World of Warships: Legends ship guide

AL Queen Elizabeth

Beta
U.K. · Tier V · Battleship · Premium
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
381 mm overmatch2 sigma accuracyImproved HE penSpotter planeStiff AP fuse

Variant of Queen Elizabeth

Al Queen Elizabeth is a variant of Queen Elizabeth with artillery buff.

Show all differences

Artillery

  • base firing range15,755 m+1,432 mBetter
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Community Data

AL Queen Elizabeth Community Stats

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Playstyle

Overview

AL Queen Elizabeth is a Tier V British battleship with 381mm guns at 15.8 km on a 27-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. 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 sigma in T5 BBs (2).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Improved HE penetration

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 6/25 T5 BBs.

Tight grouping

Sigma 2.0, best of T5 BBs. More shells land near aim.

Heavy HE shells

6300.0 damage per HE shell, top decile of T5 BBs. Punishes superstructure and modules harder than peers.

Long-reach AA

5.0 km AA reach, top decile of T5 BBs.

High fire chance

35.0% fire chance per HE shell, top decile of T5 BBs.

Stiff AP fuse

64.0 mm AP arming threshold, bottom decile of T5 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get AL Queen Elizabeth

AL Queen Elizabeth 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

  • Azur Lane Crate: Ultimate 0.857143% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate · 1 of 7 ships
Official WG availability sources
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Builds Beta

Build for accuracy, reload, AP performance, survivability, and fire resistance.

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Cohort position

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Where AL Queen Elizabeth sits among Tier V BBs (25 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.

BestSigma2 (1 of 5 tied) Top 10%HE shell damage6,300 (3/25) Top 10%Acceleration33.3 s (3/24) Top 25%Main battery caliber381 mm (5/25) Top 25%HE fire chance35% (5/25) Top 25%AP shell damage11,400 (5/25) Top 25%Turn-speed retention117.6 hp/m (7/25) Top 25%AA DPS322 (5/25) Top 25%AA range5 km (7/25) Top 25%AA threat969 (7/25) Bottom 25%Traverse-to-turn ratio2.95 × (23/25) Bottom 25%HE alpha1,700 (21/24) Bottom 25%Secondary fire chance8% (20/24) Bottom 25%Secondary HE pen19 mm (22/24) Bottom 25%AP fuse timer0.01 s (23/25) Bottom 25%AP arming threshold64 mm (21/25) WorstAP velocity731.5 m/s (1 of 3 tied) WorstHE velocity731.5 m/s (1 of 4 tied)
See 26 mid-pack stats

Not standouts for AL Queen Elizabeth -- 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.

Hit points55,300 HP(11/25) Max speed23.5 kt(18/25) Concealment14.26 km(12/25) Air detection11.41 km(12/25) Rudder shift14.4 s(15/25) Main battery range15.76 km(16/25) Main battery reload27 s(16/25) Fires per minute6.22(18/25) HE DPM112,000(17/25) AP DPM202,667(19/25) Main dispersion213.3 m(18/25) Secondary DPM (per side)204,000(10/25) Engine power80,000 hp(11/25) Displacement37,696 t(13/25) Power-to-weight2.12 hp/t(11/25) Repair charges3(13/25) Max armor330 mm(15/25) Citadel belt330 mm(10/24) Bow armor25 mm(15/24) Stern armor25 mm(15/24) Deck armor76 mm(8/24) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormSecondary range4 km(17 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit Points55,300
Displacement37,696 t
Armor range16–330 mm
Plate armor thicknesses16, 19, 25, 32, 38, 40, 51, 57, 64, 76, 89, 102, 108, 127, 152, 254, 267, 330 mm
Armor material/layer entries84
Fire resistance23.3%
Fire duration60 s
Torp Reduction22%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
27,700
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.
16,600
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.8 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1575530·121.71000+1.7)·30=213.3m
213.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =213.3·0.6=128m
128 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =213.3·0.32(σ=2)=68.2m
68.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128·0.32(σ=2)=40.9m
40.9 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage6,300
HE Velocity731.5 m/s
Fire Chance35%
HE penetration
ƒ95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ6,300 HE damage x 8 broadside guns = 50,400.
50,400
Base HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
100,800
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 35% fire chance = 5.6.
5.6
AP shells
AP Damage11,400
AP Velocity731.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. Matches the in-game spec card.
592.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.7 km), where the shell has slowed to 463.6 m/s: P=107·2190·8790.69·0.3811.07·463.61.38=315.9mm.
315.9 mm
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
Base AP DPM
ƒ91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
182,400
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.
90
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.75) + (49×3.5×0.7) + (34×3.5×0.75) = 322. 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.
322
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IV14×1 20mm
20 mm Oerlikon Mk V4×2 20mm
114 mm/45 Mark II BD (DP)10×2 114mm
Far aura
DPS
ƒIncludes 34 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
34
Range5 km
Medium aura
DPS43
Range2.5 km
Total DPS in Aura
ƒFar 34 + Medium 43 = 77
77
Near aura
DPS49
Range2 km
Total DPS in Aura
ƒFar 34 + Medium 43 + Near 49 = 126
126
S
Secondary Battery
Mounts10
Firing range4.0 km
Shell Grouping (σ)1
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius680 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (21.2 kt of 23.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(80,00037,696)0.42=1.3717; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=33.3s. 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.
33.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (23.3 kt of 23.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=53.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
53.4 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·23.5·0.5144680=1.02°/s, so ratio=ωturretωhull=31.02=2.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.9× drags
Concealment
Detectability by sea14.26 km
Detectability by air11.41 km
Smoke firing penalty13.07 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.26 km
Detect Fire Sea16.26 km
Detect Fire Air14.41 km
Guaranteed Detect2 km
Consumables
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
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp213.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15755}{30}\cdot\dfrac{12-1.7}{1000} + 1.7\right)\cdot 30 = 213.3\,\text{m}$
Max Vert Disp128 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 213.3 \cdot 0.6 = 128\,\text{m}$
Med Horiz Disp68.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 213.3 \cdot 0.32\;(\sigma = 2) = 68.2\,\text{m}$
Med Vert Disp40.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 128 \cdot 0.32\;(\sigma = 2) = 40.9\,\text{m}$
AP Pen Close592.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2190 \cdot 879^{0.69} \cdot 0.381^{-1.07} \cdot 731.5^{1.38} = 592.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far315.9 mm
Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 463.6 m/s: $P = 10^{-7}\cdot 2190 \cdot 879^{0.69} \cdot 0.381^{-1.07} \cdot 463.6^{1.38} = 315.9\,\text{mm}$.
HE penetration95 mm
95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
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 ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,400
6,300 HE damage x 8 broadside guns = 50,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
Base HE DPM100,800
50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
Base AP DPM182,400
91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min5.6
8 HE shells x 60 / 30 s reload x 35% fire chance = 5.6.

AA defense

Close-range AA DPS322
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (43×3.5×0.75) + (49×3.5×0.7) + (34×3.5×0.75) = 322. 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 index969
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)204,000
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: 10×2 114 mm (10/side) × 60/5 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor Beta

Hull HP 55,300, 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.

Bow & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel330 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 19–152 mm)2,800 (5% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)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)152 mm primary (range 16–254 mm)41,500 (75% of HP)
No common caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 19–102 mm)2,000 (4% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 19–330 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).
Superstructure16 mm primary (range 16–76 mm)3,300 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP27,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 (114 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 (40 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 HP16,600 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.

Approximated side profile.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior AL Queen Elizabeth can equip, from in-game data.

  • AL Queen Elizabeth default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur QeAzur Lane

Primary official WG sources

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