World of Warships: Legends ship guide

Júpiter

Also called: 朱庇特 Beta
Tutorial-tier shipLearn the fundamentals: movement, aim, shell travel, and reading the minimap.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
Fast turret traverse120 mm HE gunsSlow
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Community Data

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Playstyle

Overview

Júpiter is a Tier I Spanish cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages.

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

Fast turret traverse

10.0°/s turret traverse, best of T1 CAs. Tracks fast-rotating targets peers can't keep up with.

Slow for the class

18.5 kt, bottom decile of T1 CAs. Hard to rotate flanks or disengage; commit positioning early.

Thin armor

10.0 mm max plate, bottom quartile of T1 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get Júpiter

Júpiter is available in the Júpiter branch of the Spain Tech Tree as an early line ship. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Spain tech-tree branch diagram
Spain Tech Tree

Júpiter sits in the Júpiter branch. The highlighted path shows the local branch context inside the full Spain tree.

Official WG availability sources

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 Júpiter sits among Tier I CAs (12 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.

Top 10%Rudder shift3.7 s (2/12) Top 10%Acceleration20.7 s (2/12) Top 10%Displacement2,600 t (2/12) Top 25%Hit points14,300 HP (4/12) Top 25%Stealth profile8.06 km / 4.84 km (3/12 / 4/12) Top 25%Traverse-to-turn ratio6.24 × (3/12) Top 25%Main battery reload4.5 s (4/12) Top 25%AA threat82 (4/12) Bottom 25%HE fire chance5% (10/11) Bottom 25%HE DPM45,333 (10/11) WorstMax speed18.5 kt (12/12) WorstMax armor10 mm (1 of 3 tied) WorstCitadel belt10 mm (1 of 3 tied) WorstDeck armor6 mm (1 of 3 tied)
See 8 mid-pack stats

Not standouts for Júpiter -- here's where she sits on every other ranked stat in the cohort.

Main battery caliber120 mm(8/12) Main battery range10.29 km(5/12) Fires per minute2.67(5/11) Main dispersion85.1 m(8/12) HE velocity808 m/s(9/11) Engine power10,000 hp(9/12) Turn-speed retention29.4 hp/m(9/12) Power-to-weight3.85 hp/t(5/12)
Survivability
Hit Points14,300
Displacement2,600 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries22
Fire resistance0%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Armstrong Mk.F
Mounts / barrels4 mounts / 4 barrels
Reload time4.5 s
Firing range (base)9.3 km
Firing range (top fire control)10.3 km
Turret traverse10 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(935030·80.51000+0.5)·30=85.1m
85.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =85.1·0.6=51.1m
51.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =85.1·0.32(σ=2)=27.2m
27.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.1·0.319(σ=2)=16.3m
16.3 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 4.5 s base reload = 53.3.
53.3
HE shells
HE Damage850
HE Velocity808 m/s
Fire Chance5%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ850 HE damage x 4 broadside guns = 3,400.
3,400
Base HE DPM
ƒ3,400 HE full-salvo alpha x 60 / 4.5 s base reload = 45,333.
45,333
Base fires/min
ƒ53.3 shells/min x 5% fire chance = 2.67.
2.67
AP shells
Min Ricochet91 deg
Guaranteed Ricochet60 deg
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) + (9×3.5×0.85) = 36. 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.
36
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76 mm/40 Ansaldo RM19162×1 76mm
20 mm/65 C/38 L/303×1 20mm
Medium aura
DPS3
Range3 km
Near aura
DPS9
Range2 km
Total DPS in Aura
ƒMedium 3 + Near 9 = 12
12
Maneuverability
Engine moduleEngine: 10,000 hp
Engine power10,000 hp
Maximum speed18.5 kt
Turning circle radius340 m
Rudder shift time3.7 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 (16.7 kt of 18.5 kt), from our in-house acceleration model.
20.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (18.3 kt of 18.5 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.
33 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·18.5·0.5144340=1.60°/s, so ratio=ωturretωhull=101.60=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea8.06 km
Detectability by air4.84 km
Smoke firing penalty2.92 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.06 km
Detect Fire Sea10.06 km
Detect Fire Air7.84 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,350 → 10,285 m

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

Shell Grouping (σ)2
Max Horiz Disp85.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9350}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 85.1\,\text{m}$
Max Vert Disp51.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 85.1 \cdot 0.6 = 51.1\,\text{m}$
Med Horiz Disp27.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 85.1 \cdot 0.32\;(\sigma = 2) = 27.2\,\text{m}$
Med Vert Disp16.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 51.1 \cdot 0.319\;(\sigma = 2) = 16.3\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha3,400
850 HE damage x 4 broadside guns = 3,400.
Base HE DPM45,333
3,400 HE full-salvo alpha x 60 / 4.5 s base reload = 45,333.
Base shells/min53.3
4 broadside guns x 60 / 4.5 s base reload = 53.3.
Base fires/min2.67
53.3 shells/min x 5% fire chance = 2.67.

AA defense

Close-range AA DPS36
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.9) + (9×3.5×0.85) = 36. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index82
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 14,300, 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 & stern6 mm

Overmatched by 59+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 0%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)800 (6% of HP)
Overmatched by 127mm+ (Farragut)6 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.
Stern6 mm primary (range 6–10 mm)1,600 (11% of HP)
Overmatched by 127mm+ (Farragut)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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.
Superstructure6 mm2,000 (14% 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 HP3,700 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 (76 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 HP4,300 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

Exteriors

Skins & permanent camouflages

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

  • Júpiter 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.