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Vampire II
Tech Tree Position
Purchase priceSpecial Doubloons
Hit Points19,800 
Main Battery
113 mm/45 QF Mk.IV on an RP41 Mk.VI mount3 х 2 pcs.
Rate of Fire24 shots/min.
Reload Time2.5 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range12.78 km.
Maximum Dispersion110 m.
HE Shell113 mm HE 5crh 
Maximum HE Shell Damage1,700 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity746 m./s.
HE Shell Weight24.95 kg.
AP Shell113 mm SAP 55 lb 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity746 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm PR Mk II1 х 5 pcs.
Rate of Fire0.63 shots/min.
Reload Time96 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Torpedo533 mm Mk IXM mod. 1 
Maximum Damage19,500 
Torpedo Speed62 knot
Torpedo Range12 km.
AA Defense
113 mm/45 QF Mk.IV on an RP41 Mk.VI mount3 х 2 pcs.
. . . Average Damage per Second53.4 
. . . Firing Range5.01 km.
40 mm/56 OQF Mk.XI on a Mk.V mount2 х 2 pcs.
. . . Average Damage per Second24.6 
. . . Firing Range3.51 km.
40 mm/56 OQF Mk.III on a Mk.VII mount2 х 1 pcs.
. . . Average Damage per Second17.4 
. . . Firing Range3.51 km.
Maximum Speed35 knot
Turning Circle Radius680 m.
Rudder Shift Time4.4 sec.
Surface Detectability Range7.18 km.
Air Detectability Range3.38 km.
Battle Levels

Vampire II — Commonwealth special premium Tier X destroyer.

Vampire II is a Tier 10 premium Commonwealth Navy Destroyer, of the Australian Daring class, a modified variant of Daring built in Australia. She is currently moored in Sydney, Australia as a museum ship.

She is available in the Research Bureau for 55,000Research Points.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
113 mm/45 QF Mk.IV on an RP41 Mk.VI mount247.21101,70082,100 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Vampire II19,80062032/2/31 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
533 mm Mk IXM mod. 10.6967.219,5006212 00
Maximum Firing Range
Research price
Purchase price
Mk X mod. 10 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 54,000 hp35 00

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Boost Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
AA Guns Modification 1
Aiming Systems Modification 1
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Steering Gears Modification 1
Depth Charges Modification 1
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

The Ship

In game, Vampire II has one quintuple torpedo launcher to Daring's two and no Repair Party consumable, but improves on Daring in most other regards. Vampire II has higher main battery damage output, longer range torpedoes, better concealment, and access to a 5 km Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. and Crawling Smoke GeneratorGenerates a smoke screen that allows the ship to remain undetected at slow speeds.. Players need to be careful with Vampire II, using her impressive features and consumables to control the engagement. She punishes mistakes and is punished for her own mistakes in turn; by contrast, Daring with her short cooldown smokescreens and Repair Party can compensate for some mistakes.

The Hull

Vampire II has a large profile but with an impressive surface detection of 5.8 km and an air detection of 2.7 km with full build. She has a small health pool of 19,800 and mediocre AA that can shoot down fighters but won’t protect her from strikes.


Vampire II carries six 113 mm guns in three twin turrets, in an AB-X configuration. The main guns fire the same HE and AP shells as Daring with low damage per shell, high shell arcs and a 12.8 km range. However, Vampire II has an improved damage output because of her 2.5 second reload. Her AP shells are highly effective against broadside destroyers and the superstructures of larger ships, and retain the improved penetration angles of Daring. For most conditions players should rely on Vampire II 's HE shells that in combination with her quick reload, have an impressive fire chance of 8%. Vampire II 's torpedoes are limited to one five-torpedo rack, located at the center of the ship. They can reach out to 12 km, 2 km farther than Daring, reload faster at 96 seconds, deal more damage — 19,500 per torpedo and have a better flood chance. Like her Royal Navy cousin, Vampire II can fire her torpedoes with a narrow spread or individually.


