Lambros Katsonis
Also called: 兰布罗斯·卡措尼斯 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
- Avoid: Trading guns in open water against peer DDs
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Lambros Katsonis Community Stats
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Lambros Katsonis Community Stats
Record History
Playstyle
Overview
Lambros Katsonis is a Tier VIII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. AA (237 AA DPS at 4 km, +300% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best extra radar charges in T8 DDs (3) and top-decile HE fire chance in T8 DDs (10).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/27 T8 DDs.
8 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
+5% speed, 90 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Heavy HE shells · 2200.0 damage
- High fire chance · 10.0%
3.0 Surveillance Radar charges, best of T8 DDs. More cap-lighting windows across a match.
+300.0% Defensive AA flak damage, best of T8 DDs. Each activated burst deletes more aircraft.
How to get Lambros Katsonis
Lambros Katsonis is available in the Contesting Destroyers branch of the Pan-Europe Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show Pan-Europe tech-tree branch diagram
Lambros Katsonis sits in the Contesting Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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Cohort position
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Where Lambros Katsonis sits among Tier VIII DDs (27 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 20 mid-pack stats
Not standouts for Lambros Katsonis -- 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 / 12 deg/s traverse speed = 15 s.ƒ
4 broadside guns x 60 / 3.8 s base reload = 63.2.HE shells
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35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
2,200 HE damage x 4 broadside guns = 8,800.ƒ
8,800 HE full-salvo alpha x 60 / 3.8 s base reload = 138,947.ƒ
8,800 HE full-salvo alpha x 60 / 3.4 s installed reload (Main Battery Mod. 3 = -10%) = 155,294.ƒ
63.2 shells/min x 10% fire chance = 6.32.AP shells
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floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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 9,800 = 78,400.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×1) + (26×3.5×0.95) = 237. 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
Medium 43 + Near 26 = 69ƒ
Time to reach 90% of top speed (37.8 kt of 42 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (41.6 kt of 42 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 · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 93 s cloud active
Engine Boost3 charges · 120 s reload · 90 s active · +5% speed bonus
Defensive AA Fire4 charges · 120 s reload · 25 s active · +300% flak burst boost
Surveillance Radar3 charges · 90 s reload · 10 s active · 8 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9970}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 89.8\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 89.8 \cdot 0.6 = 53.9\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 89.8 \cdot 0.32\;(\sigma = 2) = 28.7\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 53.9 \cdot 0.319\;(\sigma = 2) = 17.2\,\text{m}$35 mm ≈ 140 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~35mm armor instead of ~23mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).Barrels that can bear on one beam (4 of 6); casemate/wing mounts only fire one side.180 degrees / 12 deg/s traverse speed = 15 s.2,200 HE damage x 4 broadside guns = 8,800.8,800 HE full-salvo alpha x 60 / 3.8 s base reload = 138,947.8,800 HE full-salvo alpha x 60 / 3.4 s installed reload (Main Battery Mod. 3 = -10%) = 155,294.4 broadside guns x 60 / 3.8 s base reload = 63.2.4 broadside guns x 60 / 3.4 s installed Artillery reload = 70.6.63.2 shells/min x 10% fire chance = 6.32.70.6 shells/min x 10% fire chance = 7.06.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×1) + (26×3.5×0.95) = 237. 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 17,300 → 20,300 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.
Overmatched by 129+ 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 ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 2,600 (13% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)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 | 15,200 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)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 6–20 mm) | 1,800 (9% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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. |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 10,200 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 (76 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 | 6,100 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 Lambros Katsonis. Cards are condensed; use each source link for full context.
Ministry of Balance: Skillful Adjustments
- Stock main battery reload time reduced from 4.2 to 3.8 s.
- Upgraded main battery reload time reduced from 3.8 to 3.5 s.
- Stock and upgraded HE shell damage increased from 2,000 to 2,200.
Skins & permanent camouflages
Every custom exterior Lambros Katsonis 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.
