Alaska
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
Alaska Community Stats
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Alaska Community Stats
Playstyle
Overview
Alaska 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
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.
330.0 mm max plate, best of Legendary CAs.
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.
32.0 mm bow, best of Legendary CAs. Harder for same-tier guns to overmatch.
~11.2 s to max forward speed, bottom decile of Legendary CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
How to get Alaska
Alaska is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- 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.
Builds Beta
Build for AP performance, reload, radar utility, concealment, and survivability. Emphasize cruiser-killing consistency while mitigating fire and sustained-focus damage.
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 sits among Legendary CAs (21 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 15 mid-pack stats
Not standouts for Alaska -- 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 chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
patched
- baseline20In-game data
- 2023-11-0218MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES Main battery reload time reduced from 20.0 to 18.0 s.
- 2024-03-2120Ministry of Balance: Spring Changes Main Battery reload time increased from 18 to 20 seconds.
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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 = (16150/30·(10−1.6)/1000 + 1.6)·30 = 183.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183.7 × 0.6 = 110.2 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183.7 × 0.314 (σ=2.05) = 57.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.2 × 0.314 (σ=2.05) = 34.6 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
9 broadside guns x 60 / 20 s base reload = 27.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
38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100.ƒ
38,700 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 129,000.ƒ
9 HE shells x 60 / 20 s reload x 27% fire chance = 7.29.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 × 2470 × 517^0.69 × 0.305^-1.07 × 762^1.38 = 622.2 mm. 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: 1e-7 × 2470 × 517^0.69 × 0.305^-1.07 × 460.7^1.38 = 310.7 mm.ƒ
8,900 AP damage x 9 broadside guns = 80,100.ƒ
80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300.ƒ
80,100 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 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.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 107 = 138ƒ
Far 31 + Medium 107 + Near 71 = 209ƒ
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.
Damage Control Party∞ charges · 55 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5.47 km ship detect · 3.8 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 Party3 charges · 50 s reload · 28 s active · 0.8% heal per second · 22.4% of max HP total heal
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 = (16150/30·(10−1.6)/1000 + 1.6)·30 = 183.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 183.7 × 0.6 = 110.2 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 183.7 × 0.314 (σ=2.05) = 57.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 110.2 × 0.314 (σ=2.05) = 34.6 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 × 2470 × 517^0.69 × 0.305^-1.07 × 762^1.38 = 622.2 mm. 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: 1e-7 × 2470 × 517^0.69 × 0.305^-1.07 × 460.7^1.38 = 310.7 mm.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 = 80,100.38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100.80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300.38,700 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 129,000.80,100 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 267,000.9 broadside guns x 60 / 20 s base reload = 27.9 broadside guns x 60 / 18 s installed Artillery reload = 30.9 HE shells x 60 / 20 s reload x 27% fire chance = 7.29.9 HE shells x 60 / 18 s installed reload 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.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
Hull HP 60,800, 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 | 32 mm primary (range 32–40 mm) | 5,000 (8% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle 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) | 16 mm primary (range 16–330 mm) | 45,600 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–269 mm) | 6,000 (10% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 178 mm primary (range 19–178 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.20 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 (×0.20 direct pen, ×0.10 over-pen). |
| Superstructure | 36 mm primary (range 36–330 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 30,400 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 | 18,200 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.
Streamer videos
Watch Alaska in live play
Watch Alaska in live play
Balance History
Balance updates affecting Alaska. 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 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.
