World of Warships: Legends ship guide

Arkansas FE

Beta
U.S.A. · Tier III · Battleship · Premium
Bow-tank anchorHold the line bow-in and soak fire while the team trades.
Playstyle
  • Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
305 mm overmatchHigh HE / fire outputNo AA

Variant of Arkansas

Arkansas FE shares Arkansas's hull but is not a cosmetic-only reskin: its secondary battery dispersion type differs (Arkansas / Graf Zeppelin (unique formula) vs Standard).

Show all differences

Secondary

  • secondary battery dispersion: Arkansas / Graf Zeppelin (unique formula) (vs Standard on Arkansas)
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Community Data

Arkansas FE Community Stats

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Playstyle

Overview

Arkansas FE is a Tier III American battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best turret traverse rate in T3 BBs (8) and best AP shell velocity in T3 BBs (884).

Positioning

Anchor a flank at 10-13 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Flat AP shells

884.0 m/s AP muzzle velocity, best of T3 BBs. Flatter trajectory, less lead, harder to dodge.

AP DPM machine

221333 AP DPM, best of T3 BBs. Punishes broadsides.

Tight secondaries

Improved secondary dispersion bracket (slope 8.4), best of T3 BBs. The bracket determines per-meter-of-range dispersion; lower slope = tighter cone.

Long DCP window

20.0 s Damage Control duration, best of T3 BBs. Stays fire / flood immune longer per activation.

Sluggish rudder

17.8 s rudder shift, worst of T3 BBs. Hard to dodge incoming AP; lean on island cover.

Short gun range

13.18 km main battery reach, bottom decile of T3 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Arkansas FE

Arkansas FE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

William Sims and Willis Lee are the easy American battleship references, with AL Colorado or AL New Jersey as premium options. Inspirations can improve HP, reload, accuracy, or survivability.

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Commanders frequently paired with this ship AL ColoradoAL New JerseyWilliam SimsWillis Lee

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Cohort position

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Where Arkansas FE sits among Tier III BBs (19 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 DPM221,333 (1 of 2 tied) BestAP velocity884 m/s (1 of 2 tied) Top 25%Hit points43,800 HP (3/19) Top 25%HE DPM112,000 (3/19) Top 25%HE velocity884 m/s (5/19) Top 25%Citadel belt279 mm (5/16) Bottom 25%Max speed20.5 kt (17/19) Bottom 25%Secondary fire chance6% (15/18) Bottom 25%Turn-speed retention47.5 hp/m (15/18) Bottom 25%Power-to-weight1.01 hp/t (17/18) WorstRudder shift17.8 s (19/19) WorstTraverse-to-turn ratio3.91 × (19/19) WorstMain battery range13.18 km (19/19) WorstMain dispersion191.8 m (19/19) WorstSecondary dispersion bracket8.4 (19/19) WorstSecondary DPM (per side)162,000 (19/19) WorstNo AA (2 of 19 in cohort)
See 22 mid-pack stats

Not standouts for Arkansas FE -- 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.

