World of Warships: Legends ship guide

Wukong

Beta
Pan-Asia · Tier VII · CA Cruiser · Premium · Charles Martel Variant
Hydro cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long, fast torpedoes (10 km)Smoke + SonarTorp Reload BoosterEngine BoostFragile
On this page
Community Data

Wukong Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Wukong is a Tier VII Pan-Asian heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: top-decile torpedo detection in T7 CAs (0.8 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 34,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 3/55 T7 CAs.

Engine Boost

+20% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 CAs.

Long smoke deployment

30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.

Stealthy torps

0.8 km torpedo detect, top decile of T7 CAs. Harder to dodge.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Wukong

Wukong is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Lunar New Year '25 Crate 1% Lunar New Year Premium ship Event containers · Lunar New Year '25 Crate · 1 of 2 ships
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
Show direct source rows

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Wukong sits among Tier VII CAs (55 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.

BestAP fuse timer0.03 s (1 of 23 tied) Top 10%Torpedo reload70 s (5/40) Top 25%HE fire chance15% (13/48) Top 25%AP shell damage5,050 (11/55) Top 25%Torpedo speed65 kt (10/40) Bottom 25%Hit points34,000 HP (49/55) Bottom 25%Traverse-to-turn ratio5.04 × (44/55) Bottom 25%Main battery range15.18 km (50/55) Bottom 25%Secondary DPM (per side)105,000 (37/48) Bottom 25%Secondary HE pen17 mm (38/48) Bottom 25%AA threat1,119 (43/55) Bottom 25%Citadel belt100 mm (42/52) Bottom 10%Max armor100 mm (51/55) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 33 mid-pack stats

Not standouts for Wukong -- 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 speed32.5 kt(41/55) Concealment12.5 km(24/55) Air detection7.47 km(23/55) Rudder shift8.9 s(27/55) Main battery caliber203 mm(17/55) Main battery reload8.6 s(24/55) Sigma2(29/55) HE shell damage2,550(28/48) Fires per minute9.42(16/48) HE DPM160,116(27/48) AP DPM317,093(20/55) Main dispersion137.7 m(20/55) HE alpha1,400(35/48) Secondary fire chance6%(19/48) AP velocity845 m/s(35/55) HE velocity876 m/s(22/48) Acceleration26.6 s(39/54) AP arming threshold34 mm(39/55) Engine power100,000 hp(37/54) Turn-speed retention144.9 hp/m(37/54) Displacement14,700 t(21/55) Power-to-weight6.8 hp/t(37/54) AA DPS349(39/55) AA range5 km(29/55) Torpedo range9.99 km(15/40) Torpedo damage≈15,500(15/40) Bow armor25 mm(32/52) Stern armor25 mm(32/52) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value) NormSecondary range5 km(44 of 48 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points34,000
Displacement14,700 t
Armor range6–100 mm
Plate armor thicknesses6, 16, 20, 25, 26, 30, 40, 80, 100 mm
Armor material/layer entries45
Fire resistance36.6%
Fire duration30 s
Torp Reduction16%
Main Battery
ModuleArtillery: 203 mm/55 Mle 1934
Mounts / barrels3 mounts / 9 barrels
Reload time9.5 s
Firing range15.2 km
Turret traverse7 °/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 =(1518030·81.11000+1.1)·30=137.7m
137.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =137.7·0.6=82.6m
82.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =137.7·0.32(σ=2)=44m
44 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =82.6·0.32(σ=2)=26.4m
26.4 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 9.5 s base reload = 56.8.
56.8
HE shells
HE Damage2,550
HE Velocity876 m/s
Fire Chance15%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,550 HE damage x 9 broadside guns = 22,950.
22,950
Base HE DPM
ƒ22,950 HE full-salvo alpha x 60 / 9.5 s base reload = 144,947.
144,947
Installed HE DPM
ƒ22,950 HE full-salvo alpha x 60 / 8.6 s installed reload (Main Battery Mod. 3 = -10%) = 160,116.
160,116
Base fires/min
ƒ56.8 shells/min x 15% fire chance = 8.53.
8.53
AP shells
AP Damage5,050
AP Velocity845 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·1340.69·0.2031.07·8451.38=430.6mm. Matches the in-game spec card.
430.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19 km), where the shell has slowed to 383.7 m/s: P=107·2434·1340.69·0.2031.07·383.71.38=144.8mm.
144.8 mm
AP full-salvo alpha
ƒ5,050 AP damage x 9 broadside guns = 45,450.
45,450
Base AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 9.5 s base reload = 287,053.
287,053
Installed AP DPM
ƒ45,450 AP full-salvo alpha x 60 / 8.6 s installed reload (Main Battery Mod. 3 = -10%) = 317,093.
317,093
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.
30
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed65 kt
Range9.99 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=46,500·0.333=15,500.
≈ 15,500
Torpedo detectability0.8 km
Flooding chance246%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,500 = 46,500.
46,500
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (38×3.5×0.85) + (14×3.5×0.9) = 349. 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.
349
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/56 Bofors Mk24×4 40mm
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk416×1 20mm
100 mm/45 Mle 1931 (DP)5×2 100mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range5 km
Medium aura
DPS61
Range3.5 km
Total DPS in Aura
ƒFar 14 + Medium 61 = 75
75
Near aura
DPS38
Range2 km
Total DPS in Aura
ƒFar 14 + Medium 61 + Near 38 = 113
113
S
Secondary Battery
Mounts5
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed32.5 kt
Turning circle radius690 m
Rudder shift time8.9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
26.6 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.
43.7 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·32.5·0.5144690=1.39°/s, so ratio=ωturretωhull=71.39=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× slow
Concealment
Detectability by sea12.5 km
Detectability by air7.47 km
Smoke firing penalty7.07 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.5 km
Detect Fire Sea14.5 km
Detect Fire Air10.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Repair Party2 charges · 80 s reload · 28 s active · 4,760 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 9,520 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 170 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (34,000 HP) per second = 170 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator3 charges · 130 s reload · 30 s emit / 70 s cloud active
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
Catapult Fighter3 charges · 80 s reload · 90 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
Choose one
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus

