World of Warships: Legends ship guide

St. Vincent

Also called: 圣文森特 Beta
U.K. · Tier ★ · Battleship · Premium
Fast battleshipMobility rotates flanks battleship-fast and picks fights with the first salvo.
Playstyle
  • Fight at mid range from behind an island or along a flank, not at the edge of her 17.02 km gun range
  • Avoid: Treating 457 mm guns and a big heal as a licence to tank
Key characteristics
Long, heavy torpedoes (10 km)457 mm AP overmatchHigh HE / fire outputHigh fire chanceEngine BoostLoose grouping
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Playstyle

Overview

St. Vincent is a British Legendary tier battleship from the Bureau Project, built as a fast fire-starter rather than a line holder. Her 457 mm HE carries a 63 percent fire chance, tied for the best at her tier, for 11.34 fires per minute (3rd). Her heal restores 31,760 HP per minute, the best sustained rate of the 23, and at 32.5 knots she is tied for 6th-fastest. She also carries 9.99 km torpedoes that hit for 27,867, the heaviest of the six torpedo-armed battleships. The trade is soft armour: a 152 mm citadel belt (22nd of 23) on a 79,400 HP hull (17th).

Positioning

Fight at mid range from behind an island or along a flank, not at the edge of her 17.02 km gun range (20th of 23) and never bow-on in the open. Her bow and stern are only 25 mm, tied for the thinnest in the cohort, so heavy guns punch through any angle: use cover instead of angling. Burn targets that are already pinned by others. Use 32.5 knots, Engine Boost and quick acceleration (3rd-quickest of 23 to 12 knots) to relocate before the enemy finds you, and close inside 9.99 km torpedo range only to finish a weakened ship.

Potato Avoidance

Treating 457 mm guns and a big heal as a licence to tank

Her 152 mm citadel belt is 22nd of 23 and her torpedo protection of 23 percent is 19th, so a broadside shown to an enemy battleship or a torpedo spread takes huge chunks of a 79,400 HP pool at once. The heal only restores damage she survives, and with two charges, tied for the fewest in the cohort, she cannot rebuild from repeated citadels. Show the side only when no heavy guns can answer.

Signature Traits

Engine Boost

+8% speed (about +2.6 kt), 120 s duration. Engine Boost takes her to 35.1 kt, faster than 20 of 24 Legendary cruisers - enough to run down most cruisers or pull away from them, though the faster destroyers still outpace her. Uncommon in Legendary BBs.

ELITE TORPEDOES ↗
  • Heavy torpedoes · 27867 damage
  • Long-range torps · 10 km
  • Fast torpedoes · 69 kt
High fire chance ↗

63% fire chance per HE shell, best of Legendary BBs.

ELITE REPAIR PARTY ↗
  • Fast heal cycle · 31760 HP
  • Super-heal
Loose grouping ↗

Sigma 1.6, bottom decile of Legendary BBs. Shells scatter more; bracketing matters.

Visible torps ↗

1.7 km torpedo detect, worst of the 6 Legendary BBs with torpedoes. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get St. Vincent

St. Vincent is available as a Bureau project.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Halloween Update: The Restless Fleet Bureau project Start: 2026-10-01
    • British Legendary Tier battleship St. Vincent will arrive as a Bureau Project starting October 5 and remain there indefinitely.

Builds

Put the opening points into survivability and into getting more from the heal, since her small HP pool and thin belt make every repair cycle matter. Next, lean into fire setting and HE output to exploit her 63 percent fire chance. Concealment is worth points because her 15.81 km surface detection ranks only 8th of 23. Torpedo reload and range come after that; her 5.0 km secondaries are not the focus. Check current picks in the Build Tool before committing points.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where St. Vincent sits among Legendary BBs (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.

