Agincourt
Beta- Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one he…
- Avoid: Treating the super-heal as a license to push
Agincourt Community Stats
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Agincourt Community Stats
Playstyle
Overview
Agincourt is a Tier III British battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AP fuse timer in T3 BBs (0.033 s) and best superstructure armor in T3 BBs (102 mm).
Positioning
Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.
Potato Avoidance
Treating the super-heal as a license to push
The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.
Signature Traits
HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/17 T3 BBs.
0.03 s AP fuse timer, best of T3 BBs. Shells travel deeper before detonating; citadels through belt armor more reliably.
12.0% best HE fire chance per secondary shell (before target resistance), best of T3 BBs. Stacks fires faster than peers in a brawl.
102.0 mm superstructure, best of T3 BBs. HE farms less.
229.0 mm casemate / secondary armor, best of T3 BBs. Brawling secondaries survive volleys that knock out peers.
32.4 s reload, worst of T3 BBs. Salvos punish more, but cycle is slower than peers.
How to get Agincourt
Agincourt 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
-
Battle of Jutland Crate
0.75%
Tier III Premium ship
Event containers · Battle of Jutland Crate · 1 of 4 ships
Official WG availability sources
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Atlântico Ship feature / release Start: 2023-03-15 · 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.
Show direct source rows
- Battle of Jutland Crate 0.75% · Tier III Premium ship
Builds Beta
Charles Madden is a sensible example if you want Agincourt built as a practical brawler, while Andrew Cunningham is the better-known option if you want to stabilize the main guns as much as possible. For inspirations, Franz von Hipper is worth calling out if you really want to lean into secondaries, while Andrew Cunningham or Paolo Di Revel are good examples for improving salvo consistency or reload depending on how you want the ship to feel.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Agincourt sits among Tier III BBs (17 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.
See 19 mid-pack stats
Not standouts for Agincourt -- here's where she sits on every other ranked stat in the cohort.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13697/30·(12−2)/1000 + 2)·30 = 197 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 197 × 0.6 = 118.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 197 × 0.382 (σ=1.5) = 75.2 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 118.2 × 0.382 (σ=1.5) = 45.1 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
14 broadside guns x 60 / 36 s base reload = 23.3.HE shells
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76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
4,400 HE damage x 14 broadside guns = 61,600.ƒ
61,600 HE full-salvo alpha x 60 / 36 s base reload = 102,667.ƒ
14 HE shells x 60 / 36 s reload x 31% fire chance = 7.23.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 831^1.38 = 510.9 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 388.3 m/s: 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 388.3^1.38 = 178.8 mm.ƒ
8,100 AP damage x 14 broadside guns = 113,400.ƒ
113,400 AP full-salvo alpha x 60 / 36 s base reload = 189,000.ƒ
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.ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 33 + 30 = 195 m.Show 2 more gun families
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13697/30·(12−2)/1000 + 2)·30 = 197 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 197 × 0.6 = 118.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 197 × 0.382 (σ=1.5) = 75.2 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 118.2 × 0.382 (σ=1.5) = 45.1 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 831^1.38 = 510.9 mm. Matches the in-game spec card.Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 388.3 m/s: 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 388.3^1.38 = 178.8 mm.76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).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.All 14 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.4,400 HE damage x 14 broadside guns = 61,600.8,100 AP damage x 14 broadside guns = 113,400.61,600 HE full-salvo alpha x 60 / 36 s base reload = 102,667.113,400 AP full-salvo alpha x 60 / 36 s base reload = 189,000.14 broadside guns x 60 / 36 s base reload = 23.3.14 HE shells x 60 / 36 s reload x 31% fire chance = 7.23.AA defense
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).Longest-reaching aura across AA-only + dual-purpose auras.Secondary battery dispersion
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 33 + 30 = 195 m.Secondary battery firepower
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: 14×1 152 mm (7/side) × 60/4.5 × 2200 = 205,333 + 6×1 152 mm (3/side) × 60/4.5 × 2200 = 88,000 + 10×1 76 mm (5/side) × 60/3 × 1100 = 110,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.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.Armor
Hull HP 43,500, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 19–229 mm) | 1,700 (4% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 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 19–229 mm) | 32,700 (75% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 19–229 mm) | 1,500 (3% of HP) | Overmatch not possible at T IVAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 229 mm primary (range 13–229 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 102 mm primary (range 102–305 mm) | 1,100 (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 HP | 21,700 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 13,000 module HP | Incapacitated at 0 HP | When 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Agincourt can equip, from in-game data.
DefaultThe ship’s standard exterior
Agincourt Jutland
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.
