World of Warships: Legends ship guide

Vampire II

Also called: 吸血鬼 II 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
Long torps (12 km)High HE / fire outputHigh AP DPMWide always-pen zoneLobs over islandsSlow HE shells
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Community Data

Vampire II Community Stats

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Playstyle

Overview

Vampire II is a Legendary Commonwealth 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. She also reaches the trade unspotted, 2 of 12 in the cohort for detection, which decides who shoots first. Standout traits: best smoke duration in Legendary DDs (100 s) and best turret traverse rate in Legendary DDs (25). Concealment is the part WG's own ship feature leads with: 6.98 km is second-best in her cohort, so she chooses her engagements and can break one off that turns against her.

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. 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.

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 km with 19,800 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 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.

Long smoke deployment

100 s smoke deployment window, best of Legendary DDs. Lays a longer rolling smoke trail while moving.

ELITE MAIN BATTERY
  • Fast turret traverse · 25°
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
  • AP DPM machine · 315000 AP
  • High fire pressure · 12 fires
Slow HE shells

746 m/s HE muzzle velocity, bottom quartile of Legendary DDs. Lobby trajectory, harder to land at range.

Acquisition

How to get Vampire II

Vampire II 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.
  • 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.

Builds

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

Hector Waller

WG official

WG official build from Through the Spy Glass: Vampire II.

Source: Through the Spy Glass: Vampire II

Open in Build Tool →

Commanders frequently paired with this ship Hector Waller

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Vampire II sits among Legendary DDs (11 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 bloom2.37 km (1/12) BestAir detection3.49 km (1/12) BestTraverse-to-turn ratio16.48 × (1/12) BestFires per minute12 (1 of 2 tied) BestAP DPM315,000 (1 of 2 tied) BestAP arming threshold19 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) Top 10%Concealment6.98 km (2/12) Top 10%Main battery reload2.4 s (2/12) Top 10%Effective HE DPM (incl. fire)353,366 (2/12) Top 25%Turning circle680 m (4/12) Top 25%HE DPM255,000 (3/12) Top 25%Displacement3,560 t (4/12) Top 25%Turn speed retained92.9% (3/12) Top 25%Torpedo range12 km (4/12) Top 25%Torpedo damage≈18,300 (3/12) Bottom 25%Hit points19,800 HP (10/12) Bottom 25%AA DPS173 (11/12) Bottom 25%AA threat727 (10/12) WorstMax speed35 kt (1 of 3 tied) WorstMain battery caliber114 mm (1 of 2 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied) WorstAP pen at 10 km49 mm (1 of 2 tied)
See 14 mid-pack stats

