La Pampa
Also called: 拉潘帕 Beta- Fight from the edge of her 7.0 km detection, not inside it
- Her guns reach only 10.74 km and her HE flies at 746 m/s, so spot and torpedo first
- Avoid: Trading gunfire in the open with a gunboat destroyer
On this page
La Pampa Community Stats
Across 30 Standard battles from 4 players, La Pampa averages a 67% win rate, 61,900 damage and 0.9 kills per battle, and survives 47% of them.
La Pampa Community Stats
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La Pampa Community Stats
Record History
Playstyle
Overview
La Pampa is a Pan-American Legendary Tier destroyer bought with Steel, built as a stealthy hybrid rather than a gunboat. Her 7.0 km surface detectability ranks 3rd of 14 Legendary destroyers, lower being better, her 560 m turning circle is the tightest of the 14, and her four 114 mm guns reload in 2.8 s against a 4.1 s median. Her torpedoes hit for 16,400 and run 10.5 km, but reload in 130 s, 3rd-slowest of the 14. Optional sonar spots ships at 6.0 km, longest of the five sonar destroyers. The trade is survival: 18,800 HP, 2nd-smallest of the 14, and 34 knots, 2nd-slowest of them.
Positioning
Fight from the edge of her 7.0 km detection, not inside it. Her guns reach only 10.74 km and her HE flies at 746 m/s, so spot and torpedo first, and open fire on destroyers only when a cap contest forces it. Smoke is her safest firing spot: shooting inside it reveals her at just 2.38 km, 2nd-smallest of 14. At 34 knots she is too slow to escape by speed alone, so keep an island or smoke between her and the enemy and use the 560 m turning circle and 3rd-fastest rudder shift to dodge. With sonar, its 6.0 km ship range lets her hold a cap from smoke.
Potato Avoidance
Trading gunfire in the open with a gunboat destroyer
Her four barrels put out 126,000 HE damage per minute, below the cohort median, from the 2nd-smallest health pool of the 14 at 18,800 HP, and at 34 knots she is the 2nd-slowest of them, so she cannot disengage once lit. A lost gun duel ends with her sunk early and her team without its spotter. Go dark, smoke up or let the torpedoes do the work.
Signature Traits
15 tubes per side, best of Legendary DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.
28 s Repair Party duration, best of Legendary DDs. Restores HP for longer per activation.
- Wide always-pen zone · 60°
- Late auto-bounce · 67.5°
- Slow acceleration
- Slow for the class · 34 kt
How to get La Pampa
La Pampa is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Steel.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
-
Halloween Update: The Restless Fleet
Steel
Start: 2026-10-01
- New Pan-American Legendary Tier destroyer La Pampa is coming to the Store for Steel on October 5 and will remain there indefinitely.
Builds
Invest first in concealment and survivability: her 7.0 km detection is her real armour and 18,800 HP leaves no margin. Next, shorten the 130 s torpedo reload, since it is her weakest number and her main damage against big ships. Gun reload and range come after that, because 10.74 km guns rarely win long-range duels. Take sonar over the heal only if she plays the cap. Check current picks in the Build Tool before committing points.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where La Pampa sits among Legendary DDs (13 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 15 mid-pack stats
Not standouts for La Pampa -- 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
Compare Legendary DestroyersShow all 13 peers
Stats & specs
Customize in the Build Tool →ƒ
In practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 96 m wide and 57 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.ƒ
Horizontal dispersion ellipse width at max range, from the 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
Zero upgrades: 4 broadside guns x 60 / 2.857 s (2.8 s = 20 ticks) base reload = 84. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.571 s (2.5 s = 18 ticks) all-upgrades reload (2.8 s × 0.9 Main Battery Mod. 3 = 2.5 s) = 93.3.HE shells
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19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).ƒ
1,500 HE damage x 4 broadside guns = 6,000.ƒ
Zero upgrades: 6,000 HE full-salvo alpha x 60 / 2.857 s (2.8 s = 20 ticks) base reload = 126,000. All upgrades (Main Battery Mod. 3 = -10% reload): 6,000 HE full-salvo alpha x 60 / 2.571 s (2.5 s = 18 ticks) all-upgrades reload (2.8 s × 0.9 Main Battery Mod. 3 = 2.5 s) = 140,000.ƒ
Zero upgrades: 84 shells/min × 0.08 (8% fire chance) = 6.72. All upgrades (Main Battery Mod. 3 = -10% reload): 93.3 shells/min × 0.08 (8% fire chance) = 7.47.AP shells
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floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 331.6 m/s: .ƒ
2,100 AP damage x 4 broadside guns = 8,400.ƒ
Zero upgrades: 8,400 AP full-salvo alpha x 60 / 2.857 s (2.8 s = 20 ticks) base reload = 176,400. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 2.571 s (2.5 s = 18 ticks) all-upgrades reload (2.8 s × 0.9 Main Battery Mod. 3 = 2.5 s) = 196,000.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
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
49,200 warhead alpha / 3 + 1,100 blast = 17,500. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.96 per hit, shown as . Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 46 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 39 raw aura damage × 3.5 × 1 hit probability = 136 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 46 + Medium 136 = 182ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.6 kt of 34.0 kt).ƒ
Time to reach 99% of top speed (33.7 kt of 34.0 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
With the rudder hard over the hull turns 7.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 20 − 7.9 = +12.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7 km x 0.955 = 6.68 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.68 km.ƒ
Larger of 10.74 km range and 2.38 km smoke firing penalty = 10.74 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 3.5 km + gun-firing bloom 2.26 km = 5.76 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 7 km + 2.0 km while burning = 9 km.ƒ
Air detectability 3.5 km + 3.0 km while burning = 6.5 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 97 s cloud active · 450 m radius
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 5 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Repair Party2 charges · 80 s reload · 28 s active · 2,632 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 18,800 HP = 2,632 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 18,800 HP = 5,264 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 18,800 HP = 94 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Advanced Sonar2 charges · 120 s reload · 90 s active · 4.44 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):
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10740 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10740 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 498.8 m/s is the shell's speed when it arrives at 5 km (from 746 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 347.1 m/s is the shell's speed when it arrives at 10 km (from 746 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 746 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 746 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.2 mounts × 2 barrels = 4; all 4 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1100 m / (60.0 kt × 2.6855) = 6.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).10500 m / (60.0 kt × 2.6855) = 65.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).3 launchers × 5 tubes.3 launchers × 5 tubes = 15, all to either side (centreline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 15 x 16,400 = 246,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MkV 3x1 -> 56 DPS @ 3.5 km; STAAG MarkV 1x2 -> 28 DPS @ 3.5 km; 40mm Bofors Twin 2x2 -> 53 DPS @ 3.5 km; Far AA (?) -> 46 DPS @ 5 km.@ 5 km: 46 from one family; @ 3.5 km: 56 + 28 + 53 + 46 = 183. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.56 + 28 + 53 + 46 = 183 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).56 × 3.5 + 28 × 3.5 + 53 × 3.5 + 46 × 5 = 710. 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.Ship Charts
Background
Battle-class destroyers were built in the 1940s in Great Britain. While still on the slipway, one of the unfinished ships could have been purchased by Argentina, which in the post-war decades sought to strengthen its navy by purchasing "surplus" ships from Great Britain and the U.S. Part of the ship's original artillery armament was sacrificed to install a third torpedo launcher.
Armor Beta
Hull HP 18,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | ≈ 940 (~5% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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) | 19 mm primary (range 16–19 mm) | ≈ 14,100 (~75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 16–20 mm) | ≈ 940 (~5% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 19–20 mm) | 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 13–19 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior La Pampa can equip.
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.