BestAcceleration (0-12 kt)4.3 s (1 of 3 tied) BestTorpedo range9.99 km (1 of 3 tied) BestTorpedo damage≈27,867 (1/6) BestTorpedo speed69 kt (1/6) BestTorpedo reload45 s (1/6) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%Fires per minute11.34 (3/22) Top 10%Main dispersion191 m (3/23) Top 10%Time to 90% speed21.6 s (3/23) Top 25%Secondary HE alpha2,150 (5/21) Top 25%Effective HE DPM (incl. fire)220,756 (5/22) Bottom 25%Main battery range17.02 km (20/23) Bottom 25%HE velocity757 m/s (19/22) Bottom 25%Max armor356 mm (19/23) Bottom 10%Citadel belt152 mm (22/23) WorstSigma1.6 (1 of 2 tied) ShortestAP fuse timer0.015 s (1 of 3 tied) WorstTorpedo reaction time9.2 s (6/6) WorstRepair charges2 (1 of 8 tied) WorstEnd plates25 mm (1 of 3 tied / 1 of 3 tied)
See 31 mid-pack stats

Not standouts for St. Vincent -- 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 points79,400 HP(17/23) Max speed32.5 kt(7/23) Concealment15.81 km(8/23) Smoke fire bloom15.71 km(16/23) Air detection12.65 km(8/23) Rudder shift17.1 s(11/23) Turning circle970 m(17/23) Main battery caliber457 mm(9/23) Main battery reload30 s(15/23) HE shell damage7,100(8/22) HE DPM127,800(12/22) AP shell damage14,900(7/23) AP DPM268,200(14/23) Secondary DPM (per side)290,000(9/23) Secondary fire chance9%(7/21) Secondary HE pen25 mm(9/21) AP velocity762 m/s(15/23) AP arming threshold76 mm(15/23) Engine power180,000 hp(8/23) Power / turn radius185.6 hp/m(9/23) Displacement57,893 t(7/23) Power-to-weight3.11 hp/t(8/23) AP pen at 10 km654 mm(11/23) AA DPS598(16/23) AA range5 km(17/23) AA threat2,110(17/23) Flak damage per salvo (expected)2,145(13/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value)
Survivability
Hit Points79,400
Displacement57,893 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
280 x 32.25 m
Armor range16–356 mm
Plate armor thicknesses16, 19, 25, 32, 40, 50, 51, 76, 82, 102, 108, 127, 152, 184, 229, 254, 305, 330, 356 mm
Armor material/layer entries75
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 79,400 HP = 14,292 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 79,400 HP = 15,880 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.257 hull torpedo-damage coefficient / 0.333 unprotected baseline = 23%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
23%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
39,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
23,800
Effective HP
ƒBase 79,400 HP plus everything Repair Party can restore: 0.02 of max HP per second (2%) × 20 s × 79,400 HP = 31,760 HP per charge, × 2 charges = 63,520 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
88,222–142,920
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,000 = 6,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,000 = 24,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
12,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 59,600 = 119,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
59,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,400 = 8,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,400 = 8,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 457 mm/45 Mk.II
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17 km
Turret traverse6 °/s
Turret armor712 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±150°
Guns to bear
ƒ180° − 158° (the most restricted aft-facing mount's arc) = 22° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
22° off bow / 30° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.0 km) than a standard battleship: about 191 m wide × 115 m tall, against 230 m × 138 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1702030·10−1.61000+1.6)·30=191m
191 m at 17 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191·0.6=114.6m
114.6 m at 17 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =191·0.61.6=71.6m
71.6 m at 17 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =114.6·0.61.6=43m
43 m at 17 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 20.
Initial: 18 → 20
HE shells
HE alpha7,100
HE Velocity757 m/s
Fire Chance63%
HE fire DPM vs T8 BB92956
Effective HE DPM vs T8 BB220756
HE penetration
ƒ76 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
76 mm
HE full-salvo alpha
ƒ7,100 HE damage x 9 broadside guns = 63,900.
63,900
HE DPM
ƒZero upgrades: 63,900 HE full-salvo alpha x 60 / 30 s base reload = 127,800. All upgrades (Main Battery Mod. 3 = -10% reload): 63,900 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 142,000.
Initial: 127,800 → 142,000
Fires/min
ƒZero upgrades: 18 shells/min × 0.63 (63% fire chance) = 11.34. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min × 0.63 (63% fire chance) = 12.6.
Initial: 11.34 → 12.6
AP shells
AP alpha14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold76 mm
AP pen max range558 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2485·15060.69·0.457−1.07·7621.38=849.2mm.
849.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17 km), where the shell has slowed to 561.7 m/s: P=10−7·2485·15060.69·0.457−1.07·561.71.38=557.5mm.
557.5 mm at 17 km
