World of Warships: Legends ship guide

Alaska

Also called: 阿拉斯加 Beta
U.S.A. · Tier ★ · CB Cruiser · Premium
Super-cruiserHeavy-caliber guns on a cruiser body: bully cruisers with AP, avoid battleship brawls.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatch16.1 km gun rangeRadar (9 km)Wide always-pen zoneDefensive AALight secondaries
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Community Data

Alaska Community Stats

Across 22,000+ Standard battles from 330+ players, Alaska averages a 59% win rate, 79,600 damage and 0.9 kills per battle, and survives 39% of them.

Community Data

Alaska Community Stats

Log in to GamingDiver and upload your data to see Community Data for Alaska: community win rate, damage, survival, spotting, and your own comparison.

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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: main battery range in Legendary CAs (16.1 km, 2nd of 21) and heavy AP shells in Legendary CAs (8,900, 3rd of 21). The trade is light secondaries in Legendary CAs (108,000, 13th of 14).

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. Both phases of a turn are slow (13.1 s on the rudder, a 850 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

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. Yours reaches 9 km for 30 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

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.

ELITE MAIN BATTERY ↗
  • Long gun range · 16.1 km
  • Heavy AP shells · 8900 damage
ELITE ARMOR ↗
  • Thickest plate · 330 mm
  • Thick end plates · 32 mm
Deep effective HP ↗

101658 effective HP once Repair Party is counted, top decile of Legendary CAs. Absorbs more total punishment than the raw HP pool suggests.

Extra heal charges ↗

3 Repair Party charges, best of Legendary CAs. More total HP available across a match.

WEAK SECONDARIES ↗
  • Light secondaries · 108000 secondary
  • Few secondary fires · 3 secondary
Acquisition

How to get Alaska

Alaska is available as a Bureau project.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Alaska sits among Legendary CAs (20 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.

BestAP ricochet start60° (1 of 5 tied) BestRepair charges3 (1 of 6 tied) BestMax armor330 mm (1 of 3 tied) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 10%Main battery range16.15 km (2/21) Top 10%AP shell damage8,900 (3/21) Top 10%AP auto-bounce angle67.5° (3/21) Top 25%Hit points60,800 HP (5/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE fire chance27% (5/19) Top 25%Secondary HE alpha1,800 (4/13) Top 25%AP pen at 10 km421 mm (5/21) Top 25%AA DPS646 (5/21) Top 25%Repair heal rate0.8 %/s (5/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%Smoke fire bloom10.17 km (17/21) Bottom 25%Rudder shift13.1 s (17/21) Bottom 25%Turning circle850 m (17/21) Bottom 25%Main battery reload20 s (17/21) Bottom 25%HE DPM116,100 (17/19) Bottom 25%Main dispersion183.7 m (19/21) Bottom 25%AP velocity762 m/s (19/21) Bottom 25%Time to 90% speed27.5 s (17/21) Bottom 25%Acceleration (0-12 kt)9.6 s (17/21) Bottom 25%AP arming threshold51 mm (17/21) Bottom 25%Displacement34,250 t (17/21) Bottom 25%Power-to-weight5.26 hp/t (18/21) Bottom 25%Effective HE DPM (incl. fire)175,858 (17/19) Bottom 25%Flak damage per salvo (expected)1,944 (17/20) WorstSecondary DPM (per side)108,000 (1 of 2 tied) WorstSecondary fire chance5% (1 of 5 tied) WorstNo torpedoes (8 of 21 in cohort)
See 16 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.

