Hector
Also called: 赫克托耳 Beta- Hold 12-15 km where rotated focus can find island cover within one heal cycle
- Avoid: Trading the super-heal advantage in open water
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Hector Community Stats
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Hector Community Stats
Record History
Playstyle
Overview
Hector is a Tier VIII Commonwealth cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (5.6 km on ships and 3.8 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: top-decile quick acceleration in T8 CAs (9.5 s) and top-decile high-arc AP shells in T8 CAs (48°).
Positioning
Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~2%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells. 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
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.
Signature Traits
90.0 s smoke deployment window, best of T8 CAs. Lays a longer rolling smoke trail while moving.
Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.
~9.5 s to 90% of top speed, top decile of T8 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.
- High-arc AP shells · 48.0°
- High-arc HE shells · 48.0°
34400.0 HP, bottom decile of T8 CAs. Trade hits sparingly.
108.6 hp per metre of turn radius, bottom decile of T8 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.
How to get Hector
Hector is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Shield of Troy Campaign Breakdown Campaign Start: 2025-09-08 · End: 2025-10-05 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Through the Spy Glass: Vampire II Ship feature / release Start: 2025-03-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- Through the Spy Glass: Hector Ship feature / release Start: 2025-09-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Hector sits among Tier VIII CAs (33 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.
See 18 mid-pack stats
Not standouts for Hector -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 20 deg/s traverse speed = 9 s.ƒ
10 broadside guns x 60 / 6.7 s base reload = 89.6.HE shells
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22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).ƒ
1,900 HE damage x 10 broadside guns = 19,000.ƒ
19,000 HE full-salvo alpha x 60 / 6.7 s base reload = 170,149.ƒ
19,000 HE full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 190,000.ƒ
89.6 shells/min x 8% fire chance = 7.16.AP shells
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floor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 298.2 m/s: .ƒ
2,550 AP damage x 10 broadside guns = 25,500.ƒ
25,500 AP full-salvo alpha x 60 / 6.7 s base reload = 228,358.ƒ
25,500 AP full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 16,133 = 129,064.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (37×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 363. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 22 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 22 + Outer Medium 37 = 59ƒ
Far 22 + Outer Medium 37 + Inner Medium 27 = 86ƒ
Far 22 + Outer Medium 37 + Inner Medium 27 + Near 31 = 117ƒ
Time to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.7 kt of 34 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 13,760 HP (40% of max HP) total heal (per charge) ƒ
Heal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.ƒ
40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.ƒ
2% of max HP (34,400 HP) per second = 688 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Sonar2 charges · 180 s reload · 100 s active · 5.58 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator3 charges · 160 s reload · 90 s emit / 10 s cloud active
See all derived stats
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15260}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 138.3\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 138.3 \cdot 0.6 = 83\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 138.3 \cdot 0.314\;(\sigma = 2.05) = 43.4\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83 \cdot 0.313\;(\sigma = 2.05) = 26\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2882 \cdot 36.3^{0.69} \cdot 0.133^{-1.07} \cdot 792^{1.38} = 297.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 298.2 m/s: $P = 10^{-7}\cdot 2882 \cdot 36.3^{0.69} \cdot 0.133^{-1.07} \cdot 298.2^{1.38} = 77.3\,\text{mm}$.22 mm ≈ 133 mm caliber / 6 (standard HE penetration ratio).floor(133 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.Barrels that can bear on one beam (10 of 14); casemate/wing mounts only fire one side.180 degrees / 20 deg/s traverse speed = 9 s.1,900 HE damage x 10 broadside guns = 19,000.2,550 AP damage x 10 broadside guns = 25,500.19,000 HE full-salvo alpha x 60 / 6.7 s base reload = 170,149.25,500 AP full-salvo alpha x 60 / 6.7 s base reload = 228,358.19,000 HE full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 190,000.25,500 AP full-salvo alpha x 60 / 6 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.10 broadside guns x 60 / 6.7 s base reload = 89.6.10 broadside guns x 60 / 6 s installed Artillery reload = 100.89.6 shells/min x 8% fire chance = 7.16.100 shells/min x 8% fire chance = 8.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 16,133 = 258,128.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 16,133 = 129,064.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (27×3.5×0.9) + (37×3.5×0.9) + (31×3.5×0.85) + (22×3.5×0.9) = 363. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor Beta
Hull HP 34,400, 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.
Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 1,100 (3% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)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 16–114 mm) | 25,800 (75% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 13–51 mm) | 700 (2% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 13–114 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. |
| Superstructure | 13 mm primary (range 13–51 mm) | 4,300 (12% 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 HP | 17,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 10,300 module HP | Incapacitated at 0 HP | When 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Hector. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Renewal
- Torpedo damage increased from 16,767 to 17,233.
- Torpedo reload time reduced from 96 to 90 s.
- Sonar ship detection range increased from 4.9 to 5.6 km.
- Sonar torpedo detection range increased from 3.4 to 3.8 km.
March Update: Echoes at Sea
- Nerfed the Steadfast Soldier skill: HP restoration while the Legendary effect is active has been reduced from 0.5% to 0.3% per second. A single fire on board his ship now neutralizes the skill's effect.
Skins & permanent camouflages
Every custom exterior Hector can equip, from in-game data.
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.
