World of Warships: Legends ship guide

Victoria

Also called: 维多利亚 Beta
Spain · Tier VIII · Battleship · Premium
All-rounder battleshipNo standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Playstyle
  • Take a flank or second-line angle that lets Victoria punish turns without overextending
  • The goal is to create broadside threats while preserving enough health to matter late
  • Avoid: Do not park bow-in and wait for perfect shots
Key characteristics
Heavy AP pen2 sigma accuracyWide always-pen zoneReload BoosterSpotter planeFragile
On this page
Community Data

Victoria Community Stats

Across 4,300+ Standard battles from 250+ players, Victoria averages a 61% win rate, 94,200 damage and 1.1 kills per battle, and survives 41% of them.

Community Data

Victoria Community Stats

Log in to GamingDiver and upload your data to see Community Data for Victoria: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Accurate battleship crossfire and burst pressure is the core job. Take a flank or second-line angle that lets Victoria punish turns without overextending. The goal is to create broadside threats while preserving enough health to matter late.

Positioning

Take a flank or second-line angle that lets Victoria punish turns without overextending. The goal is to create broadside threats while preserving enough health to matter late.

Potato Avoidance

Park bow-in and wait for perfect shots

Victoria needs angles and timing; if the flank stalls, reposition before the enemy can collapse on you.

Signature Traits

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Long-range AP brick · 573.71 mm
  • HE DPM machine · 137700 HE
  • Fast HE shells · 4.63 s
  • Fast turret traverse · 6°/s
  • Flat arc HE shells · 880 m/s
Long fighter loiter ↗

70 s Catapult Fighter active time, best of T8 BBs.

WEAK HP ↗
  • Fragile HP pool · 64800 HP
  • Shallow effective · 92016 effective
Acquisition

How to get Victoria

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

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

Official WG availability sources
  • Wind of Victory Campaign Breakdown Campaign Start: 2026-03-30 · End: 2026-05-03
    • To complete the Wind of Victory campaign and receive Spanish Tier VIII Premium battleship Victoria, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • Through the Spy Glass: Victoria Campaign Start: 2026-03-31
    • In Legends, Victoria is a Tier VIII Premium battleship you can receive by completing the Wind of Victory campaign with an Admiralty Backing.
  • April Update: Victorious in Metal Campaign Start: 2026-03-26
    • To receive Victoria and all the other rewards, complete the campaign's 100 milestones with an Admiralty Backing.

Builds

Emphasize battleship accuracy, reload/tempo, survivability, and fire control. Inspirations that improve grouping or keep heals cycling are safe default choices.

WG official build from Through the Spy Glass: Victoria.

Source: Through the Spy Glass: Victoria

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 Victoria sits among Tier VIII BBs (32 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.

BestHE velocity880 m/s (1 of 2 tied) Top 10%AP ricochet start50° (3/33) Top 10%AP auto-bounce angle65° (3/33) Top 10%Displacement45,752 t (4/33) Top 25%Smoke fire bloom14.63 km (9/33) Top 25%Rudder shift15.6 s (8/33) Top 25%Turning circle810 m (5/33) Top 25%Sigma2 (5/33) Top 25%HE DPM137,700 (5/31) Top 25%AP velocity850 m/s (6/33) Top 25%AP arming threshold64 mm (7/33) Top 25%AP pen at 10 km675 mm (8/33) Top 25%Effective HE DPM (incl. fire)190,818 (7/31) Bottom 25%Stealth profile15.94 km / 12.75 km (26/33 / 26/33) Bottom 25%Main battery caliber381 mm (27/33) Bottom 25%Main battery range16.79 km (29/33) Bottom 25%Secondary fire chance7% (25/31) Bottom 25%Engine power130,000 hp (29/33) Bottom 25%Power / turn radius160.5 hp/m (28/33) Bottom 10%Hit points64,800 HP (31/33) Bottom 10%AP shell damage9,000 (32/33) WorstMain battery reload37 s (33/33) WorstHE fire chance24% (1 of 3 tied) WorstAA range4 km (1 of 5 tied) WorstNo torpedoes (26 of 33 in cohort)
See 23 mid-pack stats

