Méndez Núñez
Also called: 门德斯·努涅斯 Beta- Hold under 10 km with islands tight enough to break vision on demand
- Avoid: Firing the moment an enemy appears
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Méndez Núñez Community Stats
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Méndez Núñez Community Stats
Record History
Playstyle
Overview
Méndez Núñez is the Tier II Spanish AA-specialist light cruiser with 149 AA DPS at 4.5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best turret traverse rate in T2 CAs (12) and top-decile quiet smoke gunnery in T2 CAs (3.2 km).
Positioning
Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor. A 530 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.
Potato Avoidance
Firing the moment an enemy appears
The guns are what reveal you: one salvo lights you up from 8.7 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 20,800 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.
Signature Traits
- Top-tier AA · 149 AA
- Long-reach AA · 4.5 km
- AA specialist
12°/s turret traverse, best of T2 CAs. Tracks fast-rotating targets peers can't keep up with.
3.2 km detect when firing from smoke, top decile of T2 CAs. Shoots from concealment with less bloom than peers.
10 mm stern, top decile of T2 CAs.
18 s reload, bottom decile of T2 CAs. Salvos punish more, but cycle is slower than peers.
The anti-air is elite, but against a lineup with no carrier it does nothing -- you are then judged on the guns and armor alone. Don't over-value the AA when you pick engagements or trade position for it.
How to get Méndez Núñez
Méndez Núñez is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.
Official WG availability sources
- Spanish Wave: Early Access Cruisers, Calendar, and Collection Early Access / event Start: 2025-09-05 · End: 2025-10-01 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Méndez Núñez sits among Tier II CAs (25 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 11 mid-pack stats
Not standouts for Méndez Núñez -- 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 II 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 / 12 deg/s traverse speed = 15 s.ƒ
6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.ƒ
3 rack salvos x 6 broadside guns x 1,350 HE damage. Total damage the ship can deliver in the burst before reverting to base reload.ƒ
(3-1) gaps x 1.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,350 HE damage x 6 broadside guns = 8,100.ƒ
8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.ƒ
51.4 shells/min x 8% fire chance = 4.11.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 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 main battery firing as AA in this range band.ƒ
Effective DPS: 8 raw aura damage × 3.5 × 0.9 hit probability = 25 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 25 = 116ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 91 + Medium 25 + Near 33 = 149ƒ
Each ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4.5 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.ƒ
top speed / 4 + 4.9 = 29 / 4 + 4.9 = 12.2 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 (26.1 kt of 29 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (28.7 kt of 29 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 (2.4 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
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 11435 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: 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 808 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.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).Barrels that can bear on one beam (6 of 8); casemate/wing mounts only fire one side.180 degrees / 12 deg/s traverse speed = 15 s.1,350 HE damage x 6 broadside guns = 8,100.8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.51.4 shells/min x 8% fire chance = 4.11.3 rack salvos x 6 broadside guns x 1,350 HE damage. Total damage the ship can deliver in the burst before reverting to base reload.(3-1) gaps x 1.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.AA defense
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 5x2 -> 25 DPS @ 3.5 km; 20mm Flack 38 quad 2x4 -> 33 DPS @ 2 km; Far AA (?) -> 91 DPS @ 4.5 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 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 20,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–75 mm) | 2,600 (12% of HP) | Overmatched by 127mm+ AP (Farragut, Shenyang)6 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 | 15,600 (75% of HP) | Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 10 mm primary (range 10–75 mm) | 1,500 (7% of HP) | Overmatched by 150mm+ AP (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 75 mm primary (range 6–75 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 | 6 mm | 2,200 (11% 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 | 10,400 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (37 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 | 6,200 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 Méndez Núñez 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.
