World of Warships: Legends ship guide

Méndez Núñez

Also called: 门德斯·努涅斯 Beta
Spain · Tier II · CL Cruiser · Premium
AA-specialistAn AA anchor: deny the enemy carrier as much as you farm direct damage.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
11 km gun rangeStrong AAFast turret traverseQuiet smoke gunneryThick stern plateSlow reload
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Community Data

Méndez Núñez Community Stats

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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

ELITE AA
  • Top-tier AA · 149 AA
  • Long-reach AA · 4.5 km
  • AA specialist
Fast turret traverse

12°/s turret traverse, best of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

Quiet smoke gunnery

3.2 km detect when firing from smoke, top decile of T2 CAs. Shoots from concealment with less bloom than peers.

Thick stern plate

10 mm stern, top decile of T2 CAs.

Slow reload

18 s reload, bottom decile of T2 CAs. Salvos punish more, but cycle is slower than peers.

AA only matters with planes up

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.

Acquisition

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

Builds

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

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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.

BestSmoke fire bloom3.2 km (1/26) BestAA threat563 (1/17) Top 10%Traverse-to-turn ratio7.44 × (2/26) Top 10%AA DPS149 (2/17) Top 10%Stern armor10 mm (3/26) Top 25%Max speed29 kt (5/26) Top 25%Stealth profile8.67 km / 5.21 km (6/26 / 6/26) Top 25%Main battery range11.44 km (4/26) Top 25%Engine power45,000 hp (4/26) Top 25%Turn-speed retention84.9 hp/m (4/26) Top 25%Power-to-weight7.44 hp/t (5/26) Top 25%AA range4.5 km (3/17) Top 25%Flak per wave (expected)270 (3/10) Bottom 25%Turning circle530 m (23/26) Bottom 25%Main battery caliber120 mm (24/26) Bottom 25%Main battery reload18 s (24/26) Bottom 25%HE DPM69,429 (21/25) Bottom 25%Main dispersion111.9 m (21/26) Bottom 25%Max armor75 mm (22/26) WorstNo secondaries (10 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort) WorstDeck armor6 mm (1 of 3 tied)
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.

Hit points20,800 HP(19/26) Rudder shift6 s(9/26) Sigma2(12/26) HE fire chance8%(13/25) Fires per minute4.11(12/25) HE velocity808 m/s(16/25) Acceleration23.9 s(8/26) Displacement6,045 t(9/26) Citadel belt75 mm(14/26) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value)
Survivability
Hit Points20,800
Displacement6,045 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.
142.4 x 14.1 m
Armor range6–75 mm
Plate armor thicknesses6, 10, 16, 25, 38, 50, 75 mm
Armor material/layer entries36
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.
3.3%
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 (1,872 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 (2,080 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.
10,400
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.
6,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 120 mm/45 Vickers-Armstrong Mk.F
Mounts / barrels8 mounts / 8 barrels
Reload time18 s
Firing range11.4 km
Turret traverse12 °/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.
6x ±140°, 2x ±80°
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
Shells in Rack3
Ready Rack Reload1.5 s
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 =(1143530·81.11000+1.1)·30=111.9m
111.9 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.9·0.6=67.1m
67.1 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =111.9·0.62=33.6m
33.6 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =67.1·0.62=20.1m
20.1 m at 11.4 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒ6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.
51.4
Ready-rack burst alpha
ƒ3 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.
24,300
Burst window
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.
3 s
HE shells
HE Damage1,350
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,350 HE damage x 6 broadside guns = 8,100.
8,100
HE DPM
ƒ8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.
69,429
Fires/min
ƒ51.4 shells/min x 8% fire chance = 4.11.
4.11
AA Defense
AA mount points7
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4.5 km
37 mm/83 SK Dopp LC/305×2 37mm
20 mm/65 C/38 Flak 35 Vierling L/382×4 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 91 from dual-purpose main battery firing as AA in this range band.
91
Range4.5 km
Medium aura
Guns37 mm/83 SK Dopp LC/30
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.9 hit probability = 25 - the same in-game units as the Close-range AA DPS headline.
25
Range3.5 km
Total DPS in Aura
ƒFar 91 + Medium 25 = 116
116
Near aura
Guns20 mm/65 C/38 Flak 35 Vierling L/38
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range2 km
Total DPS in Aura
ƒFar 91 + Medium 25 + Near 33 = 149
149
Flak bursts
Bursts
ƒEach ~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.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
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 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.
2.5-4.5 km
Maneuverability
Engine power45,000 hp
Maximum speed29 kt
Turning circle radius530 m
Rudder shift time6 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 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.
12.2 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.
23.9 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).
9.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
23.9 s
Acceleration 0-99%
ƒTime 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.
38.5 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·29.0·0.5144530=1.61°/s, so ratio=ωturretωhull=121.61=7.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.4× ok
Concealment
Detectability by sea8.67 km
Detectability by air5.21 km
Smoke firing penalty3.2 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.
11.44 km
Detect when firing (air)
ƒAir 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.
7.61 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.
10.67 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.
8.21 km
Guaranteed Detect2 km
Consumables
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

Shell Grouping (σ)2
Max Horiz Disp111.9 m at 11.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1143530·81.11000+1.1)·30=111.9m
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.
Max Vert Disp67.1 m at 11.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.9·0.6=67.1m
Shell scatter height @ 10 km58.6 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=0.5·11435=5718 m, and radiusOnMax=0.6 at 11435 m. Above the kink: k=0.5+(0.60.5)·100005718114355718=0.5749, so σV=σH·k=102·0.5749=58.6m.
Med Horiz Disp33.6 m at 11.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =111.9·0.62=33.6m
Med Vert Disp20.1 m at 11.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =67.1·0.62=20.1m
HE flight time @ 10 km6.41 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·0.2239·0.1228·22.68=5.58×105. 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.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
Broadside guns used for alpha6
Barrels that can bear on one beam (6 of 8); casemate/wing mounts only fire one side.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha8,100
1,350 HE damage x 6 broadside guns = 8,100.
HE DPM69,429
8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.
Shells/min51.4
6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.
Fires/min4.11
51.4 shells/min x 8% fire chance = 4.11.
Ready-rack burst alpha24,300
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.
Burst window3 s
(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

AA DPS at max range91
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.
Maximum AA range4.5 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.
AA DPS layered by range91 DPS @ 4.5 km, 116 DPS @ 3.5 km, 149 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-blank149
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index563
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 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.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

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

Farming6 mm

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
Bow6 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 mm15,600 (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.
Stern10 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.
Citadel75 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.
Superstructure6 mm2,200 (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 HP10,400 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 (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP6,200 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Méndez Núñez 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.