San Martín
Also called: 圣马丁 Beta- Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
- Avoid: Do not drift broadside while tunnel-visioning damage
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San Martín Community Stats
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San Martín Community Stats
Record History
Playstyle
Overview
San Martín is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Positioning
Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Potato Avoidance
Drift broadside while tunnel-visioning damage
Cruiser value comes from staying alive long enough to punish multiple pushes.
Signature Traits
6.0 km AA reach, best of Legendary CAs.
- Wide torpedo · 3.93 km
- Long-range · 5.0 km
Smoke on a cruiser is rare. Fight from concealment, then disengage.
7.0% torpedo damage reduction, bottom decile of Legendary CAs. Torps hit for closer to their printed damage.
How to get San Martín
San Martín is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.
Official WG availability sources
- Pan-American Cruisers Are Coming to Early Access Early Access / event Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds Beta
Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.
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 San Martín sits among Legendary CAs (22 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 30 mid-pack stats
Not standouts for San Martín -- 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 / 25 deg/s traverse speed = 7.2 s.ƒ
10 broadside guns x 60 / 5 s base reload = 120.HE shells
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In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
2,200 HE damage x 10 broadside guns = 22,000.ƒ
22,000 HE full-salvo alpha x 60 / 5 s base reload = 264,000.ƒ
22,000 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.ƒ
120 shells/min x 7.5% fire chance = 9.AP shells
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floor(152 mm caliber / 14.3) = 10 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 (19.4 km), where the shell has slowed to 379.3 m/s: .ƒ
3,400 AP damage x 10 broadside guns = 34,000.ƒ
34,000 AP full-salvo alpha x 60 / 5 s base reload = 408,000.ƒ
34,000 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 453,333.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 = 5 x 16,400 = 82,000.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (108×3.5×0.9) + (35×3.5×0.85) + (30×3.5×0.9) = 539. 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 30 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 30 + Medium 108 = 138ƒ
Far 30 + Medium 108 + Near 35 = 173ƒ
Time to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (33.7 kt of 34 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
High-Frequency Sonar2 charges · 120 s reload · 90 s active · 5 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):
Smoke Generator2 charges · 240 s reload · 15 s emit / 106 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 16,733 HP (33.6% of max HP) total heal (per charge) ƒ
Heal per second (1.2%) x effective active time (28 s) = up to 33.6% of max HP restored per charge.ƒ
33.6% per charge x 2 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.ƒ
1.2% of max HP (49,800 HP) per second = 598 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius 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
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15510}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 131.3\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 131.3 \cdot 0.6 = 78.8\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 131.3 \cdot 0.314\;(\sigma = 2.05) = 41.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 78.8 \cdot 0.313\;(\sigma = 2.05) = 24.7\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 812^{1.38} = 348.8\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 379.3 m/s: $P = 10^{-7}\cdot 2692 \cdot 59^{0.69} \cdot 0.152^{-1.07} \cdot 379.3^{1.38} = 122\,\text{mm}$.In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 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.All 10 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.2,200 HE damage x 10 broadside guns = 22,000.3,400 AP damage x 10 broadside guns = 34,000.22,000 HE full-salvo alpha x 60 / 5 s base reload = 264,000.34,000 AP full-salvo alpha x 60 / 5 s base reload = 408,000.22,000 HE full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,333.34,000 AP full-salvo alpha x 60 / 4.5 s installed reload (Main Battery Mod. 3 = -10%) = 453,333.10 broadside guns x 60 / 5 s base reload = 120.10 broadside guns x 60 / 4.5 s installed Artillery reload = 133.3.120 shells/min x 7.5% fire chance = 9.133.3 shells/min x 7.5% fire chance = 10.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 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 = 10 x 16,400 = 164,000.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 16,400 = 82,000.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (108×3.5×0.9) + (35×3.5×0.85) + (30×3.5×0.9) = 539. 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 49,800, 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.
Overmatched by 51+ 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) | 2,000 (4% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)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) | 25 mm primary (range 25–127 mm) | 37,400 (75% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 6–89 mm) | 3,200 (6% of HP) | Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 127 mm primary (range 13–127 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. |
| Superstructure | 13 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 24,900 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 | 14,900 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 San Martín. Cards are condensed; use each source link for full context.
Ministry of Balance: Skillful Adjustments
- Hull HP regeneration increased from 50 to 70%.
- Repair Party consumable has been improved: repair rate increased from 0.7 to 1.2% per second.
Skins & permanent camouflages
Every custom exterior San Martín 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.
