World of Warships: Legends ship guide

Baleares

Also called: 巴利阿里 Beta
AP citadel cruiserGuns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2.15 sigma accuracyHeavy HE shellsSonarHigh fire chanceHeavy secondary DPMSlow reload
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Community Data

Baleares Community Stats

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Playstyle

Overview

Baleares is a Tier V Spanish heavy cruiser whose 203mm guns earn citadels on broadsides (171,940 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Standout traits: top-decile AP overmatch threshold in T5 CAs (14.1 mm) and best sigma in T5 CAs (2.1).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 35,100-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE MAIN BATTERY
  • Big-caliber overmatch · 14.1 mm
  • Tight grouping
  • AP citadel cruiser
ELITE SECONDARIES
  • Heavy secondary DPM · 146571.0 secondary
  • Burny · 8.0%
High HP pool

35100.0 HP, top decile of T5 CAs.

WEAK MAIN BATTERY
  • Slow reload · 27.0 s
  • Stiff AP fuse · 34.0 mm
Acquisition

How to get Baleares

Baleares is available in the Ready Rack Cruisers branch of the Spain Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show Spain tech-tree branch diagram
Spain Tech Tree

Baleares sits in the Ready Rack Cruisers branch. The highlighted path shows the local branch context inside the full Spain tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

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

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Cohort position

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Where Baleares sits among Tier V CAs (28 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.

BestSigma2.15 (1/28) BestSecondary DPM (per side)146,571 (1/25) BestAP fuse timer0.03 s (1 of 10 tied) Top 10%Hit points35,100 HP (2/28) Top 10%AP shell damage4,800 (3/28) Top 10%Secondary fire chance8% (3/25) Top 25%Traverse-to-turn ratio6.09 × (7/28) Top 25%Main battery caliber203 mm (5/28) Top 25%HE fire chance15% (6/26) Top 25%HE alpha1,700 (5/25) Top 25%Secondary HE pen20 mm (5/25) Top 25%Torpedo damage≈14,633 (7/24) Top 25%Citadel belt110 mm (6/28) Top 25%Deck armor75 mm (5/28) Bottom 25%HE DPM100,881 (21/26) Bottom 25%Acceleration27.2 s (26/28) Bottom 25%AP arming threshold34 mm (23/28) Bottom 25%Power-to-weight6.57 hp/t (25/28) Bottom 25%AA DPS151 (25/28) Bottom 25%Torpedo range7.02 km (19/24) Bottom 25%Torpedo speed59 kt (20/24) Bottom 10%Rudder shift9.6 s (27/28) Bottom 10%Displacement13,700 t (27/28) WorstMain battery reload27 s (28/28)
See 20 mid-pack stats

