World of Warships: Legends ship guide

Vicente Guerrero

Also called: 维森特·格雷罗 Beta
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Strong secondaries (4 km)High HE DPMRepairs citadel hitsFlat AP shellsExtra heal chargesSmall-caliber secondaries
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Community Data

Vicente Guerrero Community Stats

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Playstyle

Overview

Vicente Guerrero is a Tier II Pan-American all-rounder light cruiser with 152mm guns at 11.3 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best repairs citadel hits in T2 CAs (50) and best AP shell velocity in T2 CAs (900).

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. 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. A 510 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 9.6 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 19,600 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 REPAIR PARTY
  • Repairs citadel hits · 50%
  • Extra heal charges · 2 Repair
ELITE MAIN BATTERY
  • Flat AP shells · 900 m
  • Flat arc HE shells · 900 m
  • Fast turret traverse · 10°
Heavy armor deck

Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.

Small-caliber secondaries

1000 max HE alpha per secondary shell, bottom quartile of T2 CAs. Per-shell damage runs below peers'.

Acquisition

How to get Vicente Guerrero

Vicente Guerrero is available in the Early Pan-American Cruisers branch of the Pan-America Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

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

Vicente Guerrero sits in the Early Pan-American Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.

Official WG availability sources
  • Pan-American Cruisers Are Coming to Early Access Early Access Start: 2026-03-27 · End: 2026-04-29 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.

Open in Build Tool →

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Cohort position

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Where Vicente Guerrero 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.

BestAP velocity900 m/s (1 of 3 tied) BestHE velocity900 m/s (1 of 3 tied) BestSecondary range3.5 km (1 of 4 tied) BestRepair charges2 (1 of 2 tied) Top 10%Traverse-to-turn ratio6.92 × (3/26) Top 25%Main battery reload6.5 s (6/26) Top 25%Fires per minute4.43 (7/25) Top 25%HE DPM121,846 (4/25) Top 25%AP pen at 10 km82 mm (5/25) Top 25%AA DPS101 (4/17) Top 25%AA range4 km (5/17) Top 25%AA threat253 (5/17) Top 25%Deck armor76 mm (6/26) Bottom 25%Hit points19,600 HP (21/26) Bottom 25%Turning circle510 m (21/26) Bottom 25%AP shell damage2,500 (21/25) Bottom 25%Secondary DPM (per side)30,000 (13/16) WorstSecondary HE alpha1,000 (1 of 2 tied) WorstNo torpedoes (20 of 26 in cohort)
See 28 mid-pack stats

Not standouts for Vicente Guerrero -- 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.