Concealment12.51 km(13/19) Air detection10.01 km(13/19) Main battery caliber305 mm(9/19) Main battery reload27 s(12/19) Sigma1.5(15/19) HE shell damage4,200(11/19) HE fire chance22%(13/19) Fires per minute5.87(7/19) AP shell damage8,300(8/19) HE alpha1,800(9/18) Secondary HE pen21 mm(11/18) Acceleration36.3 s(13/18) AP arming threshold51 mm(11/19) Engine power28,000 hp(11/18) Displacement27,680 t(15/19) Secondary range4.5 km(7/19) Repair charges3(9/19) Max armor292 mm(13/19) Bow armor19 mm(7/16) Stern armor19 mm(9/16) Deck armor38 mm(12/16) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit Points43,800
Displacement27,680 t
Armor range13–292 mm
Plate armor thicknesses13, 19, 21, 23, 25, 28, 30, 38, 51, 76, 89, 165, 229, 279, 292 mm
Armor material/layer entries49
Fire resistance10%
Fire duration60 s
Torp Reduction13%
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.
21,900
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.
13,100
Main Battery
ModuleArtillery: 305 mm Mk7
Mounts / barrels6 mounts / 12 barrels
Reload time30 s
Firing range13.2 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1318330·1221000+2)·30=191.8m
191.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.8·0.6=115.1m
115.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =191.8·0.382(σ=1.5)=73.2m
73.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =115.1·0.381(σ=1.5)=43.9m
43.9 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage4,200
HE Velocity884 m/s
Fire Chance22%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
Base HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
100,800
Base fires/min
ƒ12 HE shells x 60 / 30 s reload x 22% fire chance = 5.28.
5.28
AP shells
AP Damage8,300
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2226·394.60.69·0.3051.07·8841.38=571.2mm. Matches the in-game spec card.
571.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 491.9 m/s: P=107·2226·394.60.69·0.3051.07·491.91.38=254.4mm.
254.4 mm
AP full-salvo alpha
ƒ8,300 AP damage x 12 broadside guns = 99,600.
99,600
Base AP DPM
ƒ99,600 AP full-salvo alpha x 60 / 30 s base reload = 199,200.
199,200
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.
40
S
Secondary Battery
Mounts21
Firing range4.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Arkansas / Graf Zeppelin (unique formula)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 8.4 + 48 = 85.8 m.
85.8 m
127 mm Mk7 (×11)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk7 (×10)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 28,000 hp
Engine power28,000 hp
Maximum speed20.5 kt
Turning circle radius590 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (18.4 kt of 20.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(28,00027,680)0.42=1.0048; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=36.3s. 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.
36.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (20.3 kt of 20.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=60.3s. 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.
60.3 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·20.5·0.5144590=1.02°/s, so ratio=ωturretωhull=41.02=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea12.51 km
Detectability by air10.01 km
Smoke firing penalty9.55 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.51 km
Detect Fire Sea14.51 km
Detect Fire Air13.01 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

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)1.5
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp191.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13183}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 191.8\,\text{m}$
Max Vert Disp115.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 191.8 \cdot 0.6 = 115.1\,\text{m}$
Med Horiz Disp73.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 191.8 \cdot 0.382\;(\sigma = 1.5) = 73.2\,\text{m}$
Med Vert Disp43.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 115.1 \cdot 0.381\;(\sigma = 1.5) = 43.9\,\text{m}$
AP Pen Close571.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2226 \cdot 394.6^{0.69} \cdot 0.305^{-1.07} \cdot 884^{1.38} = 571.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far254.4 mm
Same formula at the ship's max firing range (16.5 km), where the shell has slowed to 491.9 m/s: $P = 10^{-7}\cdot 2226 \cdot 394.6^{0.69} \cdot 0.305^{-1.07} \cdot 491.9^{1.38} = 254.4\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha50,400
4,200 HE damage x 12 broadside guns = 50,400.
AP full-salvo alpha99,600
8,300 AP damage x 12 broadside guns = 99,600.
Base HE DPM100,800
50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
Base AP DPM199,200
99,600 AP full-salvo alpha x 60 / 30 s base reload = 199,200.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Base fires/min5.28
12 HE shells x 60 / 30 s reload x 22% fire chance = 5.28.

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 typeArkansas / Graf Zeppelin (unique formula)
Max dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km85.8 m
4.5 km × 8.4 + 48 = 85.8 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 11×1 127 mm (5.5/side) × 60/7 × 1800 = 84,857 + 10×1 127 mm (5/side) × 60/7 × 1800 = 77,143. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 127 mm family.
Max HE pen21 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.

Armor Beta

Hull HP 43,800, 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.

Bow & stern19 mm

Overmatched by 47+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel279 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–51 mm)1,300 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 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)229 mm primary (range 25–279 mm)32,900 (75% of HP)
No common caliber overmatches229 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–89 mm)1,100 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel279 mm primary (range 13–279 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–292 mm)1,200 (3% 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 HP21,900 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 (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.
Rudder (module)separate HP pool, does not drain ship HP13,100 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 Arkansas FE can equip, from in-game data.

  • Arkansas FE default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision

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