Vampire II retains Daring 's improved acceleration, effectively giving her a baked-in Slot 4 Propulsion upgrade, but like Daring she can’t select the actual upgrade. While Vampire II accelerates quickly, her base top speed is quite slow at 35 knots, and her 680m turning circle is wider than Daring 's. Unlike Daring, she carries the Engine BoostWhile active, increases a ship's speed by a fixed percentage., which increases her top speed and acceleration.

Battle Performance

At a glance, Vampire II appears to be very similar to Daring. However, her small health pool and lack of a Repair Party mean she can’t sustain extended fights with other destroyers. She is subsequently a less forgiving ship to play. She needs to pick her fights carefully and be more careful with her health pool. Vampire II 's Crawling Smoke GeneratorGenerates a smoke screen that allows the ship to remain undetected at slow speeds. is versatile and she can travel at a quarter speed and while remaining in smoke. Unfortunately the consumable has a long cool down so players will want to be careful not to employ it reactively. Players should use her smokescreen combined with her impressive concealment and 5km Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. to ambush and kill enemy destroyers. While her smokescreen is on cooldown, her improved torpedo range gives players some flexibility against enemy radar ships.

Vampire II is a distinctly different ship to Daring and arguably more difficult to play effectively. Experienced destroyer players will be able to make the most of her strengths, but inexperienced players will find her less forgiving than Daring due to her lack of Repair Party and Short-burst Smoke Generator.


  • Fast main battery reload with high DPM
  • High fires per minute
  • AP with improved penetration angles
  • Good torpedo damage and range, with the ability to single fire
  • Improved acceleration, that can be further enhanced with Engine Boost
  • Very good concealment
  • Potent utility tools including Crawling Smoke GeneratorGenerates a smoke screen that allows the ship to remain undetected at slow speeds. and 5 km Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain..


  • Small health pool
  • Only one torpedo rack, with poor firing angles
  • Weak AA defenses
  • Slow
  • Long Cool Down on Crawling Smoke GeneratorGenerates a smoke screen that allows the ship to remain undetected at slow speeds.


As a special ship, Vampire II doesn't have any upgrades to research.

Optimal Configuration


Players may wish to take Hydroacoustic Search Mod 1 in slot 2 if they choose. As with her cousin Daring, Vampire II comes with an in-built Propulsion Upgrade in Slot 4.

Commander Skills


Vampire II can equip the following consumables:


As a premium ship, Vampire II comes with Default permanent camouflage and a set of permanent combat bonuses.


Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.9.11.

Testing Changes

  • DevBlog 90:
    • Preliminary characteristics.
  • DevBlog 113:
    • Removed the ability to mount the "Propulsion Modification 1" upgrade (it was already built into the ship!)
    • Torpedo damage increased from 16,767 to 19,500.
    • Detectability range by ships decreased from 7.6 to 7.4 km. Other detectability ranges were reduced accordingly.
  • DevBlog 114:
    • Main battery firing range decreased from 13.8 to 12.8 km.
    • Torpedo range increased from 10 to 12 km.
    • As of Update 0.10.1:
    • Torpedo tube reload time decreased from 125 to 96 s.
  • DevBlog 116:
    • Now possible to mount the Engine Boost Modification 1 special upgrade.
  • DevBlog 123:
    • Crawling Smoke Generator reload time decreased from 160 to 120 s.
    • Main battery reload time decreased from 3.5 to 2.3 s.
  • DevBlog 129:
    • Main battery reload time increased from 2.3 to 2.5 s.
  • Update 0.10.3:
    • Available in the "Research Bureau" section of the Armory for 55,000 Research points.
  • Update 0.10.4:
    • Fixed displayed turning circle in Port. The turning circle in battle was unchanged.
  • Update 0.11.5:
    • The visual display of launching depth charges was fixed.
  • Update 12.5:
    • Crawling Smoke Generator consumable action time increased from 90 to 102 seconds.

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