Not standouts for Vampire II -- 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 shift4.4 s(5/12) Main battery range11.12 km(5/12) HE shell damage1,700(9/12) HE fire chance8%(7/12) Main dispersion98.4 m(9/12) AA range5 km(6/12) Flak per wave (expected)1,200(5/9) Torpedo speed62 kt(9/12) Torpedo reaction time7.8 s(7/12) Torpedo reload96 s(7/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value)
Survivability
Hit Points19,800
Displacement3,560 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.
114.3 x 13.1 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
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 (1,782 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 (1,980 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.
9,900
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.
5,900
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.7 s
Firing range11.1 km
Turret traverse25 °/s
Turret armor6 mm
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.
28° off bow / 34° off stern
HE fire DPM vs T8 BB87437
Effective HE DPM vs T8 BB314103
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 =(1112530·80.51000+0.5)·30=98.4m
98.4 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
59.1 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =98.4·0.62=29.5m
29.5 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =59.1·0.62=17.7m
17.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 2.7 s base reload = 133.3. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.4 s all-upgrades reload = 150.
Initial: 133.3 → 150
HE shells
HE Damage1,700
HE Velocity746 m/s
Fire Chance8%
HE penetration
ƒ19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
19 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
HE DPM
ƒZero upgrades: 10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 2.4 s all-upgrades reload = 255,000.
Initial: 226,667 → 255,000
Fires/min
ƒZero upgrades: 133.3 shells/min x 8% fire chance = 10.67. All upgrades (Main Battery Mod. 3 = -10% reload): 150 shells/min x 8% fire chance = 12.
Initial: 10.67 → 12
AP shells
AP Damage2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
140.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 324.5 m/s: P=107·1600·250.69·0.1131.07·324.51.38=44.4mm.
44.4 mm at 11.1 km
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
AP DPM
ƒZero upgrades: 12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 2.4 s all-upgrades reload = 315,000.
Initial: 280,000 → 315,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes1 launchers × 5 tubes = 5 tubes
Reload time96 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=54,900·0.333=18,300.
≈ 18,300
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.
19,500
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 3.32 per hit, shown as 3.32×100=332%. 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.
332%
Torpedo launcher traverse25 °/s
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 = 5 x 18,300 = 91,500.
91,500
AA Defense
AA mount points4
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 km
40 mm Bofors Mk V2×2 40mm
40 mm Bofors Mk VII2×1 40mm
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 80 from dual-purpose main battery firing as AA in this range band.
80
Range5 km
Medium aura
Guns40 mm Bofors Mk V + 40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 1 hit probability = 91 - the same in-game units as the Close-range AA DPS headline.
91
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 91 = 171
171
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 240 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 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 km
Maneuverability
Maximum speed35 kt
Turning circle radius680 m
Rudder shift time4.4 s
Engine power-boost threshold32.5 kt
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 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.
13.7 kt
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).
10.5 kt
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·35.0·0.5144680=1.52°/s, so ratio=ωturretωhull=251.52=16.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.5× snappy
Concealment
Detectability by sea6.98 km
Detectability by air3.49 km
Smoke firing penalty2.37 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.
11.12 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.26 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.75 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.
8.98 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.
6.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 100 s reload · 100 s emit / 10 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km

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 Disp98.4 m at 11.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1112530·80.51000+0.5)·30=98.4m
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 Disp59.1 m at 11.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
Shell scatter height @ 10 km52.2 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=0.5·11125=5562 m, and radiusOnMax=0.6 at 11125 m. Above the kink: k=0.5+(0.60.5)·100005562111255562=0.5798, so σV=σH·k=90·0.5798=52.2m.
Med Horiz Disp29.5 m at 11.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =98.4·0.62=29.5m
Med Vert Disp17.7 m at 11.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =59.1·0.62=17.7m
AP Pen Close140.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
AP Pen Far44.4 mm at 11.1 km
Same formula at the ship's max firing range (11.1 km), where the shell has slowed to 324.5 m/s: P=107·1600·250.69·0.1131.07·324.51.38=44.4mm.
AP pen 5 km80 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 km49 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.
HE flight time @ 10 km7.46 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·0.329·0.11328·24.95=6.61×105. That runs from a 746 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 km7.46 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·0.3296·0.11328·25=6.61×105. That runs from a 746 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 penetration19 mm
19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
HE DPMInitial: 226,667 → 255,000
Zero upgrades: 10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 2.4 s all-upgrades reload = 255,000.
AP DPMInitial: 280,000 → 315,000
Zero upgrades: 12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 2.4 s all-upgrades reload = 315,000.
Shells/minInitial: 133.3 → 150
Zero upgrades: 6 broadside guns x 60 / 2.7 s base reload = 133.3. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 2.4 s all-upgrades reload = 150.
Fires/minInitial: 10.67 → 12
Zero upgrades: 133.3 shells/min x 8% fire chance = 10.67. All upgrades (Main Battery Mod. 3 = -10% reload): 150 shells/min x 8% fire chance = 12.

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 damage1,200
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 count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline launchers train across - full salvo to either side).
Full-salvo damage91,500
All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500.
Per-side salvo damage91,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500.

AA defense

AA DPS at max range81
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Twin 2x2 -> 46 DPS @ 3.5 km; 40mm Bofors Mark VII single 2x1 -> 46 DPS @ 3.5 km; Far AA (?) -> 81 DPS @ 5 km.
Maximum AA range5 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 range81 DPS @ 5 km, 173 DPS @ 3.5 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-blank173
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index727
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 19,800, 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 & stern19 mm

Overmatched by 74+ 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)3,100 (16% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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 mm primary (range 16–19 mm)14,900 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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 16–20 mm)1,200 (6% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)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 HP9,900 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 HP5,900 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 Vampire II can equip, from in-game data.

  • Vampire II 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.