Max speed25 kt(11/26) Concealment9.6 km(19/26) Smoke fire bloom4.23 km(18/26) Air detection5.76 km(19/26) Rudder shift6.3 s(11/26) Main battery caliber152 mm(10/26) Main battery range11.33 km(9/26) Sigma2(12/26) HE fire chance8%(13/25) AP DPM138,462(11/25) Main dispersion111.1 m(17/26) Secondary HE pen15 mm(7/16) Acceleration24.6 s(10/26) AP arming threshold25 mm(16/25) Engine power25,500 hp(9/26) Turn-speed retention50 hp/m(9/26) Displacement6,450 t(11/26) Power-to-weight3.95 hp/t(9/26) Flak per wave (expected)198(5/10) Max armor76 mm(20/26) Citadel belt76 mm(11/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.03 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points19,600
Displacement6,450 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.
140.8 x 15.2 m
Armor range6–76 mm
Plate armor thicknesses6, 10, 38, 57, 69, 76 mm
Armor material/layer entries30
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.
Initial: 0% → 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 (1,764 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 (1,960 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.
9,800
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
Effective HP
ƒBase 19,600 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 2,744 HP per charge, x2 charges = 5,488 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
25,088
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/50 Vickers-Carraca
Mounts / barrels6 mounts / 6 barrels
Reload timeInitial: 7.5 s → 6.5 s
Firing range (base)10.3 km
Firing range (top fire control)11.3 km
Turret traverse10 °/s
Turret armor152 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.
±135°, ±148°, ±150°, ±139°, ±127°
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.
45° off bow / 53° off stern
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 =(11325.630·81.11000+1.1)·30=111.1m
111.1 m at 11.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.1·0.6=66.7m
66.7 m at 11.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =111.1·0.62=33.3m
33.3 m at 11.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =66.7·0.62=20m
20 m at 11.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 7.5 s base reload = 48. All upgrades (top gun): 6 broadside guns x 60 / 6.5 s all-upgrades reload = 55.4.
Initial: 48 → 55.4
HE shells
HE Damage2,200
HE Velocity900 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 6 broadside guns = 13,200.
13,200
HE DPM
ƒZero upgrades: 13,200 HE full-salvo alpha x 60 / 7.5 s base reload = 105,600. All upgrades (top gun): 13,200 HE full-salvo alpha x 60 / 6.5 s all-upgrades reload = 121,846.
Initial: 105,600 → 121,846
Fires/min
ƒZero upgrades: 48 shells/min x 8% fire chance = 3.84. All upgrades (top gun): 55.4 shells/min x 8% fire chance = 4.43.
Initial: 3.84 → 4.43
AP shells
AP Damage2,500
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·45.40.69·0.1521.07·9001.38=261.7mm. Matches the in-game spec card.
261.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.3 km), where the shell has slowed to 352.6 m/s: P=107·2100·45.40.69·0.1521.07·352.61.38=71.8mm.
71.8 mm at 11.3 km
AP full-salvo alpha
ƒ2,500 AP damage x 6 broadside guns = 15,000.
15,000
AP DPM
ƒZero upgrades: 15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 6.5 s all-upgrades reload = 138,462.
Initial: 120,000 → 138,462
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
4 km
76.2 mm/45 QF HA Mk.I4×1 76mm
40 mm/39 Vickers QF Mk.II (upgraded hull only)4×1 40mm
12.7 mm Mk.III (stock hull only)4×4 13mm
88 mm/45 Flak (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 88mm
Far aura
Guns88 mm/45 Flak (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 13 from dual-purpose secondaries firing as AA in this range band.
13
Range4 km
Outer Medium aura
Guns76.2 mm/45 QF HA Mk.I
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.
Initial: 28 → 25
Range3 km
Total DPS in Aura
ƒFar 13 + Outer Medium 25 = 38
38
Inner Medium aura
Guns40 mm/39 Vickers QF Mk.II
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.9 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range2 km
Total DPS in Aura
ƒFar 13 + Outer Medium 25 + Inner Medium 63 = 101
101
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 × 110 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.
110
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary 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 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 km
S
Secondary Battery
Mounts4
Firing range3.5 km
Shell Grouping (σ)1
88 mm/45 Flak (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 88mm
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power25,500 hp
Maximum speed25 kt
Turning circle radius510 m
Rudder shift time6.3 s
Engine power-boost threshold8.8 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 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.
11.2 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.
26.7 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).
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
24.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
41.1 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·25.0·0.5144510=1.44°/s, so ratio=ωturretωhull=101.44=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea9.6 km
Detectability by air5.76 km
Smoke firing penalty4.23 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.
11.33 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.8 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.
11.6 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.
8.76 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 2,744 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 5,488 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 98 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (19,600 HP) per second = 98 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Rudder shift11.4 → 8.2 s
  • Close-range AA DPS20 → 28
Fire controlUpgrade
  • Main battery range10,296 → 11325.6 m
ArtilleryUpgrade
  • Base reload7.5 → 6.5 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 Disp111.1 m at 11.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(11325.630·81.11000+1.1)·30=111.1m
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 Disp66.7 m at 11.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.1·0.6=66.7m
Shell scatter height @ 10 km58.8 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=0.5·11325.6=5663 m, and radiusOnMax=0.6 at 11325.6 m. Above the kink: k=0.5+(0.60.5)·10000566311325.65663=0.5766, so σV=σH·k=102·0.5766=58.8m.
Med Horiz Disp33.3 m at 11.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =111.1·0.62=33.3m
Med Vert Disp20 m at 11.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =66.7·0.62=20m
AP Pen Close261.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·45.40.69·0.1521.07·9001.38=261.7mm. Matches the in-game spec card.
AP Pen Far71.8 mm at 11.3 km
Same formula at the ship's max firing range (11.3 km), where the shell has slowed to 352.6 m/s: P=107·2100·45.40.69·0.1521.07·352.61.38=71.8mm.
AP pen 5 km143 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 km82 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 km6.39 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·0.3574·0.15228·45.4=7.14×105. That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.39 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·0.3574·0.15228·45.4=7.14×105. That runs from a 900 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,200
2,200 HE damage x 6 broadside guns = 13,200.
AP full-salvo alpha15,000
2,500 AP damage x 6 broadside guns = 15,000.
HE DPMInitial: 105,600 → 121,846
Zero upgrades: 13,200 HE full-salvo alpha x 60 / 7.5 s base reload = 105,600. All upgrades (top gun): 13,200 HE full-salvo alpha x 60 / 6.5 s all-upgrades reload = 121,846.
AP DPMInitial: 120,000 → 138,462
Zero upgrades: 15,000 AP full-salvo alpha x 60 / 7.5 s base reload = 120,000. All upgrades (top gun): 15,000 AP full-salvo alpha x 60 / 6.5 s all-upgrades reload = 138,462.
Shells/minInitial: 48 → 55.4
Zero upgrades: 6 broadside guns x 60 / 7.5 s base reload = 48. All upgrades (top gun): 6 broadside guns x 60 / 6.5 s all-upgrades reload = 55.4.
Fires/minInitial: 3.84 → 4.43
Zero upgrades: 48 shells/min x 8% fire chance = 3.84. All upgrades (top gun): 55.4 shells/min x 8% fire chance = 4.43.

AA defense

AA DPS at max range13
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 4x1 -> 63 DPS @ 2 km; 3in HA 12PDR 4x1 -> 25 DPS @ 3 km; 88mm45 SK L45 4x1 -> 13 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range13 DPS @ 4 km, 38 DPS @ 3 km, 101 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-blank101
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index253
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)30,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 88 mm (2/side) × 60/4 × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 15 mm from the 88 mm family.

Armor Beta

Hull HP 19,600, 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 / citadel76 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 6–69 mm)1,800 (9% 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)6 mm14,700 (75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–57 mm)1,200 (6% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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 mm primary (range 6–76 mm)1,000 (5% 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 HP9,800 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.
Secondary mount (88 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
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 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Vicente Guerrero 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.