World of Warships: Legends ship guide

Also known as Atlanta Black

Atlanta B

Also called: 亚特兰大 B · Atlanta (B) Beta
U.S.A. · Tier VI · CL Cruiser · Premium · Atlanta Variant
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Playstyle
  • Stay broadside: paper armor overpens AP, but angling thickens the path enough to arm shells into your exposed citadel
  • Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Baits AP overpensRadar (8.49 km)High HE DPMHigh AP DPMLobs over islandsFragile
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Community Data

Atlanta B Community Stats

Across 5,300+ Standard battles from 120+ players, Atlanta B averages a 56% win rate, 42,300 damage and 0.9 kills per battle, and survives 29% of them.

Community Data

Atlanta B Community Stats

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

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Playstyle

Overview

Atlanta B is a Tier VI American light cruiser whose 127mm guns bring 302,400 HE DPM (1st of 37). Surveillance Radar (8.5 km) is the cap-control consumable on top, so she sets fights as well as winning them. She also puts out top-decile AP (352,800 AP DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: turret traverse rate in T6 CAs (25, 3rd of 44) and tight pattern at max range in T6 CAs (105.4 m, 2nd of 44). The trade is short gun range in T6 CAs (12.1 km, 44th of 44).

Positioning

Hold cover beside a contested cap, close enough that an island can break sightline when focus shifts. Radar reaches 8.5 km, so the drop only pays once you are near enough to use it: push it when the destroyer fight is yours, not to fish for a lone kill, or the next push has no answer to smoke or vision. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Her citadel sits high enough that even glancing broadside shots can land citadel pens; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden. Once the rudder is over she turns tightly for her cohort (610 m), so a committed turn costs less water than most of what she is fighting.

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 8.5 km for 25 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Paper-thin armor

Hull plating is thin enough that large-caliber AP shells overpenetrate clean when hitting broadside, dealing minimal damage. Angling or going bow-in adds effective thickness that can arm incoming shells, putting the exposed citadel at risk. Keep your broadside to large-caliber guns; only angle against mid-caliber AP.

Surveillance Radar

8.49 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 302400 HE
  • AP DPM machine · 352800 AP
  • Fast turret traverse · 25°/s
  • Tight pattern at max range · 105.4 m
Long-duration radar ↗

25 s Surveillance Radar duration, best of the 8 T6 CAs with radar. Keeps caps lit longer.

MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 12.1 km
  • Loose grouping
Acquisition

How to get Atlanta B

Atlanta B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

Show all 6 containers (3 more)
  • Ultimate Crate 0.2941% VI Atlanta B Archived · Ultimate Crate → Black Friday crate
  • Piñata Chest 0.2% Tier V or VI Premium ship Event · Piñata Chest · 1 of 20 ships
  • Explorer's Chest 0.148148% One of these ships Event · Explorer's Chest · 1 of 27 ships
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

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Where Atlanta B sits among Tier VI CAs (44 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.

BestHE DPM302,400 (1/37) BestEffective HE DPM (incl. fire)365,216 (1/37) BestFlak damage per salvo (expected)1,782 (1/43) Top 10%Smoke fire bloom5.24 km (5/44) Top 10%Main battery reload5 s (3/44) Top 10%AP DPM352,800 (3/43) Top 10%Main dispersion105.4 m (2/44) Top 10%AP arming threshold21 mm (5/43) Top 10%Displacement8,230 t (3/44) Top 25%Turning circle610 m (10/44) Top 25%Fires per minute8.4 (9/37) Top 25%Time to 90% speed23.3 s (9/44) Top 25%Power-to-weight9.11 hp/t (7/44) Top 25%Torpedo speed65 kt (7/34) Top 25%Torpedo reaction time7.4 s (9/34) Bottom 25%AP velocity792 m/s (39/43) ShorterAP fuse timer0.01 s (37/43) Bottom 25%Engine power75,000 hp (39/44) Bottom 25%Power / turn radius123 hp/m (37/44) Bottom 25%Torpedo range4.5 km (30/34) Bottom 25%Torpedo reload98 s (27/34) Bottom 25%Max armor89 mm (40/44) Bottom 10%Hit points27,500 HP (42/44) Bottom 10%AP pen at 10 km55 mm (41/43) WorstMain battery caliber127 mm (1 of 4 tied) WorstMain battery range12.05 km (44/44) WorstSigma1.7 (1 of 2 tied) WorstNo secondaries (5 of 44 in cohort) WorstHE velocity792 m/s (1 of 3 tied) WorstEnd plates13 mm (1 of 5 tied / 1 of 6 tied)
See 13 mid-pack stats

Not standouts for Atlanta B -- 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.