Concealment13.31 km(12/21) Air detection7.99 km(12/21) Sigma2.05(13/21) Fires per minute7.29(15/19) AP DPM240,300(16/21) Secondary HE pen21 mm(5/13) HE velocity808 m/s(15/19) Engine power180,000 hp(8/21) Power / turn radius211.8 hp/m(8/21) AA range5 km(15/21) AA threat2,092(15/21) Citadel belt178 mm(7/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.033 s(11 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value)
Survivability
Hit Points60,800
Displacement34,250 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
246.4 x 27.8 m (published figure)
Armor range16–330 mm
Plate armor thicknesses16, 19, 21, 26, 28, 32, 36, 38, 40, 51, 70, 96, 102, 127, 178, 229, 260, 269, 330 mm
Armor material/layer entries57
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 60,800 HP = 8,208 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 60,800 HP = 6,080 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
30,400
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.
18,200
Effective HP
ƒBase 60,800 HP plus everything Repair Party can restore: 0.008 of max HP per second (0.8%) × 28 s × 60,800 HP = 13,619 HP per charge, × 3 charges = 40,858 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
76,000–101,658
Repairable: penetration50%
Repairable: citadel20%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,000 = 10,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,000 = 20,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 45,600 = 91,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
45,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,000 = 10,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,000
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,000 = 12,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,000
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm Mk8
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range16.1 km
Turret traverse6 °/s
Turret armor325 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±143°, ±147°
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 143° (the most restricted forward-facing mount's arc) = 37° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
33° off bow / 37° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (16.1 km) than a standard cruiser: about 184 m wide × 110 m tall, against 144 m × 87 m. Also on this curve (56): Al Ägir, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Constellation, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1615030·10−1.61000+1.6)·30=183.7m
183.7 m at 16.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183.7·0.6=110.2m
110.2 m at 16.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =183.7·0.62.05=53.8m
53.8 m at 16.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =110.2·0.62.05=32.3m
32.3 m at 16.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero 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 (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 30.
Initial: 27 → 30
HE shells
HE alpha4,300
HE Velocity808 m/s
Fire Chance27%
HE fire DPM vs T8 BB59758
Effective HE DPM vs T8 BB175858
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 9 broadside guns = 38,700.
38,700
HE DPM
ƒZero 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 (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 129,000.
Initial: 116,100 → 129,000
Fires/min
ƒZero upgrades: 27 shells/min × 0.27 (27% fire chance) = 7.29. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min × 0.27 (27% fire chance) = 8.1.
Initial: 7.29 → 8.1
AP shells
AP alpha8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP pen max range344 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2470·5170.69·0.305−1.07·7621.38=622.2mm.
622.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.1 km), where the shell has slowed to 495.4 m/s: P=10−7·2470·5170.69·0.305−1.07·495.41.38=343.4mm.
343.4 mm at 16.1 km
AP full-salvo alpha
ƒ8,900 AP damage x 9 broadside guns = 80,100.
80,100
AP DPM
ƒZero 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 (20 s × 0.9 Main Battery Mod. 3 = 18 s) = 267,000.
Initial: 240,300 → 267,000
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.
125
AA Defense
AA mount points48
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk214×4 40mm
20 mm Oerlikon Mk434×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk32 (DP)
Continuous DPS
ƒEffective 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.
98
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.9 hit probability = 337 - the same in-game units as the Close-range AA DPS headline.
337
Range3.5 km
Total DPS in Aura
ƒFar 98 + Medium 337 = 435
435
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.85 hit probability = 211 - the same in-game units as the Close-range AA DPS headline.
211
Range2 km
Total DPS in Aura
ƒFar 98 + Medium 337 + Near 211 = 646
646
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
108,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 3 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 24,592. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
24,592
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 108,000 + secondary fire DPM 24,592 = 132,592: shell damage plus fire damage against one T8 battleship, every shell hitting.
132,592
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3
HE Pen21 mm
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 power180,000 hp
Maximum speed33.0 kt
Turning circle radius850 m
Rudder shift time13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
32.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
27.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
44.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.5 = +1.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.31 km x 0.955 = 12.71 km. Camouflage does not change detectability by air.
13.31 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.31 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.71 km.
12.71 km
Detectability by air7.99 km
Smoke firing penalty10.17 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.31 km) = 16.15 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.15 km
Detect when firing (air)
ƒAir detectability 7.99 km + gun-firing bloom 6.1 km = 14.09 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
14.09 km
Detect when on fire (sea)
ƒSea detectability 13.31 km + 2.0 km while burning = 15.31 km.
15.31 km
Detect when on fire (air)
ƒAir detectability 7.99 km + 3.0 km while burning = 10.99 km.
10.99 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 55 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Catapult Fighter4 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Repair Party3 charges · 50 s reload · 28 s active · 13,619 HP (22.4% of max HP) total heal (per charge)
ƒ0.008 of max HP per second (0.8%) × 28 s effective active time = 0.224 of max HP × 60,800 HP = 13,619 HP: up to 22.4% of max HP restored per charge.
· 40,857 HP (67.2% of max HP) total heal (all charges)
ƒ0.224 of max HP per charge × 3 charges = 0.672 × 60,800 HP = 40,857 HP: up to 67.2% of max HP if the whole Repair Party loadout is used.
· 486 HP/s (0.8% of max HP) heal per second
ƒ0.008 (0.8% of max HP) × 60,800 HP = 486 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (16.1 km) with the same model as Max Horiz/Vert Disp: horizontal 184 / 144 m − 1 = +27%, vertical 110 / 87 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 m. 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.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km34.7 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16150=8075 m, and radiusOnMax=0.6 at 16150 m. Below the kink: k=0.2+(0.5−0.2)·50008075=0.3858, so σV=σH·k=90·0.3858=34.7m.
Shell scatter height @ 10 km69.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16150=8075 m, and radiusOnMax=0.6 at 16150 m. Above the kink: k=0.5+(0.6−0.5)·10000−807516150−8075=0.5238, so σV=σH·k=132·0.5238=69.1m.
Shell scatter height @ 15 km101.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16150=8075 m, and radiusOnMax=0.6 at 16150 m. Above the kink: k=0.5+(0.6−0.5)·15000−807516150−8075=0.5858, so σV=σH·k=174·0.5858=101.9m.
AP pen 5 km510 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2470·5170.69·0.305−1.07·659.61.38=510mm, where 659.6 m/s is the shell's speed when it arrives at 5 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km421 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2470·5170.69·0.305−1.07·574.41.38=421mm, where 574.4 m/s is the shell's speed when it arrives at 10 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km356 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2470·5170.69·0.305−1.07·508.21.38=356mm, where 508.2 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.31 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3433·0.30528·462.3=2.71×10−5. That runs from a 808 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.51 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3343·0.30528·517=2.36×10−5. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,470
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass517 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3343
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range98
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 14x4 -> 337 DPS @ 3.5 km; 20mm Oerlikon MK4 34x1 -> 211 DPS @ 2 km; 5in38 Mk32 Mod12 6x2 -> 98 DPS @ 5 km.
AA DPS layered by range98 DPS @ 5 km, 435 DPS @ 3.5 km, 646 DPS @ 2 km
@ 5 km: 98 from one family; @ 3.5 km: 337 + 98 = 435; @ 2 km: 337 + 211 + 98 = 646. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank646
337 + 211 + 98 = 646 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2092
337 × 3.5 + 211 × 2 + 98 × 5 = 2092. 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 firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. 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
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

