World of Warships: Legends ship guide

Méndez Núñez

Beta
Spain · Tier II · CL Cruiser · Premium
AA-specialistAn AA anchor: deny the enemy carrier as much as you farm direct damage.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
11 km gun rangeStrong AAFast turret traverseThick stern plateSlow reload
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Community Data

Méndez Núñez Community Stats

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Playstyle

Overview

Méndez Núñez is the Tier II Spanish AA-specialist light cruiser with 149 AA DPS at 4.5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best turret traverse rate in T2 CAs (12) and top-decile stern plate in T2 CAs (10 mm).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. With only HE, aim at superstructures and upper-hull sections where it does full damage instead of shattering on heavy belt armor.

Potato Avoidance

Open-water broadside trading

Her 120mm shells citadel cruisers on the wrong frame, and her 20,800-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

Fast turret traverse

12.0°/s turret traverse, best of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

ELITE AA
  • Top-tier · 149.0 AA
  • Long-reach · 4.5 km
  • AA specialist
Thick stern plate

10.0 mm stern, top decile of T2 CAs.

WEAK MAIN BATTERY
  • Slow reload · 18.0 s
  • Wide dispersion · 111.9 m
Acquisition

How to get Méndez Núñez

Méndez Núñez is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.

Official WG availability sources

Builds Beta

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Cohort position

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Where Méndez Núñez sits among Tier II CAs (25 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.

BestAA threat565 (1/16) Top 10%Traverse-to-turn ratio7.44 × (2/25) Top 10%AA DPS149 (2/25) Top 10%AA range4.5 km (3/25) Top 10%Stern armor10 mm (3/25) Top 25%Max speed29 kt (5/25) Top 25%Stealth profile8.67 km / 5.21 km (6/25 / 6/25) Top 25%Main battery range11.44 km (4/25) Top 25%Engine power45,000 hp (4/25) Top 25%Turn-speed retention84.9 hp/m (4/25) Top 25%Power-to-weight7.44 hp/t (5/25) Bottom 25%Main battery caliber120 mm (23/25) Bottom 25%Main battery reload18 s (23/25) Bottom 25%HE DPM69,429 (20/24) Bottom 25%Main dispersion111.9 m (23/25) Bottom 25%Max armor75 mm (21/25) WorstNo secondaries (10 of 25 in cohort) WorstNo torpedoes (19 of 25 in cohort) WorstDeck armor6 mm (1 of 3 tied)
See 10 mid-pack stats

Not standouts for Méndez Núñez -- 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.

Hit points20,800 HP(18/25) Rudder shift6 s(9/25) Sigma2(11/25) HE fire chance8%(13/24) Fires per minute4.11(8/24) HE velocity808 m/s(14/24) Acceleration23.9 s(8/25) Displacement6,045 t(9/25) Citadel belt75 mm(13/25) NormBow armor6 mm(23 of 25 tied at this value)
Survivability
Hit Points20,800
Displacement6,045 t
Armor range6–75 mm
Plate armor thicknesses6, 10, 16, 25, 38, 50, 75 mm
Armor material/layer entries36
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Armstrong Mk.F
Mounts / barrels8 mounts / 8 barrels
Reload time18 s
Firing range11.4 km
Turret traverse12 °/s
Shells in Rack3
Ready Rack Reload1.5 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 =(1143530·81.11000+1.1)·30=111.9m
111.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.9·0.6=67.1m
67.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =111.9·0.32(σ=2)=35.8m
35.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =67.1·0.32(σ=2)=21.5m
21.5 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.
51.4
HE shells
HE Damage1,350
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,350 HE damage x 6 broadside guns = 8,100.
8,100
Base HE DPM
ƒ8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.
69,429
Base fires/min
ƒ51.4 shells/min x 8% fire chance = 4.11.
4.11
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 points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (29×3.5×0.9) = 149. 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.
149
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm/83 SK Dopp LC/305×2 37mm
20 mm/65 C/38 Flak 35 Vierling L/382×4 20mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose main battery firing as AA in this range band.
29
Range4.5 km
Medium aura
DPS8
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 8 = 37
37
Near aura
DPS11
Range2 km
Total DPS in Aura
ƒFar 29 + Medium 8 + Near 11 = 48
48
Maneuverability
Engine moduleEngine: 45,000 hp
Engine power45,000 hp
Maximum speed29 kt
Turning circle radius530 m
Rudder shift time6 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 (26.1 kt of 29 kt), from our in-house acceleration model.
23.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
38.5 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·29.0·0.5144530=1.61°/s, so ratio=ωturretωhull=121.61=7.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.4× ok
Concealment
Detectability by sea8.67 km
Detectability by air5.21 km
Smoke firing penalty3.2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.67 km
Detect Fire Sea10.67 km
Detect Fire Air8.21 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

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 Disp111.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11435}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 111.9\,\text{m}$
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 Disp67.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 111.9 \cdot 0.6 = 67.1\,\text{m}$
Shell scatter height @ 10 km58.6 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 Disp35.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 111.9 \cdot 0.32\;(\sigma = 2) = 35.8\,\text{m}$
Med Vert Disp21.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 67.1 \cdot 0.32\;(\sigma = 2) = 21.5\,\text{m}$
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 alpha6
Barrels that can bear on one beam (6 of 8); casemate/wing mounts only fire one side.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha8,100
1,350 HE damage x 6 broadside guns = 8,100.
Base HE DPM69,429
8,100 HE full-salvo alpha x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 69,429.
Base shells/min51.4
6 broadside guns x 3 burst salvos / ((3-1)x1.5 s rack + 18 s base reload) cycle = 51.4.
Base fires/min4.11
51.4 shells/min x 8% fire chance = 4.11.
Ready-rack burst alpha24,300
3 rack salvos x 6 broadside guns x 1,350 HE damage. Total damage the ship can deliver in the burst before reverting to base reload.
Burst window3 s
(3-1) gaps x 1.5 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.

AA defense

Close-range AA DPS149
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.9) + (11×3.5×0.85) + (29×3.5×0.9) = 149. 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 index565
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 20,800, 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 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–75 mm)2,600 (12% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)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.
Hull (midship)25 mm15,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–75 mm)1,500 (7% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 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 mm2,200 (11% 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 HP10,400 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 (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 HP6,200 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 Méndez Núñez can equip, from in-game data.

  • Méndez Núñez 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.