World of Warships: Legends ship guide

Galicia

Beta
Hydro cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Sit 10-13 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 accuracySonarHardened superstructureFast turret traverseHeavy beltSluggish rudder
On this page
Community Data

Galicia Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Galicia is a Tier IV Spanish light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best sigma in T4 CAs (2.1) and best superstructure armor in T4 CAs (13 mm).

Positioning

Sit 10-13 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. 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.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 27,800-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
  • Tight grouping
  • Fast turret traverse · 10.0°
ELITE ARMOR
  • Hardened superstructure · 13.0 mm
  • Heavy belt
ELITE SONAR
  • Long-range · 4.0 km
  • Long-duration · 100.0 s
Sluggish rudder

8.0 s rudder shift, bottom decile of T4 CAs. Hard to dodge incoming AP; lean on island cover.

Low fire chance

8.0% fire chance per HE shell, bottom quartile of T4 CAs. AP carries more weight.

Acquisition

How to get Galicia

Galicia is available in the Early Spanish Cruisers branch of the Spain Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 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

Galicia sits in the Early Spanish 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.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Galicia 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.

BestSigma2.15 (1/22) Top 10%Traverse-to-turn ratio6.99 × (3/22) Top 25%Hit points27,800 HP (5/22) Top 25%Stealth profile10.52 km / 6.31 km (5/22 / 5/22) Bottom 25%Rudder shift8 s (20/22) Bottom 25%Fires per minute3.84 (17/21) Bottom 25%AP shell damage2,900 (19/22) Bottom 25%Acceleration25.6 s (18/22) Bottom 25%Displacement9,748 t (18/22) Bottom 25%Power-to-weight8.21 hp/t (18/22) Bottom 25%Torpedo damage≈11,067 (17/21) WorstNo secondaries (6 of 22 in cohort)
See 27 mid-pack stats

Not standouts for Galicia -- 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(15/22) Main battery caliber152 mm(13/22) Main battery range13.59 km(11/22) Main battery reload10 s(13/22) HE shell damage2,200(12/21) HE DPM105,600(10/21) AP DPM139,200(13/22) Main dispersion118.2 m(9/22) AP velocity900 m/s(9/22) HE velocity900 m/s(9/21) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Engine power80,000 hp(15/22) Turn-speed retention117.6 hp/m(17/22) AA DPS127(16/22) AA range3.5 km(13/22) AA threat316(16/22) Torpedo range6 km(15/21) Torpedo speed59 kt(12/21) Torpedo reload88 s(15/21) Max armor76 mm(15/22) Citadel belt76 mm(8/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor26 mm(13/22) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value)
Survivability
Hit PointsInitial: 24,900 → 27,800
Displacement9,748 t
Armor range10–76 mm
Plate armor thicknesses10, 13, 16, 20, 25, 26, 38, 57, 76 mm
Armor material/layer entries40
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 152 mm/50 Vickers-Carraca
Mounts / barrels4 mounts / 8 barrels
Reload time10 s
Firing range (base)12.4 km
Firing range (top fire control)13.6 km
Turret traverse10 °/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 =(1235530·81.11000+1.1)·30=118.2m
118.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =118.2·0.6=70.9m
70.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =118.2·0.302(σ=2.15)=35.7m
35.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =70.9·0.302(σ=2.15)=21.4m
21.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
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 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 10 s base reload = 105,600.
105,600
Base fires/min
ƒ48 shells/min x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,900
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
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 319.6 m/s: P=107·2100·45.40.69·0.1521.07·319.61.38=62.7mm.
62.7 mm
AP full-salvo alpha
ƒ2,900 AP damage x 8 broadside guns = 23,200.
23,200
Base AP DPM
ƒ23,200 AP full-salvo alpha x 60 / 10 s base reload = 139,200.
139,200
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.
15
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time88 s
Projectile speed59 kt
Range6 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=33,200·0.333=11,067.
≈ 11,067
Torpedo detectability1.2 km
Flooding chance196%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming182 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 11,067 = 33,201.
33,201
AA Defense
AA mount pointsInitial: 12 → 13
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×0.9) + (29×3.5×0.85) = 127. 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.
127
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
20 mm/65 C/38 Flak 35 Vierling L/38Initial: 20 mm/65 C/38 L/30 (4×1) → 20 mm/65 C/38 Flak 35 Vierling L/38 (5×4)
37 mm/83 SK Dopp LC/308×2 37mm
Medium aura
DPS13
Range3.5 km
Near aura
DPSInitial: 12 → 29
Range2 km
Total DPS in Aura
ƒMedium 13 + Near 29 = 42
42
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed33 kt
Turning circle radius680 m
Rudder shift time8 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.
25.6 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.
41.6 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·33.0·0.5144680=1.43°/s, so ratio=ωturretωhull=101.43=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× slow
Concealment
Detectability by sea10.52 km
Detectability by air6.31 km
Smoke firing penalty4.76 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.52 km
Detect Fire Sea12.52 km
Detect Fire Air9.31 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
Module options (2)

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

HullUpgrade
  • Hit points24,900 → 27,800
  • Rudder shift14.6 → 10.4 s
  • AA mounts12 → 13
  • Close-range AA DPS25 → 42
Fire controlUpgrade
  • Main battery range12,355 → 13590.5 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 Disp118.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12355}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 118.2\,\text{m}$
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 Disp70.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 118.2 \cdot 0.6 = 70.9\,\text{m}$
Shell scatter height @ 10 km57.3 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 Disp35.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 118.2 \cdot 0.302\;(\sigma = 2.15) = 35.7\,\text{m}$
Med Vert Disp21.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 70.9 \cdot 0.302\;(\sigma = 2.15) = 21.4\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close261.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 45.4^{0.69} \cdot 0.152^{-1.07} \cdot 900^{1.38} = 261.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far62.7 mm
Same formula at the ship's max firing range (17 km), where the shell has slowed to 319.6 m/s: $P = 10^{-7}\cdot 2100 \cdot 45.4^{0.69} \cdot 0.152^{-1.07} \cdot 319.6^{1.38} = 62.7\,\text{mm}$.
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 Radius15
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha23,200
2,900 AP damage x 8 broadside guns = 23,200.
Base HE DPM105,600
17,600 HE full-salvo alpha x 60 / 10 s base reload = 105,600.
Base AP DPM139,200
23,200 AP full-salvo alpha x 60 / 10 s base reload = 139,200.
Base shells/min48
8 broadside guns x 60 / 10 s base reload = 48.
Base fires/min3.84
48 shells/min x 8% fire chance = 3.84.

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 range39.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage66,402
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 11,067 = 66,402.
Per-side salvo damage33,201
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 11,067 = 33,201.

AA defense

Close-range AA DPS127
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×0.9) + (29×3.5×0.85) = 127. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index316
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

Armor Beta

Hull HP 24,90027,800 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 & stern13 mm

Overmatched by 89+ 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.

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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–76 mm)3,700 (13% of HP)
Overmatched by 203mm+ (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)25 mm primary (range 16–25 mm)20,900 (75% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–76 mm)2,100 (8% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 10–76 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.
Superstructure13 mm primary (range 13–26 mm)2,500 (9% 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 HP13,900 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.
AA mount (37 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 HP8,300 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

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

Buff ×2
2026-03-26

Ministry of Balance: Spring Renewal

  • Thickness of stock hull external citadel plating increased from 25 to 26 mm.
  • Thickness of upgraded hull external citadel plating increased from 25 to 26 mm.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Galicia 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.