World of Warships: Legends ship guide

Alabama Black

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Use the same disciplined positions as Alabama: angled, with an exit route, close enough to influence th…
  • Avoid: Do not treat the Black version as a different ship with a license to overpush

Variant of Alabama

Cosmetic-only variant of Alabama. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Community Data

Alabama Black Community Stats

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Playstyle

Overview

Alabama Black plays like Alabama: a sturdy American premium battleship focused on consistent mid-range salvos, flank control, and punishing mistakes.

Positioning

Use the same disciplined positions as Alabama: angled, with an exit route, close enough to influence the objective but not so close that destroyers dictate the fight.

Potato Avoidance

Treat the Black version as a different ship with a…

The same broadside and torpedo mistakes still get punished.

Acquisition

How to get Alabama Black

Alabama Black 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

Official WG availability sources
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Builds Beta

William Sims and Willis Lee are safe American battleship commanders; AL Colorado or AL New Jersey can also fit. Inspirations usually support accuracy, reload, HP, or survivability.

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Commanders frequently paired with this ship William SimsWillis Lee

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The stats below come from the base ship, Alabama. This ship is built on the same hull; in-game data for the variant itself is not available.

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3Fighter
Survivability
Hit Points63,300
Displacement44,519 t
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 22, 25, 32, 38, 50, 60, 76, 102, 121, 154, 156, 157, 168, 184, 274, 287, 305, 310, 343, 406, 439 mm
Armor material/layer entries55
Fire resistance36.6%
Fire duration60 s
Torp Reduction49%
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.
31,700
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.
19,000
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.2 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17172/30·(12−2)/1000 + 2)·30 = 231.7 m
231.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 231.7 × 0.6 = 139 m
139 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 231.7 × 0.331 (σ=1.9) = 76.8 m
76.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 139 × 0.332 (σ=1.9) = 46.1 m
46.1 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage5,700
HE Velocity803 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.
102,600
Installed HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.
114,000
Base fires/min
ƒ9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.
6.48
AP shells
AP Damage13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical 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 × 2598 × 1225^0.69 × 0.406^-1.07 × 701^1.38 = 778.8 mm. Matches the in-game spec card.
778.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.5 km), where the shell has slowed to 467.4 m/s: 1e-7 × 2598 × 1225^0.69 × 0.406^-1.07 × 467.4^1.38 = 445.1 mm.
445.1 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.
235,800
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.
262,000
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.
150
AA Defense
AA mount points64
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (106×3.5×0.7) + (50×3.5×0.75) = 627. 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.
627
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk212×4 40mm
20 mm Oerlikon Mk452×1 20mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range5 km
Medium aura
DPS90
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 90 = 140
140
Near aura
DPS106
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 90 + Near 106 = 246
246
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 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: 130,000 hp
Engine power130,000 hp
Maximum speed27.5 kt
Turning circle radius710 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.9× drags
Concealment
Detectability by sea15.41 km
Detectability by air12.33 km
Smoke firing penalty14.86 km
Detect after firing main guns15.41 km
Detect Fire Sea17.41 km
Detect Fire Air15.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 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

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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 (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp231.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17172/30·(12−2)/1000 + 2)·30 = 231.7 m
Max Vert Disp139 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 231.7 × 0.6 = 139 m
Med Horiz Disp76.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 231.7 × 0.331 (σ=1.9) = 76.8 m
Med Vert Disp46.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 139 × 0.332 (σ=1.9) = 46.1 m
AP Pen Close778.8 mm
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 × 2598 × 1225^0.69 × 0.406^-1.07 × 701^1.38 = 778.8 mm. Matches the in-game spec card.
AP Pen Far445.1 mm
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 467.4 m/s: 1e-7 × 2598 × 1225^0.69 × 0.406^-1.07 × 467.4^1.38 = 445.1 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM102,600
51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.
Base AP DPM235,800
117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800.
Installed HE DPM114,000
51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.
Installed AP DPM262,000
117,900 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 262,000.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min6.48
9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.
Installed fires/min7.2
9 HE shells x 60 / 27 s installed reload x 36% fire chance = 7.2.

AA defense

Close-range AA DPS627
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (106×3.5×0.7) + (50×3.5×0.75) = 627. 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 index2003
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)180,000
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: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
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.
Max HE pen21 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: 21 mm from the 127 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior Alabama Black can equip, from in-game data.

  • Alabama Black default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision