Legate
Also called: 军团长 Beta- Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Pouring SAP into bow-in or heavily armored targets
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Legate Community Stats
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Legate Community Stats
Record History
Playstyle
Overview
Legate is a Tier VIII Italian SAP cruiser: her 320mm main battery fires semi-armor-piercing shells (82.7mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4.7 km on ships and 3.3 km on torpedoes, 98 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: best HE fire chance in T8 CAs (35) and best punch-through secondaries in T8 CAs (38 mm).
Positioning
Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Pouring SAP into bow-in or heavily armored targets
SAP shatters on the belt armor AP would pen, so salvos into an angled battleship are wasted damage. Her 66,100-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.
Signature Traits
35.0% fire chance per HE shell, best of T8 CAs.
- Punch-through · 38.0 mm
- Big secondary damage boost
- Big secondary reload boost
72.0 kt torpedo speed, best of T8 CAs. Less reaction time for targets to dodge.
66100.0 HP, top decile of T8 CAs.
- Visible torps · 1.7 km
- Slow torp reload · 120.0 s
How to get Legate
Legate is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
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 Legate 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 19 mid-pack stats
Not standouts for Legate -- 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 / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 21.5 s base reload = 22.3.HE shells
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In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).ƒ
4,700 HE damage x 8 broadside guns = 37,600.ƒ
37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.ƒ
37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.ƒ
22.3 shells/min x 35% fire chance = 7.81.SAP shells
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SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.AP shells
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floor(320 mm caliber / 14.3) = 22 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 (19.2 km), where the shell has slowed to 434.7 m/s: .ƒ
9,700 AP damage x 8 broadside guns = 77,600.ƒ
77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.ƒ
77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.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 = 3 x 19,233 = 57,699.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 48 + Medium 71 = 119ƒ
Far 48 + Medium 71 + Near 30 = 149ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6.75 km × 57 + 30 = 414.8 m.Show 1 more gun family
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Time to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.ƒ
Time 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.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 · 60 s reload · 28 s active · 11,105 HP (16.8% of max HP) total heal (per charge) ƒ
Heal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.ƒ
16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.6% of max HP (66,100 HP) per second = 397 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 · 98 s active · 4.68 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
Exhaust Smoke Generator2 charges · 150 s reload · 40 s emit / 10 s cloud active
Secondary Battery Reload Booster4 charges · 180 s reload · 20 s active · +200% grouping · -70% dispersion
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15360}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 177\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 177 \cdot 0.6 = 106.2\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 177 \cdot 0.32\;(\sigma = 2) = 56.6\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 106.2 \cdot 0.319\;(\sigma = 2) = 33.9\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 830^{1.38} = 707.5\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 434.7 m/s: $P = 10^{-7}\cdot 2600 \cdot 525^{0.69} \cdot 0.32^{-1.07} \cdot 434.7^{1.38} = 289.8\,\text{mm}$.In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).floor(320 mm caliber / 14.3) = 22 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.SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.All 8 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.4,700 HE damage x 8 broadside guns = 37,600.9,700 AP damage x 8 broadside guns = 77,600.37,600 HE full-salvo alpha x 60 / 21.5 s base reload = 104,930.77,600 AP full-salvo alpha x 60 / 21.5 s base reload = 216,558.37,600 HE full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 116,289.77,600 AP full-salvo alpha x 60 / 19.4 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.8 broadside guns x 60 / 21.5 s base reload = 22.3.8 broadside guns x 60 / 19.4 s installed Artillery reload = 24.7.22.3 shells/min x 35% fire chance = 7.81.24.7 shells/min x 35% fire chance = 8.66.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 3 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 = 6 x 19,233 = 115,398.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 19,233 = 57,699.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (30×3.5×0.85) + (48×3.5×0.9) = 464. 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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6.75 km × 57 + 30 = 414.8 m.Secondary battery firepower
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: 3×4 152 mm (6/side) × 60/11 × 1700 = 55,636 + 10×2 90 mm (10/side) × 60/5 × 1400 = 168,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 152 mm family.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: 38 mm from the 152 mm family.Armor Beta
Hull HP 66,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 | 25 mm primary (range 25–40 mm) | ≈ 3,305 (~5% of HP) | Overmatched by 380mm+ (Bismarck, 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 16–250 mm) | ≈ 49,575 (~75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–100 mm) | ≈ 3,305 (~5% of HP) | Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 200 mm primary (range 27–200 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 | 16 mm primary (range 16–255 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Legate can equip, from in-game data.
DefaultThe ship’s standard exterior- DecorativePraetorian RomanDecorative
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.