Not standouts for Baleares -- 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 speed33 kt(13/28) Concealment12.04 km(17/28) Air detection7.22 km(17/28) Main battery range14.49 km(13/28) Fires per minute4.88(19/26) AP DPM156,203(20/28) Main dispersion123.9 m(9/28) AP velocity855 m/s(15/28) HE velocity855 m/s(14/26) Engine power90,000 hp(13/28) Turn-speed retention121.6 hp/m(17/28) Secondary range4.5 km(11/25) AA range4.5 km(12/28) AA threat534(21/28) Torpedo reload80 s(14/24) Max armor110 mm(10/28) Bow armor16 mm(14/28) Stern armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 30,300 → 35,100
Displacement13,700 t
Armor range13–110 mm
Plate armor thicknesses13, 16, 25, 30, 37, 38, 50, 51, 75, 84, 110 mm
Armor material/layer entries61
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction10%
Main Battery
ModuleArtillery: 203 mm/50 BL Model 1924 Mk.D
Mounts / barrels4 mounts / 8 barrels
Reload time27 s
Firing range (base)13.2 km
Firing range (top fire control)14.5 km
Turret traverse8 °/s
Shells in Rack2
Ready Rack Reload2.5 s
Shell Grouping (σ)2.15
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1317530·81.11000+1.1)·30=123.9m
123.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =123.9·0.6=74.3m
74.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =123.9·0.303(σ=2.15)=37.5m
37.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =74.3·0.303(σ=2.15)=22.5m
22.5 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 32.5.
32.5
HE shells
HE Damage3,100
HE Velocity855 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,100 HE damage x 8 broadside guns = 24,800.
24,800
Base HE DPM
ƒ24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 100,881.
100,881
Base fires/min
ƒ32.5 shells/min x 15% fire chance = 4.88.
4.88
AP shells
AP Damage4,800
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·116.10.69·0.2031.07·8551.38=390.9mm. Matches the in-game spec card.
390.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 347.7 m/s: P=107·2400·116.10.69·0.2031.07·347.71.38=112.9mm.
112.9 mm
AP full-salvo alpha
ƒ4,800 AP damage x 8 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 156,203.
156,203
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.
25
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time80 s
Projectile speed59 kt
Range7.02 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=43,900·0.333=14,633.
≈ 14,633
Torpedo detectability1.2 km
Flooding chance262%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,633 = 87,798.
87,798
AA Defense
AA mount pointsInitial: 0 → 8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (3×3.5×0.9) + (27×3.5×0.9) = 151. 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.
151
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
20 mm/65 C/38 L/308×1 20mm
120 mm/45 Mk.F (DP)8×1 120mm
88 mm/45 Flak MPL C/13 (DP)4×1 88mm
Outer Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
27
Range4.5 km
Inner Far aura
DPS
ƒIncludes 3 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
3
Range4 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 3 = 30
30
Near aura
DPS19
Range2 km
Total DPS in Aura
ƒOuter Far 27 + Inner Far 3 + Near 19 = 49
49
S
Secondary Battery
Mounts12
Firing range4.5 km
Shell Grouping (σ)1
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
120 mm/45 Mk.F (×8)
Caliber120 mm
Reload time3.5 s
HE Damage1,700
Muzzle Velocity808 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm/45 Flak MPL C/13 (×4)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed33 kt
Turning circle radius740 m
Rudder shift time9.6 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
27.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
44.8 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·33.0·0.5144740=1.31°/s, so ratio=ωturretωhull=81.31=6.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.1× slow
Concealment
Detectability by sea12.04 km
Detectability by air7.22 km
Smoke firing penalty6.77 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.04 km
Detect Fire Sea14.04 km
Detect Fire Air10.22 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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (2)

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

HullUpgrade
  • Hit points30,300 → 35,100
  • Rudder shift17.5 → 12.5 s
  • AA mounts0 → 8
  • Close-range AA DPS0 → 19
  • Maximum AA range0 → 2 km
Fire controlUpgrade
  • Main battery range13,175 → 14492.5 m

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)2.15
Max Horiz Disp123.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13175}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 123.9\,\text{m}$
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 Disp74.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 123.9 \cdot 0.6 = 74.3\,\text{m}$
Shell scatter height @ 10 km56.3 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.
Med Horiz Disp37.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 123.9 \cdot 0.303\;(\sigma = 2.15) = 37.5\,\text{m}$
Med Vert Disp22.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 74.3 \cdot 0.303\;(\sigma = 2.15) = 22.5\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close390.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 855^{1.38} = 390.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far112.9 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 347.7 m/s: $P = 10^{-7}\cdot 2400 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 347.7^{1.38} = 112.9\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha24,800
3,100 HE damage x 8 broadside guns = 24,800.
AP full-salvo alpha38,400
4,800 AP damage x 8 broadside guns = 38,400.
Base HE DPM100,881
24,800 HE full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 100,881.
Base AP DPM156,203
38,400 AP full-salvo alpha x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 156,203.
Base shells/min32.5
8 broadside guns x 2 burst salvos / ((2-1)x2.5 s rack + 27 s base reload) cycle = 32.5.
Base fires/min4.88
32.5 shells/min x 15% fire chance = 4.88.
Ready-rack burst alpha76,800
2 rack salvos x 8 broadside guns x 4,800 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
Burst window2.5 s
(2-1) gaps x 2.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range45.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage175,596
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 14,633 = 175,596.
Per-side salvo damage87,798
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,633 = 87,798.

AA defense

Close-range AA DPS151
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (3×3.5×0.9) + (27×3.5×0.9) = 151. 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 index534
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)146,571
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: 8×1 120 mm (4/side) × 60/3.5 × 1700 = 116,571 + 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 alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 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 120 mm family.

Armor Beta

Hull HP 30,30035,100 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 & stern16 mm

Overmatched by 92+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel110 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–75 mm)2,000 (6% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–51 mm)26,300 (75% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–75 mm)2,600 (7% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–110 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.
Superstructure13 mm primary (range 13–75 mm)1,600 (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 HP17,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (120 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 (20 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 HP10,500 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

Exteriors

Skins & permanent camouflages

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

  • Baleares 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.