World of Warships: Legends ship guide

Conqueror

Also called: 征服者 Beta
U.K. · Tier ★ · Battleship · Premium
Fire-starter battleshipBurn the enemy line with improved-HE salvos, then heal through the return fire.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Trading HP early when you cannot heal it back
Key characteristics
High HE / fire outputImproved HE penDefensive AAFlat AP trajectorySuper-healFragile
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Community Data

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Playstyle

Overview

Conqueror is a Legendary British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best flat AP trajectory in Legendary BBs (72.3) and top-decile fires per minute in Legendary BBs (12.8).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Trading HP early when you cannot heal it back

The Repair Party throughput is below cohort, so save it for stacked fires or floods that actually threaten the ship rather than chasing every nick from a single salvo.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/20 Legendary BBs.

ELITE MAIN BATTERY
  • HE DPM machine · 192000 HE
  • Flat AP trajectory
  • High fire pressure · 12.8 fires
Long-reach AA

5.2 km AA reach, top decile of Legendary BBs.

Super-heal

Repair Party heals 1.6%/s, top decile of Legendary BBs. Restores more HP per active second than peers.

Slow heal cycle

120.0 s Repair Party reload, worst of Legendary BBs. Heals come off cooldown slower than peers.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of Legendary BBs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Conqueror

Conqueror is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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 Conqueror sits among Legendary BBs (20 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.

BestHE DPM192,000 (1/19) Top 10%Fires per minute12.8 (2/19) Top 10%Repair heal rate1.6 %/s (3/20) Top 25%Stealth profile15.61 km / 12.49 km (5/20 / 5/20) Top 25%AP DPM346,667 (5/20) Top 25%HE alpha1,900 (5/18) Top 25%AA range5.2 km (6/20) Bottom 25%Hit points74,600 HP (18/20) Bottom 25%Traverse-to-turn ratio4.32 × (17/20) Bottom 25%AP velocity747 m/s (18/20) Bottom 25%HE velocity792 m/s (16/19) Bottom 25%Acceleration38.7 s (17/20) Bottom 25%Turn-speed retention144.3 hp/m (17/20) Bottom 10%Engine power135,650 hp (19/20) WorstSecondary DPM (per side)136,732 (1 of 2 tied) WorstAP fuse timer0.01 s (1 of 2 tied) WorstNo torpedoes (17 of 20 in cohort) WorstRepair charges2 (1 of 7 tied)
See 25 mid-pack stats