Max speed32.5 kt(28/44) Concealment11.94 km(23/44) Air detection7.16 km(21/44) Rudder shift8.5 s(15/44) Acceleration (0-12 kt)8.6 s(13/44) AA DPS252(29/44) AA range5 km(15/44) AA threat1,000(18/44) Torpedo damage≈15,533(13/34) Citadel belt89 mm(32/44) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value)
Survivability
Hit Points27,500
Displacement8,230 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.
165.1 x 16.2 m (same hull as atlanta)
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries81
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 27,500 HP = 2,475 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 × 27,500 HP = 2,750 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
13,800
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.
8,300
Repairable: penetration50%
Repairable: citadel10%
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 × 1,300 = 2,600), 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.
1,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), 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.
3,500
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 × 20,600 = 41,200), 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.
20,600
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 × 1,900 = 3,800), 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.
1,900
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 × 1,600 = 3,200), 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.
1,600
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
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 16×127 mm
Mounts / barrels8 mounts / 16 barrels
Reload time5 s
Firing range12.1 km
Turret traverse25 °/s
Turret armor32 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.
4x ±150°, ±146°, 166° port-only, 166° starboard-only, ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
32° off bow / 34° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 9% tighter (better) horizontal dispersion and 9% less vertical spread at max range (12.1 km) than a standard cruiser: about 105 m wide × 63 m tall, against 116 m × 70 m. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1205330·8−0.51000+0.5)·30=105.4m
105.4 m at 12.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =105.4·0.6=63.2m
63.2 m at 12.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =105.4·0.61.7=37.2m
37.2 m at 12.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =63.2·0.61.7=22.3m
22.3 m at 12.1 km
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒ14 broadside guns x 60 / 5 s base reload = 168.
168
HE shells
HE alpha1,800
HE Velocity792 m/s
Fire Chance5%
HE fire DPM vs T6 BB62816
Effective HE DPM vs T6 BB365216
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 14 broadside guns = 25,200.
25,200
HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
Fires/min
ƒ168 shells/min × 0.05 (5% fire chance) = 8.4.
8.4
AP shells
AP alpha2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·250.69·0.127−1.07·7921.38=218mm.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.1 km), where the shell has slowed to 258.4 m/s: P=10−7·2598·250.69·0.127−1.07·258.41.38=46.5mm.
46.5 mm at 12.1 km
AP full-salvo alpha
ƒ2,100 AP damage x 14 broadside guns = 29,400.
29,400
AP DPM
ƒ29,400 AP full-salvo alpha x 60 / 5 s base reload = 352,800.
352,800
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
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time98 s
Projectile speed65.0 kt
Range4.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,633
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 120° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
62,132
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
28 mm Mk2 mod. 24×4 28mm
20 mm Oerlikon Mk48×1 20mm
Far aura
Gunsmain battery (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 148 from dual-purpose main battery firing as AA in this range band.
148
Range5 km
Medium aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.9 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
47
Range3.1 km
Total DPS in Aura
ƒFar 148 + Medium 47 = 195
195
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.85 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
57
Range2 km
Total DPS in Aura
ƒFar 148 + Medium 47 + Near 57 = 252
252
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 × 220 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.
220
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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
Maneuverability
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Rudder shift time8.5 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 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
25.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
23.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
36.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 6.5 = +18.5°/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 (+18.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.94 km x 0.955 = 11.4 km. Camouflage does not change detectability by air.
11.94 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.94 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.4 km.
11.4 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.94 km) = 12.05 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
12.05 km
Detect when firing (air)
ƒAir detectability 7.16 km + gun-firing bloom 2.54 km = 9.7 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
9.7 km
Detect when on fire (sea)
ƒSea detectability 11.94 km + 2.0 km while burning = 13.94 km.
13.94 km
Detect when on fire (air)
ƒAir detectability 7.16 km + 3.0 km while burning = 10.16 km.
10.16 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 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.
Surveillance Radar2 charges · 180 s reload · 25 s active · 8.49 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 283×301000=8.49 km

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 cruiser9% tighter H · 9% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (12.1 km) with the same model as Max Horiz/Vert Disp: horizontal 105 / 116 m − 1 = -9%, vertical 63 / 70 m − 1 = -9%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km23.6 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=0.5·12053=6026 m, and radiusOnMax=0.6 at 12053 m. Below the kink: k=0.2+(0.5−0.2)·50006026=0.4489, so σV=σH·k=52.5·0.4489=23.6m.
Shell scatter height @ 10 km50.9 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=0.5·12053=6026 m, and radiusOnMax=0.6 at 12053 m. Above the kink: k=0.5+(0.6−0.5)·10000−602612053−6026=0.5659, so σV=σH·k=90·0.5659=50.9m.
AP pen 5 km104 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 =10−7·2598·250.69·0.127−1.07·463.71.38=104mm, where 463.7 m/s is the shell's speed when it arrives at 5 km (from 792 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 km55 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 =10−7·2598·250.69·0.127−1.07·290.81.38=55mm, where 290.8 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km8.17 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·0.347·0.12728·25=8.79×10−5. That runs from a 792 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.
HE flight time @ 10 km8.28 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·0.347·0.12728·24.5=8.97×10−5. That runs from a 792 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)14
Counted from each mount's firing arc: most barrels that bear at once: 14 of 16, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,598
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 mass25 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 coefficient0.347
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
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.

Torpedoes

Estimated torpedo reaction time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range25.8 s
4500 m / (65.0 kt × 2.6855) = 25.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range148
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 1in Mk2 Mod2 4x4 -> 47 DPS @ 3.1 km; 20mm Oerlikon MK4 8x1 -> 57 DPS @ 2 km; Far AA (?) -> 148 DPS @ 5 km.
AA DPS layered by range148 DPS @ 5 km, 195 DPS @ 3.1 km, 252 DPS @ 2 km
@ 5 km: 148 from one family; @ 3.1 km: 47 + 148 = 195; @ 2 km: 47 + 57 + 148 = 252. 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-blank252
47 + 57 + 148 = 252 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1000
47 × 3.1 + 57 × 2 + 148 × 5 = 1000. 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
Open in Charting Tool

Ship Charts

Background

A relatively small ship for her type featuring powerful AA armament and designed for use in joint operations with destroyers. The ship carried torpedo tubes and numerous dual-purpose rapid-fire artillery.

Armor Beta

Hull HP 27,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern13 mm

Overmatched by 181+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel89 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–51 mm)1,300 (5% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 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)25 mm20,600 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–25 mm)1,600 (6% of HP)
Overmatched by 203mm+ AP (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel89 mm primary (range 13–89 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 6–65 mm)1,900 (7% 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 HP13,800 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.
AA mount (28 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 HP8,300 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Atlanta B can equip.

  • Atlanta B 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.