AL Baltimore
Beta- Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
Variant of Baltimore
AL Baltimore is the Azur Lane variant of Baltimore. It is not a cosmetic reskin: its main battery is retuned, trading shell damage, accuracy, velocity and turret traverse for a faster reload.
Show all differences
Artillery
- Main battery reload 11 s (was 12 s)
- Sigma 1.8 (was 1.9)
- HE shell damage 2,800 (was 3,000)
- AP shell damage 5,000 (was 5,300)
- Shell velocity 762 m/s (was 782 m/s)
- Turret traverse 6 °/s (was 7 °/s)
On this page
AL Baltimore Community Stats
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AL Baltimore Community Stats
Record History
Playstyle
Overview
AL Baltimore is a Tier VII American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (10 km, 30 s active) is the cap-control consumable on top, so she sets fights as well as winning them. AA (540 AA DPS at 5 km, +100% Defensive AA flak burst) 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 AP always-pen window in T7 CAs (60°).
Positioning
Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.
Potato Avoidance
Using radar like a destroyer hunter rather than a position…
The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.
Signature Traits
10 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
60.0° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.
27.0 mm bow and stern plating, both in the top bracket of T7 CAs. Same-tier guns can't overmatch the ends.
540.0 AA DPS, top decile of T7 CAs (median 373.5).
27.0 mm bow, top decile of T7 CAs. Harder for same-tier guns to overmatch.
Sigma 1.8, bottom decile of T7 CAs. Shells scatter more; bracketing matters.
How to get AL Baltimore
AL Baltimore 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
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Azur Lane Crate: Ultimate
0.857143%
Azur Lane Premium Ship
Collaboration containers · Azur Lane Crate: Ultimate · 1 of 7 ships
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Azur Lane Crate: Ultimate II
0.666667%
Azur Lane Premium Ship
Collaboration containers · Azur Lane Crate: Ultimate II · 1 of 9 ships
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Azur Lane Crate: Ultimate III
0.5%
Azur Lane Premium Ship
Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · 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.
- Through the Spy Glass: Rochester Ship feature / release Start: 2023-01-17 · 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.
- Through the Spy Glass: Tulsa Ship feature / release Start: 2023-06-21 · 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.
- Through the Spy Glass: Anchorage Ship feature / release Start: 2023-10-03 · 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
- Azur Lane Crate: Ultimate 0.857143% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate II 0.666667% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.5% · Azur Lane Premium Ship
Builds Beta
Build for AP performance, reload, radar utility, concealment, and survivability.
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 AL Baltimore sits among Tier VII CAs (54 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 27 mid-pack stats
Not standouts for AL Baltimore -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
9 broadside guns x 60 / 11 s base reload = 49.1.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,800 HE damage x 9 broadside guns = 25,200.ƒ
25,200 HE full-salvo alpha x 60 / 11 s base reload = 137,455.ƒ
25,200 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 152,727.ƒ
9 HE shells x 60 / 11 s reload x 14% fire chance = 6.87.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 368.3 m/s: .ƒ
5,000 AP damage x 9 broadside guns = 45,000.ƒ
45,000 AP full-salvo alpha x 60 / 11 s base reload = 245,455.ƒ
45,000 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 31 + Medium 94 = 125ƒ
Far 31 + Medium 94 + Near 49 = 174ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (29.2 kt of 32.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (32.2 kt of 32.5). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15470}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 139.7\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 139.7 \cdot 0.6 = 83.8\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 139.7 \cdot 0.344\;(\sigma = 1.8) = 48.1\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 83.8 \cdot 0.344\;(\sigma = 1.8) = 28.8\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2919 \cdot 152^{0.69} \cdot 0.203^{-1.07} \cdot 762^{1.38} = 488.4\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 368.3 m/s: $P = 10^{-7}\cdot 2919 \cdot 152^{0.69} \cdot 0.203^{-1.07} \cdot 368.3^{1.38} = 179.1\,\text{mm}$.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 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 9 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.2,800 HE damage x 9 broadside guns = 25,200.5,000 AP damage x 9 broadside guns = 45,000.25,200 HE full-salvo alpha x 60 / 11 s base reload = 137,455.45,000 AP full-salvo alpha x 60 / 11 s base reload = 245,455.25,200 HE full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 152,727.45,000 AP full-salvo alpha x 60 / 9.9 s installed reload (Main Battery Mod. 3 = -10%) = 272,727.9 broadside guns x 60 / 11 s base reload = 49.1.9 broadside guns x 60 / 9.9 s installed Artillery reload = 54.5.9 HE shells x 60 / 11 s reload x 14% fire chance = 6.87.9 HE shells x 60 / 9.9 s installed reload x 14% fire chance = 7.64.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (94×3.5×0.9) + (49×3.5×0.85) + (31×3.5×0.9) = 540. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 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: 21 mm from the 127 mm family.Armor Beta
Hull HP 42,400, 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.
Overmatched by 65+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 27 mm primary (range 27–40 mm) | 1,600 (4% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 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) | 27 mm primary (range 27–152 mm) | 31,800 (75% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 27 mm primary (range 6–102 mm) | 2,900 (7% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 152 mm primary (range 6–160 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–38 mm) | 1,600 (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 HP | 21,200 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 (127 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. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 12,700 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior AL Baltimore can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAl BaltimoreAzur Lane
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.
