World of Warships: Legends ship guide

La Perla Azul

Also called: 蓝色珍珠 Beta
Pan-Europe · Tier VII · CA Cruiser · Premium
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long, fast torpedoes (12 km)High fire chanceSmoke + SonarPunch-through secondariesHardened superstructureWeak AA
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Community Data

La Perla Azul Community Stats

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Playstyle

Overview

La Perla Azul is a Tier VII European heavy 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 torpedo speed in T7 CAs (86 kt) and top-decile torpedo reload in T7 CAs (60 s).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 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.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 34,500-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

Long smoke deployment

30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.

ELITE TORPEDOES
  • Fast · 86.0 kt
  • Fast torp reload · 60.0 s
  • Long-range torps · 12.0 km
Punch-through secondaries

26.0 mm best HE pen across secondary families, top decile of T7 CAs. Pens hull plates peers' secondaries shatter on.

Hardened superstructure

27.0 mm superstructure, top decile of T7 CAs. HE farms less.

Visible torps

1.8 km torpedo detect, worst of T7 CAs. Easy to dodge if targets are looking.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get La Perla Azul

La Perla Azul is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

Best listed chance for this ship

  • Treasure Chest '24 0.75% Pirate Ship Event containers · Treasure Chest '24 · 1 of 4 ships
  • Pirate Chest '26 0.4% One of the pirate ships Event containers · Pirate Chest '26 · 1 of 5 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where La Perla Azul sits among Tier VII CAs (55 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.

BestAP fuse timer0.03 s (1 of 23 tied) BestTorpedo speed86 kt (1 of 2 tied) BestTorpedo reload60 s (1/40) Top 10%Secondary HE pen26 mm (3/48) Top 10%Torpedo range12 km (3/40) Top 25%Traverse-to-turn ratio7.19 × (9/55) Top 25%HE fire chance17% (7/48) Top 25%Displacement12,540 t (9/55) Top 25%Deck armor75 mm (11/50) Bottom 25%Hit points34,500 HP (45/55) Bottom 25%Main battery range15.25 km (46/55) Bottom 25%HE DPM120,909 (40/48) Bottom 25%AP velocity814 m/s (45/55) Bottom 25%HE velocity814 m/s (43/48) Bottom 25%Acceleration27.7 s (47/54) Bottom 25%Engine power80,000 hp (49/54) Bottom 25%AA range4.5 km (49/55) Bottom 10%AP DPM190,909 (52/55) Bottom 10%Secondary DPM (per side)85,970 (45/48) Bottom 10%AA DPS168 (51/55) Bottom 10%AA threat619 (51/55) WorstHE alpha1,200 (1 of 7 tied) WorstSecondary fire chance5% (1 of 21 tied) WorstTurn-speed retention112.7 hp/m (1 of 4 tied) WorstTorpedo damage≈9,800 (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 22 mid-pack stats

