Sejong
Beta- Hold 12-15 km with islands tight enough to break vision on demand
- Avoid: Open-water broadside trading
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Sejong Community Stats
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Sejong Community Stats
Record History
Playstyle
Overview
Sejong is a Tier VIII Pan-Asian light cruiser with 127mm guns at 15 km, 4.7-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. AA (671 AA DPS at 5.2 km, +100% 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 turret traverse rate in T8 CAs (40) and best HE DPM in T8 CAs (275,745).
Positioning
Hold 12-15 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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
Potato Avoidance
Open-water broadside trading
Her 127mm shells citadel cruisers on the wrong frame, and her 35,000-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. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.
Signature Traits
Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, unique in T8 CAs.
- Fast turret traverse · 40.0°
- HE DPM machine · 275745 HE
- High-arc AP shells · 52.1°
- High-arc HE shells · 52.1°
32.0 mm stern, best of T8 CAs.
- Slow torp reload · 125.0 s
- Weak torp belt · 0.0%
How to get Sejong
Sejong is available in the Destroyer-Cruisers branch of the Pan-Asia Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
Show Pan-Asia tech-tree branch diagram
Sejong sits in the Destroyer-Cruisers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.
Official WG availability sources
- Rabbit and Dragons: Lunar New Year and Early Access Pan-Asian Cruisers Early Access Start: 2023-01-31 · End: 2023-03-01 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
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 Sejong 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 8 mid-pack stats
Not standouts for Sejong -- 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 / 40 deg/s traverse speed = 4.5 s.ƒ
12 broadside guns x 60 / 5.2 s base reload = 138.5.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
1,800 HE damage x 12 broadside guns = 21,600.ƒ
21,600 HE full-salvo alpha x 60 / 5.2 s base reload = 249,231.ƒ
21,600 HE full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 275,745.ƒ
138.5 shells/min x 9% fire chance = 12.46.AP shells
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floor(127 mm caliber / 14.3) = 8 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 (18.6 km), where the shell has slowed to 287 m/s: .ƒ
2,100 AP damage x 12 broadside guns = 25,200.ƒ
25,200 AP full-salvo alpha x 60 / 5.2 s base reload = 290,769.ƒ
25,200 AP full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 321,702.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 = 8 x 17,367 = 138,936.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (69×3.5×0.85) + (70×3.5×0.9) = 671. 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 70 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 70 + Medium 78 = 148ƒ
Far 70 + Medium 78 + Near 69 = 217ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.7 kt of 33 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
Smoke Generator3 charges · 130 s reload · 30 s emit / 70 s cloud active
Repair Party2 charges · 80 s reload · 28 s active · 4,900 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (35,000 HP) per second = 175 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time ƒ
While active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13610}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 126.9\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 126.9 \cdot 0.6 = 76.1\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 126.9 \cdot 0.314\;(\sigma = 2.05) = 39.8\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 76.1 \cdot 0.314\;(\sigma = 2.05) = 23.9\,\text{m}$Standard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1720 \cdot 31.75^{0.69} \cdot 0.127^{-1.07} \cdot 808^{1.38} = 174.9\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 287 m/s: $P = 10^{-7}\cdot 1720 \cdot 31.75^{0.69} \cdot 0.127^{-1.07} \cdot 287^{1.38} = 41.9\,\text{mm}$.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 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 12 barrels bear on the broadside.180 degrees / 40 deg/s traverse speed = 4.5 s.1,800 HE damage x 12 broadside guns = 21,600.2,100 AP damage x 12 broadside guns = 25,200.21,600 HE full-salvo alpha x 60 / 5.2 s base reload = 249,231.25,200 AP full-salvo alpha x 60 / 5.2 s base reload = 290,769.21,600 HE full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 275,745.25,200 AP full-salvo alpha x 60 / 4.7 s installed reload (Main Battery Mod. 3 = -10%) = 321,702.12 broadside guns x 60 / 5.2 s base reload = 138.5.12 broadside guns x 60 / 4.7 s installed Artillery reload = 153.2.138.5 shells/min x 9% fire chance = 12.46.153.2 shells/min x 9% fire chance = 13.79.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 4 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 = 16 x 17,367 = 277,872.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 17,367 = 138,936.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.9) + (69×3.5×0.85) + (70×3.5×0.9) = 671. 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 31,500 → 35,000 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 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 | 16 mm primary (range 16–40 mm) | 1,000 (3% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 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) | 16 mm primary (range 16–95 mm) | 26,300 (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 | 32 mm primary (range 16–75 mm) | 1,900 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 95 mm primary (range 6–95 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 primary (range 13–32 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 | 17,500 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 | 10,500 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 Sejong. Cards are condensed; use each source link for full context.
Ministry of Balance: Breaking the Ice
- Super-light cruisers can struggle with their survivability, and Sejong is no exception. As a result, we're improving the HP and concealment for Sejong so she can continue being a stubborn thorn in the side of her enemies.
- Detectability range for both stock and upgraded hull detectability range by sea reduced from 12.05 to 11.68 km.
- Detectability range for both stock and upgraded hull detectability range by air reduced from 7.59 to 7.36.
- Detectability range for both stock and upgraded hull detectability range by sea while firing in smoke reduced from 6.2 to 5.9 km.
- Detectability range for both stock and upgraded hull stock hull total health increased from 29,600 to 31,500.
- Detectability range for both stock and upgraded hull stock hull casemate HP increased from 3,500 to 3,700.
- Detectability range for both stock and upgraded hull stock hull superstructure HP increased from 2,900 to 3,100.
- Detectability range for both stock and upgraded hull stock hull stern HP increased from 1,600 to 1,700.
- Detectability range for both stock and upgraded hull stock hull HP increased from 22,200 to 23,600.
- Detectability range for both stock and upgraded hull stock hull steering gear HP increased from 8,900 to 9,500.
- +4 more official change lines in the source post.
Ministry of Balance: Spring Changes
- credit-earning rate reduced by 5%.
Ministry of Balance: Italian Concerto
- Main Battery reload time reduced from 5.5 to 5.2 s.
- Stock Hull HP increased from 28,800 to 29,600.
- Bow HP increased from 800 to 900.
- Casemate HP increased from 3,400 to 3,500.
- Hull HP increased from 21,600 to 22,200.
- Magazine HP increased from 14,400 to 14,800.
- Steering Gear HP increased from 8,600 to 8,900.
- Upgraded Hull HP increased from 29,800 to 32,000.
- Casemate HP increased from 3,500 to 3,700.
- Superstructure HP increased from 2,900 to 3,200.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Sejong 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.