See all derived stats

Show

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 Disp137.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15180}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 137.7\,\text{m}$
Shell scatter width @ 10 km102 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 Disp82.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 137.7 \cdot 0.6 = 82.6\,\text{m}$
Shell scatter height @ 10 km54.2 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 Disp44 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.7 \cdot 0.32\;(\sigma = 2) = 44\,\text{m}$
Med Vert Disp26.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 82.6 \cdot 0.32\;(\sigma = 2) = 26.4\,\text{m}$
AP Pen Close430.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 845^{1.38} = 430.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far144.8 mm
Same formula at the ship's max firing range (19 km), where the shell has slowed to 383.7 m/s: $P = 10^{-7}\cdot 2434 \cdot 134^{0.69} \cdot 0.203^{-1.07} \cdot 383.7^{1.38} = 144.8\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha22,950
2,550 HE damage x 9 broadside guns = 22,950.
AP full-salvo alpha45,450
5,050 AP damage x 9 broadside guns = 45,450.
Base HE DPM144,947
22,950 HE full-salvo alpha x 60 / 9.5 s base reload = 144,947.
Base AP DPM287,053
45,450 AP full-salvo alpha x 60 / 9.5 s base reload = 287,053.
Installed HE DPM160,116
22,950 HE full-salvo alpha x 60 / 8.6 s installed reload (Main Battery Mod. 3 = -10%) = 160,116.
Installed AP DPM317,093
45,450 AP full-salvo alpha x 60 / 8.6 s installed reload (Main Battery Mod. 3 = -10%) = 317,093.
Base shells/min56.8
9 broadside guns x 60 / 9.5 s base reload = 56.8.
Installed shells/min62.8
9 broadside guns x 60 / 8.6 s installed Artillery reload = 62.8.
Base fires/min8.53
56.8 shells/min x 15% fire chance = 8.53.
Installed fires/min9.42
62.8 shells/min x 15% fire chance = 9.42.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range59.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,500 = 93,000.
Per-side salvo damage46,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,500 = 46,500.

AA defense

Close-range AA DPS349
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.9) + (38×3.5×0.85) + (14×3.5×0.9) = 349. 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 index1119
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)105,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 5×2 100 mm (5/side) × 60/4 × 1400 = 105,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 34,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel100 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)≈ 1,700 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)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)16 mm primary (range 6–100 mm)≈ 25,500 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 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 20–40 mm)≈ 1,700 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel100 mm primary (range 25–100 mm)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.

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 Wukong can equip, from in-game data.

  • Wukong default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Lny Charles WkngDecorative

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.