World of Warships: Legends ship guide

Vampire

Also called: 吸血鬼 Beta
Commonwealth · Tier II · Destroyer · Premium
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
Heavy AP pen9 km gun rangeStrong AASmokeEngine BoostWide dispersion
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Community Data

Vampire Community Stats

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Playstyle

Overview

Vampire is a Tier II 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. AA (89 AA DPS at 2.5 km) 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 close-range AP pen in T2 DDs (139.1 mm) and best long-range AP brick in T2 DDs (36.2 mm).

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.

ELITE MAIN BATTERY
  • Close-range AP brick · 139.1 mm
  • Long-range AP brick · 36.2 mm
Top-tier AA

89.0 AA DPS, best of T2 DDs (median 10.0).

Extra smoke charges

6.0 Smoke Generator charges, best of T2 DDs.

ELITE ARMOR
  • Thick stern plate · 10.0 mm
  • Hardened superstructure · 10.0 mm
Wide dispersion

82.0 m max horizontal dispersion, bottom decile of T2 DDs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Vampire

Vampire 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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Vampire sits among Tier II DDs (24 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.

BestAcceleration6.2 s (1 of 2 tied) BestAA DPS89 (1/24) BestAA threat172 (1/18) BestStern armor10 mm (1/24) Top 10%Hit points9,500 HP (3/24) Top 10%Main battery range8.94 km (3/24) Top 25%Fires per minute2.4 (7/24) Top 25%HE DPM72,000 (5/24) Top 25%AP DPM81,600 (6/22) Top 25%Engine power27,000 hp (5/24) Top 25%Torpedo damage≈9,100 (6/24) Bottom 25%Displacement1,400 t (21/24) Bottom 25%Torpedo reload62 s (20/24) Bottom 10%Main dispersion82 m (23/24)
See 22 mid-pack stats

Not standouts for Vampire -- 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.

Max speed34 kt(14/24) Concealment5.63 km(14/24) Air detection2.82 km(15/24) Rudder shift2.6 s(15/24) Traverse-to-turn ratio5.19 ×(10/24) Main battery caliber102 mm(10/24) Main battery reload5 s(11/24) HE shell damage1,500(9/24) AP shell damage1,700(9/22) AP velocity805 m/s(14/22) HE velocity805 m/s(16/24) AP arming threshold17 mm(11/22) Turn-speed retention51.9 hp/m(8/24) Power-to-weight19.29 hp/t(15/24) AA range2.5 km(9/24) Torpedo range6 km(17/24) Torpedo speed53 kt(13/24) Max armor10 mm(11/24) Citadel belt10 mm(11/24) Deck armor10 mm(9/24) NormAP fuse timer0.01 s(19 of 22 tied at this value) NormAP ricochet start45°(21 of 22 tied at this value)
Survivability
Hit Points9,500
Displacement1,400 t
Armor range6–10 mm
Plate armor thicknesses6, 10 mm
Armor material/layer entries22
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 102 mm/45 QF Mk V
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range8.9 km
Turret traverse10 °/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 =(893530·80.51000+0.5)·30=82m
82 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =82·0.6=49.2m
49.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =82·0.32(σ=2)=26.2m
26.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =49.2·0.319(σ=2)=15.7m
15.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,500
HE Velocity805 m/s
Fire Chance5%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 4 broadside guns = 6,000.
6,000
Base HE DPM
ƒ6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.
72,000
Base fires/min
ƒ48 shells/min x 5% fire chance = 2.4.
2.4
AP shells
AP Damage1,700
AP Velocity805 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 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 =107·2300·15.20.69·0.1021.07·8051.38=177mm. Matches the in-game spec card.
177 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.2 km), where the shell has slowed to 254.9 m/s: P=107·2300·15.20.69·0.1021.07·254.91.38=36.2mm.
36.2 mm
AP full-salvo alpha
ƒ1,700 AP damage x 4 broadside guns = 6,800.
6,800
Base AP DPM
ƒ6,800 AP full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
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.
3
Torpedoes
ModuleTorpedoes: 533 mm TR Mk I
Launchers / tubes1 launchers × 3 tubes = 3 tubes
Reload time62 s
Projectile speed53 kt
Range6 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=27,300·0.333=9,100.
≈ 9,100
Torpedo detectability1.1 km
Flooding chance160%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming164 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 9,100 = 27,300.
27,300
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (10×3.5×0.95) + (4×3.5×0.95) = 89. 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.
89
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount2×1 40mm
20 mm Breda Model 401×1 20mm
13.2 mm Breda Model 19312×2 13mm
Medium aura
DPS12
Range2.5 km
Outer Near aura
DPS4
Range2 km
Total DPS in Aura
ƒMedium 12 + Outer Near 4 = 16
16
Inner Near aura
DPS10
Range1.2 km
Total DPS in Aura
ƒMedium 12 + Outer Near 4 + Inner Near 10 = 26
26
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed34 kt
Turning circle radius520 m
Rudder shift time2.6 s
Engine power-boost threshold31.6 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
6.2 s
Acceleration 0-99%
ƒTime 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.
16.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144520=1.93°/s, so ratio=ωturretωhull=101.93=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea5.63 km
Detectability by air2.82 km
Smoke firing penalty1.76 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.63 km
Detect Fire Sea7.63 km
Detect Fire Air5.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 Disp82 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8935}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 82\,\text{m}$
Max Vert Disp49.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 82 \cdot 0.6 = 49.2\,\text{m}$
Med Horiz Disp26.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82 \cdot 0.32\;(\sigma = 2) = 26.2\,\text{m}$
Med Vert Disp15.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 49.2 \cdot 0.319\;(\sigma = 2) = 15.7\,\text{m}$
AP Pen Close177 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 15.2^{0.69} \cdot 0.102^{-1.07} \cdot 805^{1.38} = 177\,\text{mm}$. Matches the in-game spec card.
AP Pen Far36.2 mm
Same formula at the ship's max firing range (11.2 km), where the shell has slowed to 254.9 m/s: $P = 10^{-7}\cdot 2300 \cdot 15.2^{0.69} \cdot 0.102^{-1.07} \cdot 254.9^{1.38} = 36.2\,\text{mm}$.
HE penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,000
1,500 HE damage x 4 broadside guns = 6,000.
AP full-salvo alpha6,800
1,700 AP damage x 4 broadside guns = 6,800.
Base HE DPM72,000
6,000 HE full-salvo alpha x 60 / 5 s base reload = 72,000.
Base AP DPM81,600
6,800 AP full-salvo alpha x 60 / 5 s base reload = 81,600.
Base shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Base fires/min2.4
48 shells/min x 5% fire chance = 2.4.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count3
1 launchers x 3 tubes.
Per-side salvo3 torpedoes
3 (centerline launchers train across - full salvo to either side).
Full-salvo damage27,300
All tubes hitting one target: tubes x per-torpedo simulated damage = 3 x 9,100 = 27,300.
Per-side salvo damage27,300
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 9,100 = 27,300.

AA defense

Close-range AA DPS89
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (10×3.5×0.95) + (4×3.5×0.95) = 89. 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 range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index172
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Armor Beta

Hull HP 9,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)1,500 (16% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm primary (range 6–10 mm)1,000 (11% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm primary (range 6–10 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.
Superstructure10 mm300 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP4,800 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 HP2,900 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Vampire 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.