World of Warships: Legends ship guide

Atlanta B

Beta
U.S.A. · Tier VI · Cruiser · Premium
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Stay broadside: paper armor overpens AP, but angling thickens the path enough to arm shells into your exposed citadel
  • Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Baits AP overpensHigh HE / fire outputHigh AP DPMLobs over islandsFragile

Variant of Atlanta

Cosmetic-only variant of Atlanta. Identical to Atlanta on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Atlanta B Community Stats

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Playstyle

Overview

Atlanta B is a Tier VI American light cruiser whose signature kit is Surveillance Radar (9.4 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: best HE DPM in T6 CAs (336,000).

Positioning

Hold 10-13 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. 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.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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.

Signature Traits

Exposed citadel

Citadel sits unusually high relative to the waterline. Broadside trades get citadelled where peers would shrug off the salvo. Stay angled and avoid full broadside even briefly.

Surveillance Radar

9.43 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

HE DPM machine

336000 HE DPM, best of T6 CAs. Sustained fire pressure.

Fast turret traverse

25.0°/s turret traverse, top decile of T6 CAs. Tracks fast-rotating targets peers can't keep up with.

Short gun range

12.05 km main battery reach, bottom decile of T6 CAs. Outranged by peers; close distance or lean on terrain.

Loose grouping

Sigma 1.7, bottom decile of T6 CAs. Shells scatter more; bracketing matters.

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.

Best listed chance for this ship

Show all 5 containers (2 more)
  • Ultimate Crate 0.294% VI Atlanta B Event containers · Ultimate Crate → Black Friday Crate 2019
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: San Diego Ship feature / release Start: 2023-07-03 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for reload, range, fire chance, concealment, and survivability. Prioritize commander setups that keep guns active from protected positions.

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Cohort position

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Where Atlanta B sits among Tier VI CAs (41 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 DPM336,000 (1/37) Top 10%Traverse-to-turn ratio15.92 × (4/41) Top 10%Main battery reload4.5 s (3/41) Top 10%AP DPM392,000 (3/40) Top 10%Main dispersion105.4 m (2/41) Top 10%AP arming threshold21 mm (5/40) Top 10%Displacement8,230 t (3/41) Top 25%Fires per minute9.33 (7/37) Top 25%Acceleration24.6 s (9/38) Top 25%Power-to-weight9.11 hp/t (7/41) Top 25%Torpedo speed65 kt (7/32) Bottom 25%AP velocity792 m/s (36/40) Bottom 25%AP fuse timer0.01 s (34/40) Bottom 25%Engine power75,000 hp (37/41) Bottom 25%Turn-speed retention123 hp/m (35/41) Bottom 25%Torpedo range4.5 km (28/32) Bottom 25%Torpedo reload98 s (25/32) Bottom 25%Max armor89 mm (37/41) Bottom 10%Hit points27,500 HP (39/41) WorstMain battery caliber127 mm (1 of 4 tied) WorstMain battery range12.05 km (41/41) WorstSigma1.7 (1 of 2 tied) WorstNo secondaries (5 of 41 in cohort) WorstHE velocity792 m/s (1 of 3 tied) WorstEnd plates13 mm (1 of 3 tied / 1 of 3 tied)
See 12 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(25/41) Concealment11.94 km(23/41) Air detection7.16 km(21/41) Rudder shift8.5 s(13/41) AA DPS252(29/41) AA range5 km(13/41) AA threat1,000(18/41) Torpedo damage≈15,533(11/32) Citadel belt89 mm(21/32) Deck armor65 mm(11/32) NormAP ricochet start45°(31 of 40 tied at this value) NormAP auto-bounce angle60°(29 of 40 tied at this value)
Survivability
Hit Points27,500
Displacement8,230 t
Armor range6–89 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 32, 51, 65, 89 mm
Armor material/layer entries81
Fire resistance30%
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.
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
Main Battery
ModuleArtillery: 16×127 mm
Mounts / barrels8 mounts / 16 barrels
Reload time5 s
Firing range12.1 km
Turret traverse25 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1205330·80.51000+0.5)·30=105.4m
105.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =105.4·0.6=63.2m
63.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =105.4·0.357(σ=1.7)=37.6m
37.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =63.2·0.356(σ=1.7)=22.5m
22.5 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ14 broadside guns x 60 / 5 s base reload = 168.
168
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
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
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 5 s base reload = 302,400.
302,400
Base fires/min
ƒ14 HE shells x 60 / 5 s reload x 5% fire chance = 8.4.
8.4
AP shells
AP Damage2,100
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.1 km), where the shell has slowed to 252 m/s: P=107·2598·250.69·0.1271.07·2521.38=44.9mm.
44.9 mm
AP full-salvo alpha
ƒ2,100 AP damage x 14 broadside guns = 29,400.
29,400
Base 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 kt
Range4.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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.
≈ 15,533
Torpedo detectability1.3 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming201 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.
62,132
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (19×3.5×0.85) + (47×3.5×0.9) = 252. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
252
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
28 mm Mk2 mod. 24×4 28mm
20 mm Oerlikon Mk48×1 20mm
Far aura
DPS
ƒIncludes 47 continuous AA damage from dual-purpose main battery firing as AA in this range band.
47
Range5 km
Medium aura
DPS15
Range3.1 km
Total DPS in Aura
ƒFar 47 + Medium 15 = 62
62
Near aura
DPS19
Range2 km
Total DPS in Aura
ƒFar 47 + Medium 15 + Near 19 = 81
81
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed32.5 kt
Turning circle radius610 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.2 kt of 32.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(75,0008,230)0.42=2.5296; 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=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=24.6s. 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.
24.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.2 kt of 32.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=39.6s. 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.
39.6 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·32.5·0.5144610=1.57°/s, so ratio=ωturretωhull=251.57=15.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
15.9× snappy
Concealment
Detectability by sea11.94 km
Detectability by air7.16 km
Smoke firing penalty5.24 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.94 km
Detect Fire Sea13.94 km
Detect Fire Air10.16 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 · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 25 s active · 9.43 km radar range