An instance of a special type of ship, somewhere between a cruiser and a battleship. Officially classified as a "large cruiser," she was armed with 305 mm guns, had a high speed, and powerful AA defenses. On the other hand, she had relatively weak protection for her size.

Armor Beta

Hull HP 60,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

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
Bow32 mm primary (range 32–40 mm)5,000 (8% of HP)
Overmatched by 460mm+ AP (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)28 mm primary (range 21–330 mm)45,600 (75% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm28 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–269 mm)6,000 (10% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–178 mm)≈ 165,500 (effectively 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.
Superstructure16 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP30,400 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (127 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 HP18,200 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.

Streamer videos

Watch Alaska in live play

Balance History

Balance updates affecting Alaska. Cards are condensed; use each source link for full context.

Nerf ×7Buff ×17Main Battery ×7Torpedo ×1Consumable ×3
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Alaska and Alaska B: credit earnings increased by 5%.
Read the full official post
2024-03-21

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.
Read the full official post
2023-11-02

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 improved:
  • Ship HP increased from 54,720 to 60,800:
  • Bow HP reduced from 7,000 to 3,500.
  • Casemate HP reduced from 13,800 to 6,900.
  • Superstructure HP reduced from 7,400 to 3,700.
  • Stern HP reduced from 8,400 to 4,200.
  • Sonar consumable improved:
  • Duration increased from 96 to 100 s.
  • Sonar ship detection increased from 4.4 to 4.9 km.
  • Sonar torpedo detection increased from 3.1 to 3.4 km.
Read the full official post
2022-01-27

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%.
Read the full official post
2021-08-26

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Alaska can equip.

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.