AP full-salvo alpha
ƒ14,900 AP damage x 9 broadside guns = 134,100.
134,100
AP DPM
ƒZero upgrades: 134,100 AP full-salvo alpha x 60 / 30 s base reload = 268,200. All upgrades (Main Battery Mod. 3 = -10% reload): 134,100 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 298,000.
Initial: 268,200 → 298,000
AP AOE Radius
ƒAP 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.
400
Torpedoes
ModuleTorpedoes: 622 mm PR Mk II
Launchers / tubes2 launchers × 1 tube = 2 tubes
Reload time45 s
Projectile speed69.0 kt
Range9.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=83,600·0.333=27,867. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 27,867
Maximum damage (ammunition)
ƒ83,600 warhead alpha / 3 + 1,500 blast = 29,367. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
29,367
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,500
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km69 kt×2.6855=9.2 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.2 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
355%
Torpedo launcher traverse12 °/s
Launch arcsfixed (no traverse)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming215 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 1 x 27,867 = 27,867. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
27,867
AA Defense
AA mount points28
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
40 mm Bofors Mk IV10×2 40mm
40 mm Bofors Mk VII14×1 40mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 114mm
Far aura
Guns114 mm/45 Mark II BD (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 76 from dual-purpose secondaries firing as AA in this range band.
76
Range5 km
Outer Medium aura
Guns40 mm Bofors Mk IV + 40 mm Bofors Mk VII
Continuous DPS
ƒEffective DPS: 162 raw aura damage × 3.5 × 0.75 hit probability = 425 - the same in-game units as the Close-range AA DPS headline.
425
Range3.5 km
Total DPS in Aura
ƒFar 76 + Outer Medium 425 = 501
501
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.75 hit probability = 97 - the same in-game units as the Close-range AA DPS headline.
97
Range2.5 km
Total DPS in Aura
ƒFar 76 + Outer Medium 425 + Inner Medium 97 = 598
598
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 13 clouds per salvo × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts18
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 9.6 + 3.6 = 13.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
13.2
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 114 mm (10/side) × 60/5 s × 1700 = 204,000 + 8×2 152 mm (8/side) × 60/12 s × 2150 = 86,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
290,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 13.2 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 108,203. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
108,203
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 290,000 + secondary fire DPM 108,203 = 398,203: shell damage plus fire damage against one T8 battleship, every shell hitting.
398,203
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
114 mm/45 Mark II BD (10×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 9.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
9.6
HE Pen19 mm
Show 1 more gun family
152 mm/50 Mk XXII (8×2)
Caliber152 mm
Reload time12 s
HE alpha2,150
Muzzle Velocity884 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 12 s × 0.09 (9% fire chance) = 3.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.6
HE Pen25 mm
Maneuverability
Engine power180,000 hp
Maximum speed32.5 kt
Turning circle radius970 m
Rudder shift time17.1 s
Engine power-boost threshold23.9 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
47.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
21.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
42.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.8 = +2.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.81 km x 0.955 = 15.1 km. Camouflage does not change detectability by air.
15.81 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.81 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.1 km.
15.1 km
Detectability by air12.65 km
Smoke firing penalty15.71 km
Detect when firing (sea)
ƒLarger of 17.02 km range and 15.71 km smoke firing penalty = 17.02 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
17.02 km
Detect when firing (air)
ƒAir detectability 12.65 km + gun-firing bloom 9.14 km = 21.79 km. The bloom tracks main-battery caliber 457 mm × 0.020 = 9.14 km.
21.79 km
Detect when on fire (sea)
ƒSea detectability 15.81 km + 2.0 km while burning = 17.81 km.
17.81 km
Detect when on fire (air)
ƒAir detectability 12.65 km + 3.0 km while burning = 15.65 km.
15.65 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 31,760 HP (40% of max HP) total heal (per charge)
ƒ0.02 of max HP per second (2%) × 20 s effective active time = 0.4 of max HP × 79,400 HP = 31,760 HP: up to 40% of max HP restored per charge.
· 63,520 HP (80% of max HP) total heal (all charges)
ƒ0.4 of max HP per charge × 2 charges = 0.8 × 79,400 HP = 63,520 HP: up to 80% of max HP if the whole Repair Party loadout is used.
· 1,588 HP/s (2% of max HP) heal per second
ƒ0.02 (2% of max HP) × 79,400 HP = 1,588 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.0 km) with the same model as Max Horiz/Vert Disp: horizontal 191 / 230 m − 1 = -17%, vertical 115 / 138 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km33.9 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17020=8510 m, and radiusOnMax=0.6 at 17020 m. Below the kink: k=0.2+(0.5−0.2)·50008510=0.3763, so σV=σH·k=90·0.3763=33.9m.
Shell scatter height @ 10 km68.3 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17020=8510 m, and radiusOnMax=0.6 at 17020 m. Above the kink: k=0.5+(0.6−0.5)·10000−851017020−8510=0.5175, so σV=σH·k=132·0.5175=68.3m.
Shell scatter height @ 15 km100.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17020=8510 m, and radiusOnMax=0.6 at 17020 m. Above the kink: k=0.5+(0.6−0.5)·15000−851017020−8510=0.5763, so σV=σH·k=174·0.5763=100.3m.
AP pen 5 km743 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2485·15060.69·0.457−1.07·6921.38=743mm, where 692 m/s is the shell's speed when it arrives at 5 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km654 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2485·15060.69·0.457−1.07·630.71.38=654mm, where 630.7 m/s is the shell's speed when it arrives at 10 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km582 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2485·15060.69·0.457−1.07·579.31.38=582mm, where 579.3 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.19 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2897·0.45728·1814=1.31×10−5. That runs from a 757 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.24 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2897·0.45728·1506=1.58×10−5. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,485
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,506 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2897
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity757 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time9.2 s
1700 m / (69.0 kt × 2.6855) = 9.2 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed69.0 kt
Travel time to max range53.9 s
9990 m / (69.0 kt × 2.6855) = 53.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count2
2 launchers × 1 tube.
Per-side salvo1 torpedoes
2 wing tubes / 2 = 1: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage55,734
All tubes hitting one target: tubes x per-torpedo simulated damage = 2 x 27,867 = 55,734. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range76
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 97 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 10x2 -> 177 DPS @ 3.5 km; 40mm Bofors Mark VII single 14x1 -> 248 DPS @ 3.5 km; 114mm 45 MKIII 10x2 -> 76 DPS @ 5 km.
AA DPS layered by range76 DPS @ 5 km, 501 DPS @ 3.5 km, 598 DPS @ 2.5 km
@ 5 km: 76 from one family; @ 3.5 km: 177 + 248 + 76 = 501; @ 2.5 km: 97 + 177 + 248 + 76 = 598. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank598
97 + 177 + 248 + 76 = 598 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index2110
97 × 2.5 + 177 × 3.5 + 248 × 3.5 + 76 × 5 = 2110. 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 firepower

Max HE alpha2150
max(1700 (114 mm), 2150 (152 mm)) = 2150. Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.
Max HE fire chance9%
max(8% (114 mm), 9% (152 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 mm
max(19 mm (114 mm), 25 mm (152 mm)) = 25 mm. 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

The I3 project, presented in November 1920, was a development of certain battlecruiser designs but with significant differences, such as the propulsion plant being moved to the aft end and main caliber guns being concentrated on the foredeck. Thanks to that, the magazines were located in the widest and most protected parts of the ship. The anticipated top speed was better than that of its predecessors. However, the Admiralty was not happy with both the enormous size and the displacement of the would-be ship, and the project was sent back to be reworked.

Armor Beta

Hull HP 79,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel356 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)3,000 (4% of HP)
Overmatched by 380mm+ AP (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)19 mm primary (range 16–356 mm)59,600 (75% of HP)
Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–305 mm)4,400 (6% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 25–152 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.
Superstructure19 mm primary (range 19–254 mm)4,400 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP39,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 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 HP23,800 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.

Exteriors

Skins & permanent camouflages

Every custom exterior St. Vincent can equip.

  • St. Vincent 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.