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)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp105.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12053}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 105.4\,\text{m}$
Max Vert Disp63.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 105.4 \cdot 0.6 = 63.2\,\text{m}$
Med Horiz Disp37.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 105.4 \cdot 0.357\;(\sigma = 1.7) = 37.6\,\text{m}$
Med Vert Disp22.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 63.2 \cdot 0.356\;(\sigma = 1.7) = 22.5\,\text{m}$
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 792^{1.38} = 218\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.9 mm
Same formula at the ship's max firing range (15.1 km), where the shell has slowed to 252 m/s: $P = 10^{-7}\cdot 2598 \cdot 25^{0.69} \cdot 0.127^{-1.07} \cdot 252^{1.38} = 44.9\,\text{mm}$.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 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 alpha14
Barrels that can bear on one beam (14 of 16); casemate/wing mounts only fire one side.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha25,200
1,800 HE damage x 14 broadside guns = 25,200.
AP full-salvo alpha29,400
2,100 AP damage x 14 broadside guns = 29,400.
Base HE DPM302,400
25,200 HE full-salvo alpha x 60 / 5 s base reload = 302,400.
Base AP DPM352,800
29,400 AP full-salvo alpha x 60 / 5 s base reload = 352,800.
Base shells/min168
14 broadside guns x 60 / 5 s base reload = 168.
Base fires/min8.4
14 HE shells x 60 / 5 s reload x 5% fire chance = 8.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range26.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS252
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (19×3.5×0.85) + (47×3.5×0.9) = 252. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1000
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

Armor Beta

Hull HP 27,500, 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 & stern13 mm

Overmatched by 173+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–51 mm)1,300 (5% of HP)
Overmatched by 203mm+ (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+ (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+ (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 ×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).
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 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.
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.

Approximated side profile.
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Exteriors

Skins & permanent camouflages

Every custom exterior Atlanta B can equip, from in-game data.

  • Atlanta B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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