Not standouts for Victoria -- 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 speed30 kt(17/33) Fires per minute6.48(21/31) AP DPM243,000(14/33) Main dispersion227.8 m(16/33) Secondary DPM (per side)180,000(25/33) Secondary HE alpha2,100(14/31) Secondary HE pen25 mm(16/31) Time to 90% speed34.8 s(17/33) Acceleration (0-12 kt)13.7 s(19/33) Power-to-weight2.84 hp/t(20/33) Secondary range5.5 km(15/33) AA DPS492(20/33) AA threat1,646(22/33) Flak damage per salvo (expected)1,575(17/33) Repair charges3(14/33) Max armor375 mm(20/33) Citadel belt375 mm(9/31) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points64,800
Displacement45,752 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.
238.9 x 32.9 m
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries78
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 × 64,800 HP = 11,664 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 × 64,800 HP = 12,960 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.205 hull torpedo-damage coefficient / 0.333 unprotected baseline = 38%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
38%
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.
32,400
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.
19,400
Effective HP
ƒBase 64,800 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 64,800 HP = 9,072 HP per charge, × 3 charges = 27,216 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.
72,000–92,016
Repairable: penetration50%
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 × 4,900 = 9,800), 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.
4,900
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 × 6,700 = 13,400), 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.
6,700
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 × 48,600 = 97,200), 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.
48,600
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 × 2,600 = 5,200), 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 ×. 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.
2,600
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 × 5,200 = 10,400), 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.
5,200
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: 381 mm/50 Model 1934
Mounts / barrels3 mounts / 9 barrels
Reload time37 s
Firing range16.8 km
Turret traverse6 °/s
Turret armor380 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.
±148.5°, ±141°, ±142°
Guns to bear
ƒ180° − 148.5° (the most restricted aft-facing mount's arc) = 31.5° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
31.5° off bow / 39° off stern
Shells in Rack2
Ready Rack Reload3 s
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.8 km) shells land in an ellipse about 228 m wide and 137 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1678530·12−21000+2)·30=227.8m
227.8 m at 16.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
136.7 m at 16.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.8·0.62=68.4m
68.4 m at 16.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.62=41m
41 m at 16.8 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 2 burst salvos / ((2-1)x3 s rack + 33.429 s (33.3 s = 234 ticks) all-upgrades reload (37 s × 0.9 Main Battery Mod. 3 = 33.3 s)) cycle = 29.6.
Initial: 27 → 29.6
Ready-rack burst alpha
ƒ2 rack salvos x 9 broadside guns x 9,000 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.
162,000
Burst window
ƒ(2-1) gaps x 3 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.
3 s
HE shells
HE alpha5,100
HE Velocity880 m/s
Fire Chance24%
HE fire DPM vs T8 BB28712
Effective HE DPM vs T8 BB103145
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,100 HE damage x 9 broadside guns = 45,900.
45,900
HE DPM
ƒZero upgrades: 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 137,700. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.429 s (33.3 s = 234 ticks) all-upgrades reload (37 s × 0.9 Main Battery Mod. 3 = 33.3 s)) cycle = 151,200.
Initial: 137,700 → 151,200
Fires/min
ƒZero upgrades: 27 shells/min × 0.24 (24% fire chance) = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 29.6 shells/min × 0.24 (24% fire chance) = 7.12.
Initial: 6.48 → 7.12
AP shells
AP alpha9,000
AP Velocity850 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range574 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2634·884.80.69·0.381−1.07·8501.38=880.9mm.
880.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.8 km), where the shell has slowed to 622.9 m/s: P=10−7·2634·884.80.69·0.381−1.07·622.91.38=573.6mm.
573.6 mm at 16.8 km
AP full-salvo alpha
ƒ9,000 AP damage x 9 broadside guns = 81,000.
81,000
AP DPM
ƒZero upgrades: 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 37 s base reload) cycle = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 81,000 AP full-salvo alpha x 2 burst salvos / ((2-1)x3 s rack + 33.429 s (33.3 s = 234 ticks) all-upgrades reload (37 s × 0.9 Main Battery Mod. 3 = 33.3 s)) cycle = 266,824.
Initial: 243,000 → 266,824
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.
240
AA Defense
AA mount points28
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
4 km
55 mm/77 Gerät 582×2 55mm
55 mm/77 Gerät 584×1 55mm
37 mm/69 Flak LM/422×1 37mm
20 mm/65 C/384×2 20mm
20 mm/65 L/3816×4 20mm
152 mm/55 Model 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×3 152mm
152 mm/55 Model 1936 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×3 152mm
90 mm/50 Model 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far + Medium aura
Guns152 mm/55 Model 1936 (DP) + 37 mm/69 Flak LM/42 + 55 mm/77 Gerät 58 + 90 mm/50 Model 1939 (DP)
Far 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 136 from dual-purpose secondaries firing as AA in this range band.
136
Medium continuous DPS
ƒEffective DPS: 74 raw aura damage × 3.5 × 0.75 hit probability = 194 - the same in-game units as the Close-range AA DPS headline.
194
Range4 km
Total DPS in Aura
ƒFar 136 + Medium 194 = 330
330
Near aura
Guns20 mm/65 C/38 + 20 mm/65 L/38
Continuous DPS
ƒEffective DPS: 66 raw aura damage × 3.5 × 0.7 hit probability = 162 - the same in-game units as the Close-range AA DPS headline.
162
Range2 km
Total DPS in Aura
ƒFar 136 + Medium 194 + Near 162 = 492
492
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 210 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.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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 4 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.
2.5-4 km
S
Secondary Battery
Mounts16
Firing range5.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2.1 + 4.5 = 6.6. 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.
6.6
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: 4×3 152 mm (6/side) × 60/12 s × 2100 = 63,000 + 12×1 90 mm (6/side) × 60/4 s × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
180,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 6.6 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 54,102. 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.
54,102
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 54,102 = 234,102: shell damage plus fire damage against one T8 battleship, every shell hitting.
234,102
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
152 mm/55 Model 1936 (4×3) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber152 mm
Reload time12 s
HE alpha2,100
Muzzle Velocity950 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ4×3 barrels / 2 sides × 60 / 12 s × 0.07 (7% fire chance) = 2.1. 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.
2.1
HE Pen25 mm
Show 1 more gun family
90 mm/50 Model 1939 (12×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity860 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 4.5. 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.
4.5
HE Pen15 mm
Maneuverability
Engine power130,000 hp
Maximum speed30.0 kt
Turning circle radius810 m
Rudder shift time15.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
38.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
55.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.0 = +2.0°/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 (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.94 km x 0.955 = 15.22 km. Camouflage does not change detectability by air.
15.94 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.94 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.22 km.
15.22 km
Detectability by air12.75 km
Smoke firing penalty14.63 km
Detect when firing (sea)
ƒLarger of 16.79 km range and 14.63 km smoke firing penalty = 16.79 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.
16.79 km
Detect when firing (air)
ƒAir detectability 12.75 km + gun-firing bloom 7.62 km = 20.37 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
20.37 km
Detect when on fire (sea)
ƒSea detectability 15.94 km + 2.0 km while burning = 17.94 km.
17.94 km
Detect when on fire (air)
ƒAir detectability 12.75 km + 3.0 km while burning = 15.75 km.
15.75 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,072 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 64,800 HP = 9,072 HP: up to 14% of max HP restored per charge.
· 27,216 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 64,800 HP = 27,216 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 324 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 64,800 HP = 324 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 300 s reload · 25 s active · +33% reload boost