Not standouts for Conqueror -- 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 speed29.5 kt(14/20) Rudder shift17.4 s(9/20) Main battery caliber419 mm(13/20) Main battery range17.38 km(11/20) Main battery reload27 s(13/20) Sigma1.8(15/20) HE shell damage7,200(7/19) AP shell damage13,000(15/20) Main dispersion233.8 m(13/20) Secondary fire chance8%(11/18) Secondary HE pen22 mm(9/18) AP arming threshold70 mm(9/20) Displacement60,679 t(7/20) Power-to-weight2.24 hp/t(13/20) AA DPS693(10/20) AA threat2,524(7/20) Max armor416 mm(13/20) Citadel belt406 mm(11/20) Deck armor51 mm(11/19) NormSecondary dispersion bracket57(15 of 20 tied at this value) NormAP ricochet start45°(17 of 20 tied at this value) NormAP auto-bounce angle60°(17 of 20 tied at this value) NormSecondary range5 km(12 of 20 tied at this value) NormBow armor32 mm(16 of 20 tied at this value) NormStern armor32 mm(16 of 20 tied at this value)
Survivability
Hit Points74,600
Displacement60,679 t
Armor range19–416 mm
Plate armor thicknesses19, 28, 32, 38, 45, 50, 51, 57, 63, 76, 89, 102, 127, 152, 178, 228, 229, 242, 267, 279, 403, 406, 416 mm
Armor material/layer entries85
Fire resistance40%
Fire duration60 s
Torp Reduction28%
Main Battery
ModuleArtillery: 419 mm/45 Mk II
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range17.4 km
Turret traverse4 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1737730·1221000+2)·30=233.8m
233.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =233.8·0.6=140.3m
140.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =233.8·0.344(σ=1.8)=80.4m
80.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =140.3·0.344(σ=1.8)=48.2m
48.2 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage7,200
HE Velocity792 m/s
Fire Chance48%
HE penetration
ƒ105 mm ≈ 419 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
105 mm
HE full-salvo alpha
ƒ7,200 HE damage x 12 broadside guns = 86,400.
86,400
Base HE DPM
ƒ86,400 HE full-salvo alpha x 60 / 30 s base reload = 172,800.
172,800
Installed HE DPM
ƒ86,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 192,000.
192,000
Base fires/min
ƒ24 shells/min x 48% fire chance = 11.52.
11.52
AP shells
AP Damage13,000
AP Velocity747 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold70 mm
AP overmatch
ƒfloor(419 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
29 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2548·11570.69·0.4191.07·7471.38=775mm. Matches the in-game spec card.
775 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 539.8 m/s: P=107·2548·11570.69·0.4191.07·539.81.38=495mm.
495 mm
AP full-salvo alpha
ƒ13,000 AP damage x 12 broadside guns = 156,000.
156,000
Base AP DPM
ƒ156,000 AP full-salvo alpha x 60 / 30 s base reload = 312,000.
312,000
Installed AP DPM
ƒ156,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 346,667.
346,667
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.
300
AA Defense
AA mount points27
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (242×3.5×0.75) + (22×3.5×0.75) = 693. 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.
693
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk VI11×6 40mm
40 mm STAAG4×2 40mm
40 mm Bofors Mk VII12×1 40mm
134 mm/50 Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5.2 km
Medium aura
DPS242
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 242 = 264
264
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 135,650 hp
Engine power135,650 hp
Maximum speed29.5 kt
Turning circle radius940 m
Rudder shift time17.4 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 (26.6 kt of 29.5 kt), from our in-house acceleration model.
38.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
63.3 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·29.5·0.5144940=0.92°/s, so ratio=ωturretωhull=40.92=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea15.61 km
Detectability by air12.49 km
Smoke firing penalty15.51 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.61 km
Detect Fire Sea17.61 km
Detect Fire Air15.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 23,872 HP (32% of max HP) total heal (per charge)
ƒHeal per second (1.6%) x effective active time (20 s) = up to 32% of max HP restored per charge.
· 47,744 HP (64% of max HP) total heal (all charges)
ƒ32% per charge x 2 charges = up to 64% of max HP if the whole Repair Party loadout is used.
· 1,194 HP/s (1.6% of max HP) heal per second
ƒ1.6% of max HP (74,600 HP) per second = 1,194 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.8
Max Horiz Disp233.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17377}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 233.8\,\text{m}$
Shell scatter width @ 10 km160 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 Disp140.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 233.8 \cdot 0.6 = 140.3\,\text{m}$
Shell scatter height @ 10 km82.4 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 Disp80.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 233.8 \cdot 0.344\;(\sigma = 1.8) = 80.4\,\text{m}$
Med Vert Disp48.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.3 \cdot 0.344\;(\sigma = 1.8) = 48.2\,\text{m}$
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close775 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2548 \cdot 1157^{0.69} \cdot 0.419^{-1.07} \cdot 747^{1.38} = 775\,\text{mm}$. Matches the in-game spec card.
AP Pen Far495 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 539.8 m/s: $P = 10^{-7}\cdot 2548 \cdot 1157^{0.69} \cdot 0.419^{-1.07} \cdot 539.8^{1.38} = 495\,\text{mm}$.
HE penetration105 mm
105 mm ≈ 419 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~104mm armor instead of ~69mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch29 mm
floor(419 mm caliber / 14.3) = 29 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius300
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha86,400
7,200 HE damage x 12 broadside guns = 86,400.
AP full-salvo alpha156,000
13,000 AP damage x 12 broadside guns = 156,000.
Base HE DPM172,800
86,400 HE full-salvo alpha x 60 / 30 s base reload = 172,800.
Base AP DPM312,000
156,000 AP full-salvo alpha x 60 / 30 s base reload = 312,000.
Installed HE DPM192,000
86,400 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 192,000.
Installed AP DPM346,667
156,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 346,667.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Installed shells/min26.7
12 broadside guns x 60 / 27 s installed Artillery reload = 26.7.
Base fires/min11.52
24 shells/min x 48% fire chance = 11.52.
Installed fires/min12.8
26.7 shells/min x 48% fire chance = 12.8.

AA defense

Close-range AA DPS693
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (242×3.5×0.75) + (22×3.5×0.75) = 693. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2524
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 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 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor Beta

Hull HP 74,600, 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 & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel406 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–267 mm)5,600 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)57 mm primary (range 19–416 mm)56,000 (75% of HP)
No common caliber overmatches57 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–242 mm)5,400 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 19–406 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.
Superstructure19 mm5,400 (7% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP41,500 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 (134 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 (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP22,400 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
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Conqueror. Cards are condensed; use each source link for full context.

Nerf ×7Consumable ×1
2024-10-10

Ministry of Balance: Trick and Treat

  • Engine HP reduced from 82,900 to 74,600.
  • Bow HP reduced from 15,750 to 5,600.
  • Casemate HP reduced from 16,500 to 5,900.
  • Stern HP reduced from 15,000 to 5,400.
  • Hull HP reduced from 62,200 to 56,000.
  • Steering gear HP reduced from 24,900 to 22,400.
  • Superstructure HP reduced from 15,000 to 5,400.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Conqueror receives 2 charges of Defensive AA Fire consumable in an extra slot.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.