Also known as Alm. Barroso
Almirante Barroso
Beta- Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
- Avoid: Do not drift broadside while tunnel-visioning damage
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Almirante Barroso Community Stats
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Almirante Barroso Community Stats
Record History
Playstyle
Overview
Almirante Barroso is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Positioning
Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.
Potato Avoidance
Drift broadside while tunnel-visioning damage
Cruiser value comes from staying alive long enough to punish multiple pushes.
Signature Traits
92.4 m max horizontal dispersion, top decile of T2 CAs. Accurate at range.
9.46 s flight time to max range, top decile of T2 CAs. Harder for targets to dodge.
10.0°/s turret traverse, top decile of T2 CAs. Tracks fast-rotating targets peers can't keep up with.
9.46 s HE flight time to max range, top decile of T2 CAs. Harder to dodge.
Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.
20400.0 secondary DPM (theoretical), bottom decile of T2 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.
How to get Almirante Barroso
Almirante Barroso is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.
Official WG availability sources
- Pan-American Cruisers Are Coming to Early Access Early Access / event Start: 2026-03-27 · End: 2026-04-29 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
Builds Beta
Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.
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 Almirante Barroso sits among Tier II CAs (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.
See 20 mid-pack stats
Not standouts for Almirante Barroso -- 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 →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 5.6 s base reload = 42.9.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 4 broadside guns = 8,400.ƒ
8,400 HE full-salvo alpha x 60 / 5.6 s base reload = 90,000.ƒ
4 HE shells x 60 / 5.6 s reload x 7% fire chance = 3.AP shells
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floor(152 mm caliber / 14.3) = 10 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 (12.9 km), where the shell has slowed to 333.1 m/s: .ƒ
2,550 AP damage x 4 broadside guns = 10,200.ƒ
10,200 AP full-salvo alpha x 60 / 5.6 s base reload = 109,286.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
2.5 km × 57 + 30 = 172.5 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (18.2 kt of 20.2). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . 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.ƒ
Time to accelerate from 0 kt to 99% of top speed (20.0 kt of 20.2). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , 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 · 60 s reload · 5 s active
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
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10318}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 92.4\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 92.4 \cdot 0.6 = 55.4\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 92.4 \cdot 0.319\;(\sigma = 2) = 29.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 55.4 \cdot 0.319\;(\sigma = 2) = 17.7\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 853^{1.38} = 219.2\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 333.1 m/s: $P = 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 333.1^{1.38} = 59.9\,\text{mm}$.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 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.Barrels that can bear on one beam (4 of 6); casemate/wing mounts only fire one side.180 degrees / 10 deg/s traverse speed = 18 s.2,100 HE damage x 4 broadside guns = 8,400.2,550 AP damage x 4 broadside guns = 10,200.8,400 HE full-salvo alpha x 60 / 5.6 s base reload = 90,000.10,200 AP full-salvo alpha x 60 / 5.6 s base reload = 109,286.4 broadside guns x 60 / 5.6 s base reload = 42.9.4 HE shells x 60 / 5.6 s reload x 7% fire chance = 3.AA defense
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).Longest-reaching aura across AA-only + dual-purpose auras.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.2.5 km × 57 + 30 = 172.5 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: 4×1 120 mm (2/side) × 60/10 × 1700 = 20,400. 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: 1700 from the 120 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 120 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: 20 mm from the 120 mm family.Armor Beta
Hull HP 23,300, 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.
Overmatched by 103+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 6 mm primary (range 6–13 mm) | 1,300 (6% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 6 mm primary (range 6–13 mm) | 11,500 (49% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 6 mm primary (range 6–25 mm) | 1,100 (5% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 25 mm primary (range 10–25 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. |
| Superstructure | 6 mm primary (range 6–76 mm) | 400 (2% of HP) | 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 | 7,700 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 (120 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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 4,600 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.
3D armor viewer
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior Almirante Barroso 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.