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 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 km41.7 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=0.5·16785=8392 m, and radiusOnMax=0.6 at 16785 m. Below the kink: k=0.2+(0.5−0.2)·50008392=0.3787, so σV=σH·k=110·0.3787=41.7m.
Shell scatter height @ 10 km83.1 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=0.5·16785=8392 m, and radiusOnMax=0.6 at 16785 m. Above the kink: k=0.5+(0.6−0.5)·10000−839216785−8392=0.5192, so σV=σH·k=160·0.5192=83.1m.
Shell scatter height @ 15 km121.5 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=0.5·16785=8392 m, and radiusOnMax=0.6 at 16785 m. Above the kink: k=0.5+(0.6−0.5)·15000−839216785−8392=0.5787, so σV=σH·k=210·0.5787=121.5m.
AP pen 5 km770 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 =10−7·2634·884.80.69·0.381−1.07·770.91.38=770mm, where 770.9 m/s is the shell's speed when it arrives at 5 km (from 850 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 km675 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 =10−7·2634·884.80.69·0.381−1.07·701.11.38=675mm, where 701.1 m/s is the shell's speed when it arrives at 10 km (from 850 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 km597 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 =10−7·2634·884.80.69·0.381−1.07·641.41.38=597mm, where 641.4 m/s is the shell's speed when it arrives at 15 km (from 850 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 km4.63 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·0.275·0.38128·824.3=1.9×10−5. That runs from a 880 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 km4.7 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·0.248·0.38128·884.8=1.6×10−5. That runs from a 850 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)2,634
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 mass884.8 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 coefficient0.248
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity880 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range331
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat 58 twin 2x2 -> 49 DPS @ 4 km; 55mm 77 Gerat 58 4x1 -> 97 DPS @ 4 km; 37mm Flak M42 2x1 -> 49 DPS @ 4 km; 20mm Flak 38 M43 4x2 -> 32 DPS @ 2 km; 20mm Flack 38 quad 16x4 -> 129 DPS @ 2 km; 152mm55 barrels 3 M1936 L 2x3 -> 17 DPS @ 4 km; 152mm55 barrels 3 M1936 R 2x3 -> 17 DPS @ 4 km; 90mm50 barrels 1 M1939 12x1 -> 102 DPS @ 4 km.
AA DPS layered by range331 DPS @ 4 km, 492 DPS @ 2 km
@ 4 km: 49 + 97 + 49 + 17 + 17 + 102 = 331; @ 2 km: 49 + 97 + 49 + 32 + 129 + 17 + 17 + 102 = 492. 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-blank492
49 + 97 + 49 + 32 + 129 + 17 + 17 + 102 = 492 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1646
49 × 4 + 97 × 4 + 49 × 4 + 32 × 2 + 129 × 2 + 17 × 4 + 17 × 4 + 102 × 4 = 1646. 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

