World of Warships: Legends ship guide

Ashen Majesty

Also called: 灰烬威严 · Пепельное величие · 灰燼威嚴 · Majesté cendrée · Majestad ceniza Beta
Netherlands · Tier IV · CL Cruiser · Premium
AP citadel cruiserAn AP citadel threat with Sonar for safe vision around cover and torpedoes.
Playstyle
  • Open fire from 11 to 13 km, near the edge of her 13.7 km range, and let concealment decide when she is seen: at 10.39 km she can hold a lane quietly and choose the moment to light up a target
  • Avoid: Pushing forward to chase kills
Key characteristics
SonarStrong torpedo beltSaturates bow fast
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Community Data

Ashen Majesty Community Stats

Ashen Majesty has 28 Standard battles from 12 players so far, too few for stable community averages.

Community Data

Ashen Majesty Community Stats

Log in to GamingDiver and upload your data to see Community Data for Ashen Majesty: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Ashen Majesty is the Halloween event's Dutch Tier IV cruiser, built on the Celebes hull with her upgraded modules already fitted. Her eight guns reload in 8.0 s against an 8.5 s median and reach 13.7 km. Her 6.6 fires per minute rank 5th of 20 Tier IV cruisers. Her 180,000 AP damage per minute ranks 7th of 23. Her 10.39 km surface detectability is tied for 3rd of the 23, lower being better. The trade is mobility: 32.5 knots and a 7.7 s rudder shift, both below the cohort median.

Positioning

Open fire from 11 to 13 km, near the edge of her 13.7 km range, and let concealment decide when she is seen: at 10.39 km she can hold a lane quietly and choose the moment to light up a target. Her 580 m turning circle, 2nd-tightest of the 23, lets her reverse course behind an island, but the slow 7.7 s rudder shift means she should start every turn early. Set fires on battleships with HE and switch to AP against broadside cruisers.

Potato Avoidance

Pushing forward to chase kills

At 32.5 knots she is the 5th-slowest of 23 Tier IV cruisers, and her 26,600 HP is only the cohort median, so once she is spotted inside 10 km she cannot outrun the return fire. Fight from range, fall back before she is caught out, and let her fire output do the work instead of her hull.

Signature Traits

ELITE ARMOR ↗
  • Strong torpedo belt · 16%
  • Saturates bow fast · 500 HP
  • Torpedo belt specialist
ELITE SONAR ↗
  • Long-range sonar · 4 km
  • Long-duration sonar · 100 s
Acquisition

How to get Ashen Majesty

Ashen Majesty is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Mission reward.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources

Builds

Invest in fire setting and main battery reload, because her damage comes from steady HE and AP volume rather than single heavy salvos. Concealment comes next to protect her 10.39 km detection, then survivability. Rudder and speed improvements help most if you play her close to islands. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Ashen Majesty sits among Tier IV CAs (22 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.

Top 10%Stealth profile10.39 km / 6.24 km (3/23 / 3/23) Top 10%Smoke fire bloom4.65 km (3/23) Top 10%Turning circle580 m (3/23) Top 25%Fires per minute6.6 (5/20) Top 25%AA threat630 (5/23) Bottom 25%Rudder shift7.7 s (19/23) Bottom 25%Main battery caliber150 mm (21/23) Bottom 25%Acceleration (0-12 kt)8.9 s (19/23) Bottom 25%Power-to-weight7.93 hp/t (19/23) Bottom 25%Max armor75 mm (19/23) WorstNo secondaries (7 of 23 in cohort) WorstNo torpedoes (2 of 23 in cohort)
See 29 mid-pack stats

