Alaska B
Also called: 阿拉斯加 B Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
- Avoid: Using radar like a destroyer hunter rather than a position tool
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Alaska B Community Stats
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Alaska B Community Stats
Record History
Playstyle
Overview
Alaska B is a Legendary American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best AP always-pen window in Legendary CAs (60°) and best Repair Party charges in Legendary CAs (3).
Positioning
Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end.
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
9 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.
- Heavy armor · 330.0 mm
- Thick end plates · 32.0 mm
- Thick bow plate · 32.0 mm
60.0° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.
3.0 Repair Party charges, best of Legendary CAs. More total HP available across a match.
55.0 s Damage Control reload, top decile of Legendary CAs. Fire / flood stacks come off cooldown sooner.
108000.0 secondary DPM (theoretical), bottom quartile of Legendary CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.
How to get Alaska B
Alaska B 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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Black Friday '24 crate
1%
⭐ Alaska B
Event · Black Friday '24 crate
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Piñata Chest
0.2%
Tier VIII Premium ship or Legendary Tier ship
Event · Piñata Chest · 1 of 5 ships
-
Black Friday Ultimate Crate
0.167%
⭐ Alaska B
Event · Black Friday Ultimate Crate → Black Friday '24 crate
Show all 4 containers (1 more)
- Explorer's Chest 0.090909% One of these ships New · Explorer's Chest · 1 of 11 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: Congress Ship feature / release Start: 2023-08-21 · 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.
Show direct source rows
- Black Friday '24 crate 1% · ⭐ Alaska B
- Explorer's Chest 0.090909% · One of these ships
- Piñata Chest 0.2% · Tier VIII Premium ship or Legendary Tier ship
Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Alaska B sits among Legendary CAs (22 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 24 mid-pack stats
Not standouts for Alaska B -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
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
Zero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,300 HE damage x 9 broadside guns = 38,700.ƒ
Zero upgrades: 38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 129,000.ƒ
Zero upgrades: 27 shells/min x 27% fire chance = 7.29. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 27% fire chance = 8.1.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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 460.7 m/s: .ƒ
8,900 AP damage x 9 broadside guns = 80,100.ƒ
Zero upgrades: 80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300. All upgrades (Main Battery Mod. 3 = -10% reload): 80,100 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 267,000.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (71×3.5×0.85) + (31×3.5×0.9) = 646. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 98 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 107 raw aura damage × 3.5 × 0.9 hit probability = 337 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 337 = 435ƒ
Effective DPS: 71 raw aura damage × 3.5 × 0.85 hit probability = 211 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 337 + Near 211 = 646ƒ
Each ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
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 reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.7 kt of 33 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), 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 · 55 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party3 charges · 50 s reload · 28 s active · 13,619 HP (22.4% of max HP) total heal (per charge) ƒ
Heal per second (0.8%) x effective active time (28 s) = up to 22.4% of max HP restored per charge.ƒ
22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.ƒ
0.8% of max HP (60,800 HP) per second = 486 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 460.7 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).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 9 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.4,300 HE damage x 9 broadside guns = 38,700.8,900 AP damage x 9 broadside guns = 80,100.Zero upgrades: 38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 129,000.Zero upgrades: 80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300. All upgrades (Main Battery Mod. 3 = -10% reload): 80,100 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 267,000.Zero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.Zero upgrades: 27 shells/min x 27% fire chance = 7.29. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 27% fire chance = 8.1.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (71×3.5×0.85) + (31×3.5×0.9) = 646. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.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 60,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
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 40%, fires burn 45s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–40 mm) | ≈ 3,040 (~5% of HP) | Overmatch not possible in its bracketAngle bounces 410mm32 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) | 28 mm primary (range 21–330 mm) | ≈ 45,600 (~75% of HP) | Overmatch not possible in its bracketAngle bounces 380mm28 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–269 mm) | ≈ 3,040 (~5% of HP) | Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 229 mm primary (range 19–178 mm) | no cap | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 16 mm primary (range 16–36 mm) | no cap | 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). |
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.
Ship Charts
Balance History
Balance updates affecting Alaska B. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Changes
- Main Battery reload time increased from 18 to 20 seconds.
- HP increased for bow, stern, casemate, and superstructure—increasing the damage the ship takes before saturation.
- Bow HP increased from 3,500 to 5,000.
- Casemate HP increased from 6,900 to 10,000.
- Superstructure HP increased from 3,700 to 5,000.
- Stern HP increased from 4,200 to 6,000.
MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES
- Main battery firing range increased from 16 to 16.15 km.
- Main battery reload time reduced from 20.0 to 18.0 s.
- Fire duration increased from 30 to 45 s.
- Hull HP and HP distribution has been ship HP increased from 54,720 to 60,800.
- Hull HP and HP distribution has been bow HP reduced from 7,000 to 3,500.
- Hull HP and HP distribution has been casemate HP reduced from 13,800 to 6,900.
- Hull HP and HP distribution has been superstructure HP reduced from 7,400 to 3,700.
- Hull HP and HP distribution has been stern HP reduced from 8,400 to 4,200.
- Sonar consumable improved.
- Duration increased from 96 to 100 s.
- +2 more official change lines in the source post.
February update: fortes fortuna adiuvat
- Main battery shell dispersion circle increased to about 12% on average.
- . This is less dramatic than it looks, with the biggest accuracy hit coming at shorter distances.
- AP shell armor piercing decreased by 5%.
- Shell grouping increased by 2.5%.
September update: the Redinforcements
- Radius of max dispersion of main guns decreased by 10%, penetration of AP shells increased by 5%. Repair party reload time decreased from 60 to 50 seconds, HP/second regeneration is increased by 33%.
Skins & permanent camouflages
Every custom exterior Alaska B can equip, from in-game data.
DefaultThe ship’s standard exterior
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.