Secondary battery dispersion

Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha2100
max(2100 (152 mm), 2100 (152 mm), 1300 (90 mm)) = 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
max(7% (152 mm), 7% (152 mm), 5% (90 mm)) = 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 mm
max(25 mm (152 mm), 25 mm (152 mm), 15 mm (90 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

A swift battleship that shared the layout and features of the Italian Vittorio Veneto-class warships was considered for construction in Spain through discussions with the Italian government in 1939 and 1940. However, the escalation of World War II and the condition of the Spanish economy hindered the implementation of these plans.

Armor Beta

Hull HP 64,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel375 mm

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

Farming13 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
Bow32 mm primary (range 32–130 mm)4,900 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
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 13–350 mm)48,600 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–210 mm)5,200 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 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.
Superstructure13 mm primary (range 13–280 mm)2,600 (4% 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 HP32,400 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 (55 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 HP19,400 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.

Balance History

Balance updates affecting Victoria. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×2Main Battery ×3
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • AP shell air drag reduced, improving AP shell penetration by ~4–7% depending on the distance; the bigger the distance is, the bigger the buff is.
  • AP shell minimum ricochet angle increased from 45° to 50°.
  • AP shell guaranteed ricochet angle increased from 60° to 65°.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Victoria can equip.

  • Victoria 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.