of HP)
Overmatched by 283mm+ AP (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.
Stern19 mm primary (range 6–20 mm)1,800 (9% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP10,200 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 (76 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 HP6,100 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 Lambros Katsonis. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Stock main battery reload time reduced from 4.2 to 3.8 s.
  • Upgraded main battery reload time reduced from 3.8 to 3.5 s.
  • Stock and upgraded HE shell damage increased from 2,000 to 2,200.
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Exteriors

Skins & permanent camouflages

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

  • Lambros Katsonis 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.