Not standouts for La Perla Azul -- 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 speed33.5 kt(17/55) Concealment12.1 km(17/55) Air detection7.26 km(15/55) Rudder shift9.3 s(31/55) Main battery caliber203 mm(17/55) Main battery reload9.9 s(35/55) Sigma2(29/55) HE shell damage2,850(15/48) Fires per minute7.21(32/48) AP shell damage4,500(25/55) Main dispersion138.2 m(24/55) AP arming threshold34 mm(39/55) Power-to-weight6.38 hp/t(39/54) Max armor140 mm(29/55) Citadel belt140 mm(23/52) Bow armor25 mm(32/52) Stern armor25 mm(32/52) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value) NormSecondary range5 km(44 of 48 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points34,500
Displacement12,540 t
Armor range16–140 mm
Plate armor thicknesses16, 25, 27, 38, 40, 50, 75, 127, 140 mm
Armor material/layer entries53
Fire resistance36.6%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 203 mm/50 BL Model 1924 Mk.D
Mounts / barrels3 mounts / 7 barrels
Reload time11 s
Firing range15.2 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 =(1525030·81.11000+1.1)·30=138.2m
138.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.2·0.6=82.9m
82.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =138.2·0.32(σ=2)=44.2m
44.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.9·0.32(σ=2)=26.5m
26.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ7 broadside guns x 60 / 11 s base reload = 38.2.
38.2
HE shells
HE Damage2,850
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 7 broadside guns = 19,950.
19,950
Base HE DPM
ƒ19,950 HE full-salvo alpha x 60 / 11 s base reload = 108,818.
108,818
Installed HE DPM
ƒ19,950 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 120,909.
120,909
Base fires/min
ƒ38.2 shells/min x 17% fire chance = 6.49.
6.49
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2650·116.10.69·0.2031.07·8141.38=403.3mm. Matches the in-game spec card.
403.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 360.7 m/s: P=107·2650·116.10.69·0.2031.07·360.71.38=131.2mm.
131.2 mm
AP full-salvo alpha
ƒ4,500 AP damage x 7 broadside guns = 31,500.
31,500
Base AP DPM
ƒ31,500 AP full-salvo alpha x 60 / 11 s base reload = 171,818.
171,818
Installed AP DPM
ƒ31,500 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 190,909.
190,909
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.
30
Torpedoes
ModuleTorpedoes: 533 mm Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time60 s
Projectile speed86 kt
Range12 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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1.8 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm/83 SK Dopp LC/308×2 37mm
20 mm/65 C/38 L/306×1 20mm
105 mm/65 SK Dop. L. C/31 (DP)4×2 105mm
Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
30
Range4.5 km
Medium aura
DPS10
Range3.5 km
Total DPS in Aura
ƒFar 30 + Medium 10 = 40
40
Near aura
DPS14
Range2 km
Total DPS in Aura
ƒFar 30 + Medium 10 + Near 14 = 54
54
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen26 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: 80,000 hp
Engine power80,000 hp
Maximum speed33.5 kt
Turning circle radius710 m
Rudder shift time9.3 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 (30.2 kt of 33.5 kt), from our in-house acceleration model.
27.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
45.8 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·33.5·0.5144710=1.39°/s, so ratio=ωturretωhull=101.39=7.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.2× ok
Concealment
Detectability by sea12.1 km
Detectability by air7.26 km
Smoke firing penalty6.82 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.1 km
Detect Fire Sea14.1 km
Detect Fire Air10.26 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Choose one
Smoke Generator2 charges · 160 s reload · 30 s emit / 104 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 4,830 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 9,660 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 172 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (34,500 HP) per second = 172 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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
Max Horiz Disp138.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15250}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 138.2\,\text{m}$
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 Disp82.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 138.2 \cdot 0.6 = 82.9\,\text{m}$
Shell scatter height @ 10 km54.2 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 Disp44.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 138.2 \cdot 0.32\;(\sigma = 2) = 44.2\,\text{m}$
Med Vert Disp26.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.9 \cdot 0.32\;(\sigma = 2) = 26.5\,\text{m}$
AP Pen Close403.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 814^{1.38} = 403.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far131.2 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 360.7 m/s: $P = 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 360.7^{1.38} = 131.2\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha7
All 7 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha19,950
2,850 HE damage x 7 broadside guns = 19,950.
AP full-salvo alpha31,500
4,500 AP damage x 7 broadside guns = 31,500.
Base HE DPM108,818
19,950 HE full-salvo alpha x 60 / 11 s base reload = 108,818.
Base AP DPM171,818
31,500 AP full-salvo alpha x 60 / 11 s base reload = 171,818.
Installed HE DPM120,909
19,950 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 120,909.
Installed AP DPM190,909
31,500 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 190,909.
Base shells/min38.2
7 broadside guns x 60 / 11 s base reload = 38.2.
Installed shells/min42.4
7 broadside guns x 60 / 9.9 s installed Artillery reload = 42.4.
Base fires/min6.49
38.2 shells/min x 17% fire chance = 6.49.
Installed fires/min7.21
42.4 shells/min x 17% fire chance = 7.21.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range53.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage117,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,800 = 117,600.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index619
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

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)85,970
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen26 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: 26 mm from the 105 mm family.

Armor Beta

Hull HP 34,500, 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 & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–140 mm)2,200 (6% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–75 mm)25,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–75 mm)1,700 (5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 25–140 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.
Superstructure27 mm primary (range 27–75 mm)2,500 (7% 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 HP17,300 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 (105 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 (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 HP10,400 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
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior La Perla Azul can equip, from in-game data.

  • La Perla Azul default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Numancia PirateDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision