World of Warships: Legends ship guide

Vampire II

Beta
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (12 km)High HE / fire outputHigh AP DPMWide always-pen zoneSmoke + SonarSlow HE shells
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Community Data

Vampire II Community Stats

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Playstyle

Overview

Vampire II is a Legendary Commonwealth gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best turret traverse rate in Legendary DDs (25) and best AP always-pen window in Legendary DDs (60°).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. 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

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

100.0 s smoke deployment window, best of Legendary DDs. Lays a longer rolling smoke trail while moving.

ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 67.5°
  • AP DPM machine · 315000 AP
  • High fire pressure · 12.0 fires
Slow HE shells

746.0 m/s HE muzzle velocity, bottom quartile of Legendary DDs. Lobby trajectory, harder to land at range.

Acquisition

How to get Vampire II

Vampire II is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Oceania's Spectre Campaign Breakdown Campaign Start: 2025-03-03 · End: 2025-04-06 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Vampire II Ship feature / release Start: 2025-03-04 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

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Cohort position

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Where Vampire II sits among Legendary DDs (12 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.

BestAir detection3.49 km (1/12) BestTraverse-to-turn ratio16.48 × (1/12) BestFires per minute12 (1 of 2 tied) BestAP DPM315,000 (1 of 2 tied) BestAP arming threshold19 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle67.5° (1 of 3 tied) Top 10%Concealment6.98 km (2/12) Top 10%Main battery reload2.4 s (2/12) Top 25%HE DPM255,000 (3/12) Top 25%Displacement3,560 t (4/12) Top 25%Torpedo range12 km (4/12) Top 25%Torpedo damage≈18,300 (3/12) Bottom 25%Hit points19,800 HP (10/12) Bottom 25%AA DPS172 (11/12) Bottom 25%AA threat721 (10/12) WorstMax speed35 kt (1 of 3 tied) WorstMain battery caliber114 mm (1 of 2 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied)
See 12 mid-pack stats

Not standouts for Vampire II -- 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.

Rudder shift4.4 s(5/12) Main battery range11.12 km(5/12) HE shell damage1,700(9/12) HE fire chance8%(7/12) Main dispersion98.4 m(9/12) AA range5 km(6/12) Torpedo speed62 kt(9/12) Torpedo reload96 s(7/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value)
Survivability
Hit Points19,800
Displacement3,560 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries22
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 113 mm/45 RP 41 Mk VI
Mounts / barrels3 mounts / 6 barrels
Reload time2.7 s
Firing range11.1 km
Turret traverse25 °/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 =(1112530·80.51000+0.5)·30=98.4m
98.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =98.4·0.6=59.1m
59.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =98.4·0.32(σ=2)=31.5m
31.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =59.1·0.32(σ=2)=18.9m
18.9 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ6 broadside guns x 60 / 2.7 s base reload = 133.3.
133.3
HE shells
HE Damage1,700
HE Velocity746 m/s
Fire Chance8%
HE penetration
ƒ19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
19 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
Base HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667.
226,667
Installed HE DPM
ƒ10,200 HE full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
255,000
Base fires/min
ƒ133.3 shells/min x 8% fire chance = 10.67.
10.67
AP shells
AP Damage2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1600·250.69·0.1131.07·7461.38=140.1mm. Matches the in-game spec card.
140.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: P=107·1600·250.69·0.1131.07·288.91.38=37.8mm.
37.8 mm
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
Base AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000.
280,000
Installed AP DPM
ƒ12,600 AP full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
315,000
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes1 launchers × 5 tubes = 5 tubes
Reload time96 s
Projectile speed62 kt
Range12 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=54,900·0.333=18,300.
≈ 18,300
Torpedo detectability1.3 km
Flooding chance332%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500.
91,500
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×1) + (23×3.5×1) = 172. 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.
172
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk V2×2 40mm
40 mm Bofors Mk VII2×1 40mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose main battery firing as AA in this range band.
23
Range5 km
Medium aura
DPS26
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 26 = 49
49
Maneuverability
Maximum speed35 kt
Turning circle radius680 m
Rudder shift time4.4 s
Engine power-boost threshold32.5 kt
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·35.0·0.5144680=1.52°/s, so ratio=ωturretωhull=251.52=16.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.5× snappy
Concealment
Detectability by sea6.98 km
Detectability by air3.49 km
Smoke firing penalty2.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.98 km
Detect Fire Sea8.98 km
Detect Fire Air6.49 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator3 charges · 100 s reload · 100 s emit / 10 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km

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 Disp98.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11125}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 98.4\,\text{m}$
Shell scatter width @ 10 km90 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 Disp59.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 98.4 \cdot 0.6 = 59.1\,\text{m}$
Shell scatter height @ 10 km52.2 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 Disp31.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 98.4 \cdot 0.32\;(\sigma = 2) = 31.5\,\text{m}$
Med Vert Disp18.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 59.1 \cdot 0.32\;(\sigma = 2) = 18.9\,\text{m}$
AP Pen Close140.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1600 \cdot 25^{0.69} \cdot 0.113^{-1.07} \cdot 746^{1.38} = 140.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far37.8 mm
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 288.9 m/s: $P = 10^{-7}\cdot 1600 \cdot 25^{0.69} \cdot 0.113^{-1.07} \cdot 288.9^{1.38} = 37.8\,\text{mm}$.
HE penetration19 mm
19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha10,200
1,700 HE damage x 6 broadside guns = 10,200.
AP full-salvo alpha12,600
2,100 AP damage x 6 broadside guns = 12,600.
Base HE DPM226,667
10,200 HE full-salvo alpha x 60 / 2.7 s base reload = 226,667.
Base AP DPM280,000
12,600 AP full-salvo alpha x 60 / 2.7 s base reload = 280,000.
Installed HE DPM255,000
10,200 HE full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
Installed AP DPM315,000
12,600 AP full-salvo alpha x 60 / 2.4 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
Base shells/min133.3
6 broadside guns x 60 / 2.7 s base reload = 133.3.
Installed shells/min150
6 broadside guns x 60 / 2.4 s installed Artillery reload = 150.
Base fires/min10.67
133.3 shells/min x 8% fire chance = 10.67.
Installed fires/min12
150 shells/min x 8% fire chance = 12.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range74.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count5
1 launchers x 5 tubes.
Per-side salvo5 torpedoes
5 (centerline launchers train across - full salvo to either side).
Full-salvo damage91,500
All tubes hitting one target: tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500.
Per-side salvo damage91,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 18,300 = 91,500.

AA defense

Close-range AA DPS172
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×1) + (23×3.5×1) = 172. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index721
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 19,800, 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 & stern19 mm

Overmatched by 72+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

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
Bow19 mm primary (range 19–20 mm)3,100 (16% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 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)19 mm primary (range 16–19 mm)14,900 (75% of HP)
Overmatched by 283mm+ (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.
Stern19 mm primary (range 16–20 mm)1,200 (6% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP9,900 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 (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 HP5,900 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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Vampire II can equip, from in-game data.

  • Vampire II 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.