World of Warships: Legends ship guide

Also known as A. Parseval

August von Parseval

Beta
AP dive-bomber carrierDrop AP on exposed cruiser and battleship decks; torpedoes cover the rest.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsFast torpedoesTough flight deckSmall-caliber secondaries
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Community Data

August von Parseval Community Stats

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Playstyle

Overview

August von Parseval is the Tier VII German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 55-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

ELITE AIRCRAFT
  • Tough flight deck · 33400.0 HP
  • Fast air torpedoes · 55.0 kn
ELITE ARMOR
  • Thick bow plate · 25.0 mm
  • Thick deck · 60.0 mm
  • Bow-tanker
  • Heavy armor deck
Small-caliber secondaries

1200.0 max HE alpha per secondary shell, bottom decile of T7 CVs. Per-shell damage runs below peers'.

Acquisition

How to get August von Parseval

August von Parseval is available in the Atlantic Carriers branch of the Germany Tech Tree for 23,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,810,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

August von Parseval sits in the Atlantic Carriers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Build for aircraft survivability, restoration, speed, and AP-bomb consistency. Current advice should reflect post-nerf bomb damage, plane HP, and detectability.

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Cohort position

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Where August von Parseval sits among Tier VII CVs (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.

BestRudder shift13.1 s (1 of 4 tied) BestAA threat3,244 (1/11) BestBow armor25 mm (1 of 2 tied) BestDeck HP33,400 HP (1/11) Top 10%Secondary dispersion bracket33 (2/10) Top 10%Displacement29,600 t (2/11) Top 10%Air torpedo speed55 kn (2/10) Top 25%Acceleration32.8 s (3/11) Top 25%Deck armor60 mm (3/10) Bottom 25%Secondary DPM (per side)128,955 (9/10) Bottom 25%Bomb damage3,500 (10/11) Bottom 25%Air torpedo range3 km (9/10) WorstHE alpha1,200 (10/10) WorstSecondary fire chance5% (1 of 3 tied) WorstMax armor100 mm (1 of 3 tied) WorstCitadel belt100 mm (1 of 3 tied) WorstStern armor19 mm (1 of 5 tied)
See 16 mid-pack stats

Not standouts for August von Parseval -- 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 points51,400 HP(9/11) Max speed31.8 kt(9/11) Concealment13.93 km(5/11) Air detection9.75 km(5/11) Secondary HE pen20 mm(8/10) Engine power153,000 hp(6/11) Turn-speed retention134.2 hp/m(7/11) Power-to-weight5.17 hp/t(5/11) AA DPS721(4/11) AA range4.5 km(9/11) Air torpedo damage3,833(8/10) Air torpedo stealth1.3 km(5/10) Squadron size18(5/11) Squadron restore time80 s(5/11) Plane HP2,300 HP(7/11) NormSecondary range4.5 km(6 of 10 tied at this value)
Survivability
Hit PointsInitial: 50,000 → 51,400
Displacement29,600 t
Armor range9–100 mm
Plate armor thicknesses9, 12, 13, 19, 20, 25, 40, 60, 80, 100 mm
Armor material/layer entries53
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction0%
Squadrons
Total plane capacity72
Flight deck HP33,400
Hangar HP33,400
Dive bomber
Plane HP2,300
OrdnanceAP bomb, 3,100 dmg
Hangar max18
Hangar restore+3 every 106 s, start 18
Recovery time106 s
Torpedo bomber
Plane HP2,400
Ordnancetorpedo, 3,833 dmg
Flooding chance34%
Hangar max16
Hangar restore+2 every 80 s, start 16
Recovery time80 s
Dive bomber
Plane HP2,400
OrdnanceAP bomb, 3,500 dmg
Hangar max18
Hangar restore+3 every 106 s, start 18
Recovery time106 s
Torpedo bomber
Plane HP2,400
Ordnancetorpedo, 3,833 dmg
Flooding chance34%
Hangar max18
Hangar restore+3 every 106 s, start 18
Recovery time106 s
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (174×3.5×1) + (32×3.5×1) = 721. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
721
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
55 mm L/77 Gerät 58 (upgraded hull only)22×1 55mm
37 mm Flak LM/42 (stock hull only)22×2 37mm
105 mm L/65 Dop. L. C/38 (DP)6×2 105mm
Far + Medium aura
Far DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Medium DPS174
Range4.5 km
Total DPS in Aura
ƒFar 32 + Medium 174 = 206
206
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 33 + 30 = 178.5 m.
178.5 m
Maneuverability
Engine moduleEngine: 153,000 hp
Engine power153,000 hp
Maximum speed31.8 kt
Turning circle radius1140 m
Rudder shift time13.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.6 kt of 31.8 kt), from our in-house acceleration model.
32.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.5 kt of 31.8 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.
51.5 s
Concealment
Detectability by sea13.9 km
Detectability by air8.9 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.9 km
Detect Fire Sea15.9 km
Detect Fire Air11.9 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points50,000 → 51,400
  • Rudder shift23.8 → 17 s
  • Close-range AA DPS112 → 174
  • Maximum AA range3.5 → 4.5 km

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.

AA defense

Close-range AA DPS721
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (174×3.5×1) + (32×3.5×1) = 721. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index3244
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 typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km178.5 m
4.5 km × 33 + 30 = 178.5 m.

Secondary battery firepower

Secondary DPM (per side)128,955
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 50,00051,400 with hull upgrade, 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

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

Farming9 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 19–40 mm)1,600 (3% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 12–80 mm)38,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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 19–80 mm)900 (2% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 20–100 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.
Superstructure9 mm primary (range 9–60 mm)200 (0% 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).
Secondary mount (105 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 (55 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 HP15,400 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Latest 6 of 7 indexed balance updates affecting August von Parseval. Cards are condensed; use each source link for full context.

Nerf ×9Buff ×1Rework ×3Airstrike ×2Torpedo ×6
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • Parseval is receiving nerfs after reigning over Tier VII carriers for a long time. These changes will reduce her damage output and longevity in battle.
  • Maximum bomb damage reduced from 6,200 to 6,100.
  • Maximum bomb damage reduced from 7,000 to 6,800.
  • Maximum torpedo damage reduced from 5,600 to 5,133.
  • Hangar size for both AP and Torpedo bombers reduced from 15 to 14.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • A top pick from the beginning for Tier VII CVs, we’ve decided to drop her AP Bomb performance down a notch. This ship has the highest battle impact of any carrier and has earned the attention:
  • Stock AP bomb damage decreased from 6,450 to 6,200.
  • Upgraded AP bomb damage decreased from 7,200 to 7,000.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 12.7 to 13.9 km; air detectability range changed from 8.9 to 9.7 km.
  • Stock dive bomber HP changed from 2,600 to 2,730; stock torpedo bomber HP changed from 2,200 to 2,420.
  • Upgraded dive bomber HP changed from 2,900 to 3,000; upgraded torpedo bomber HP changed from 2,300 to 2,530.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Tier VII August von Parseval (stock and upgraded dive bombers, upgraded torpedo bombers); Parseval's maximum torpedo bomber damage was also decreased.
Read the full official post
2022-03-03

March update: All That is Gold Does Not Glitter

  • Damage from both dive and torpedo bombers reduced by 5%.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 10.9 to 12.7 km.
  • Detectability range by air decreased from 10 to 8.9 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior August von Parseval can equip, from in-game data.

  • August von Parseval 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.