Not standouts for Ashen Majesty -- 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 points26,600 HP(11/23) Max speed32.5 kt(18/23) Main battery range13.73 km(9/23) Main battery reload8 s(7/23) HE shell damage2,150(15/20) HE fire chance11%(12/20) HE DPM129,000(7/20) AP shell damage3,000(17/23) AP DPM180,000(7/23) Main dispersion127.8 m(15/23) AP velocity900 m/s(9/23) HE velocity900 m/s(8/20) Time to 90% speed24.2 s(18/23) AP fuse timer0.025 s(13/23) AP arming threshold25 mm(10/23) Engine power72,000 hp(17/23) Power / turn radius124.1 hp/m(15/23) Displacement9,081 t(11/23) AP pen at 10 km116 mm(13/23) Effective HE DPM (incl. fire)176,756(7/20) AA DPS185(9/23) AA range3.5 km(17/23) Citadel belt60 mm(18/23) Bow armor13 mm(11/23) Stern armor13 mm(11/23) NormSigma2(21 of 23 tied at this value) NormAP ricochet start45°(21 of 23 tied at this value) NormAP auto-bounce angle60°(21 of 23 tied at this value) NormTurn speed retained81%(22 of 23 tied at this value)
Survivability
Hit Points26,600
Displacement9,081 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
158.4 x 17 m
Armor range10–75 mm
Plate armor thicknesses10, 13, 16, 20, 25, 50, 60, 75 mm
Armor material/layer entries53
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 26,600 HP = 2,394 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 26,600 HP = 2,660 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.28 hull torpedo-damage coefficient / 0.333 unprotected baseline = 16%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
16%
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.
13,300
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.
8,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,400 = 10,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 20,000 = 40,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
20,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 200 = 400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 150 mm/50 Mk.9
Mounts / barrels4 mounts / 8 barrels
Reload time8 s
Firing range13.7 km
Turret traverse8 °/s
Turret armor100 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
2x ±148°, 2x ±143°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° off stern. 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.
37° off bow / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (13.7 km) shells land in an ellipse about 128 m wide and 77 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(13733.530·8−1.11000+1.1)·30=127.8m
127.8 m at 13.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =127.8·0.6=76.7m
76.7 m at 13.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =127.8·0.62=38.3m
38.3 m at 13.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =76.7·0.62=23m
23 m at 13.7 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ8 broadside guns x 60 / 8 s base reload = 60.
60
HE shells
HE alpha2,150
HE Velocity900 m/s
Fire Chance11%
HE fire DPM vs T4 BB47756
Effective HE DPM vs T4 BB176756
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,150 HE damage x 8 broadside guns = 17,200.
17,200
HE DPM
ƒ17,200 HE full-salvo alpha x 60 / 8 s base reload = 129,000.
129,000
Fires/min
ƒ60 shells/min × 0.11 (11% fire chance) = 6.6.
6.6
AP shells
AP alpha3,000
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2200·46.70.69·0.15−1.07·9001.38=283.6mm.
283.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 383.2 m/s: P=10−7·2200·46.70.69·0.15−1.07·383.21.38=87.3mm.
87.3 mm at 13.7 km
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 8 s base reload = 180,000.
180,000
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.
10
AA Defense
AA mount points10
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.
3.5 km
40 mm/56 Bofors Model 19368×2 40mm
25 mm akan L/64 Model 19322×2 25mm
Medium aura
Guns40 mm/56 Bofors Model 1936
Continuous DPS
ƒEffective DPS: 53 raw aura damage × 3.5 × 0.9 hit probability = 167 - the same in-game units as the Close-range AA DPS headline.
167
Range3.5 km
Near aura
Guns25 mm akan L/64 Model 1932
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range2.5 km
Total DPS in Aura
ƒMedium 167 + Near 18 = 185
185
Maneuverability
Engine power72,000 hp
Maximum speed32.5 kt
Turning circle radius580 m
Rudder shift time7.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
27 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 6.3 = +1.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.39 km x 0.955 = 9.92 km. Camouflage does not change detectability by air.
10.39 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.92 km.
9.92 km
Detectability by air6.24 km
Smoke firing penalty4.65 km
Detect when firing (sea)
ƒLarger of 13.73 km range and 4.65 km smoke firing penalty = 13.73 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
13.73 km
Detect when firing (air)
ƒAir detectability 6.24 km + gun-firing bloom 3 km = 9.24 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
9.24 km
Detect when on fire (sea)
ƒSea detectability 10.39 km + 2.0 km while burning = 12.39 km.
12.39 km
Detect when on fire (air)
ƒAir detectability 6.24 km + 3.0 km while burning = 9.24 km.
9.24 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km28.2 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·13733.5=6867 m, and radiusOnMax=0.6 at 13733.5 m. Below the kink: k=0.2+(0.5−0.2)·50006867=0.4184, so σV=σH·k=67.5·0.4184=28.2m.
Shell scatter height @ 10 km55.7 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=0.5·13733.5=6867 m, and radiusOnMax=0.6 at 13733.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−686713733.5−6867=0.5456, so σV=σH·k=102·0.5456=55.7m.
AP pen 5 km179 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2200·46.70.69·0.15−1.07·644.61.38=179mm, where 644.6 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km116 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2200·46.70.69·0.15−1.07·469.51.38=116mm, where 469.5 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.7 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·0.2841·0.1528·46=5.46×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.7 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·0.2884·0.1528·46.7=5.46×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,200
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass46.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2884
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity900 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity900 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range167
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 8x2 -> 167 DPS @ 3.5 km; 25mm Bofors M32 2barrels 2x2 -> 18 DPS @ 2.5 km.
AA DPS layered by range167 DPS @ 3.5 km, 185 DPS @ 2.5 km
@ 3.5 km: 167 from one family; @ 2.5 km: 167 + 18 = 185. 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-blank185
167 + 18 = 185 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index630
167 × 3.5 + 18 × 2.5 = 630. 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 range2.5 km
Open in Charting Tool

Ship Charts

Background

The third Java-class cruiser was laid down in Schiedam in June 1917, and she should have become the flagship of the Dutch Navy in the East Indies. It was planned to finalize her construction in 1920; however, due to the economic blockade by England and the lack of resources during wartime, the shipbuilding process slowed significantly, and the construction of Celebes was never actually finished.

Armor Beta

Hull HP 26,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern13 mm

Overmatched by 90+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–50 mm)≈ 1,330 (~5% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 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)13 mm≈ 19,950 (~75% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–50 mm)≈ 1,330 (~5% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 mm)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.
Superstructure13 mm primary (range 13–75 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Ashen Majesty can equip.

  • Ashen Majesty default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision