World of Warships: Legends ship guide

Also known as Alm. Barroso

Almirante Barroso

Beta
Pan-America · Tier II · Cruiser · Premium
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • 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
Key characteristics
2 sigma accuracyNo AA
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Community Data

Almirante Barroso Community Stats

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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

Tight dispersion

92.4 m max horizontal dispersion, top decile of T2 CAs. Accurate at range.

Fast AP shells

9.46 s flight time to max range, top decile of T2 CAs. Harder for targets to dodge.

Fast turret traverse

10.0°/s turret traverse, top decile of T2 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast HE shells

9.46 s HE flight time to max range, top decile of T2 CAs. Harder to dodge.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Light secondaries

20400.0 secondary DPM (theoretical), bottom decile of T2 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

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.

Open in Build Tool →

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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.

BestMain dispersion92.4 m (1/25) Top 10%Rudder shift4.3 s (3/25) Top 10%Displacement3,437 t (2/25) Top 25%Traverse-to-turn ratio6.21 × (4/25) Top 25%Main battery reload5 s (4/25) Top 25%AP velocity853 m/s (7/24) Top 25%HE velocity853 m/s (7/24) Top 25%Acceleration23.4 s (4/25) Top 25%Deck armor76 mm (5/19) Bottom 25%Main battery range10.32 km (23/25) Bottom 25%Fires per minute3.36 (21/24) Bottom 25%AP shell damage2,550 (19/24) Bottom 25%Engine power7,500 hp (22/25) Bottom 25%Turn-speed retention20.3 hp/m (23/25) Bottom 25%Citadel belt25 mm (18/19) WorstSecondary DPM (per side)20,400 (15/15) WorstSecondary range2.5 km (1 of 7 tied) WorstNo AA (9 of 25 in cohort) WorstNo torpedoes (19 of 25 in cohort)
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.

Hit points23,300 HP(10/25) Max speed20.2 kt(19/25) Concealment9.45 km(17/25) Air detection5.67 km(17/25) Main battery caliber152 mm(9/25) Sigma2(11/25) HE shell damage2,100(12/24) HE DPM100,800(11/24) AP DPM122,400(13/24) HE alpha1,700(5/15) Secondary HE pen20 mm(5/15) AP arming threshold25 mm(15/24) Power-to-weight2.18 hp/t(16/25) Max armor76 mm(19/25) NormSecondary fire chance4%(10 of 15 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormBow armor6 mm(18 of 19 tied at this value) NormStern armor6 mm(17 of 19 tied at this value)
Survivability
Hit Points23,300
Displacement3,437 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 16, 25, 38, 76 mm
Armor material/layer entries36
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
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.
7,700
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.
4,600
Main Battery
ModuleArtillery: 152 mm/50 Mk.5
Mounts / barrels6 mounts / 6 barrels
Reload time5.6 s
Firing range10.3 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1031830·80.51000+0.5)·30=92.4m
92.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =92.4·0.6=55.4m
55.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =92.4·0.319(σ=2)=29.5m
29.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =55.4·0.319(σ=2)=17.7m
17.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 5.6 s base reload = 42.9.
42.9
HE shells
HE Damage2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 4 broadside guns = 8,400.
8,400
Base HE DPM
ƒ8,400 HE full-salvo alpha x 60 / 5.6 s base reload = 90,000.
90,000
Base fires/min
ƒ4 HE shells x 60 / 5.6 s reload x 7% fire chance = 3.
3
AP shells
AP Damage2,550
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
219.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.9 km), where the shell has slowed to 333.1 m/s: P=107·1830·47.70.69·0.1521.07·333.11.38=59.9mm.
59.9 mm
AP full-salvo alpha
ƒ2,550 AP damage x 4 broadside guns = 10,200.
10,200
Base AP DPM
ƒ10,200 AP full-salvo alpha x 60 / 5.6 s base reload = 109,286.
109,286
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.
10
S
Secondary Battery
Mounts4
Firing range2.5 km
Shell Grouping (σ)1
Caliber120 mm
Reload time10 s
HE Damage1,700
Muzzle Velocity675 m/s
Fire Chance4%
Armor Pen20 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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
Maneuverability
Engine moduleEngine: 7,500 hp
Engine power7,500 hp
Maximum speed20.2 kt
Turning circle radius370 m
Engine power-boost threshold10.1 kt
Acceleration 0-90%
ƒTime 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: maxPower=(Pm)0.42=(7,5003,437)0.42=1.3878; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<10.1 ktP(t)+drag(v)v10.1 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=23.4s. 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.
23.4 s
Acceleration 0-99%
ƒTime 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 t99=min{t:v(t)0.99Vmax}=40.5s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
40.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·20.2·0.5144370=1.61°/s, so ratio=ωturretωhull=101.61=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea9.45 km
Detectability by air5.67 km
Smoke firing penalty4.15 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.45 km
Detect Fire Sea11.45 km
Detect Fire Air8.67 km
Guaranteed Detect2 km
Consumables
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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp92.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10318}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 92.4\,\text{m}$
Max Vert Disp55.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 92.4 \cdot 0.6 = 55.4\,\text{m}$
Med Horiz Disp29.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 92.4 \cdot 0.319\;(\sigma = 2) = 29.5\,\text{m}$
Med Vert Disp17.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 55.4 \cdot 0.319\;(\sigma = 2) = 17.7\,\text{m}$
AP Pen Close219.2 mm
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.
AP Pen Far59.9 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 333.1 m/s: $P = 10^{-7}\cdot 1830 \cdot 47.7^{0.69} \cdot 0.152^{-1.07} \cdot 333.1^{1.38} = 59.9\,\text{mm}$.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha4
Barrels that can bear on one beam (4 of 6); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha8,400
2,100 HE damage x 4 broadside guns = 8,400.
AP full-salvo alpha10,200
2,550 AP damage x 4 broadside guns = 10,200.
Base HE DPM90,000
8,400 HE full-salvo alpha x 60 / 5.6 s base reload = 90,000.
Base AP DPM109,286
10,200 AP full-salvo alpha x 60 / 5.6 s base reload = 109,286.
Base shells/min42.9
4 broadside guns x 60 / 5.6 s base reload = 42.9.
Base fires/min3
4 HE shells x 60 / 5.6 s reload x 7% fire chance = 3.

AA defense

Close-range AA DPS0
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).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

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 @ 2.5 km172.5 m
2.5 km × 57 + 30 = 172.5 m.

Secondary battery firepower

Secondary DPM (per side)20,400
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).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance4%
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.
Max HE pen20 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: 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.

Bow & stern6 mm

Overmatched by 103+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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
Bow6 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.
Stern6 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.
Citadel25 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.
Superstructure6 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 HP7,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 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.
Rudder (module)separate HP pool, does not drain ship HP4,600 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Almirante Barroso can equip, from in-game data.

  • Almirante Barroso default exterior
    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.