World of Warships: Legends ship guide

Atlântico

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Push to within secondary range (~7.5 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (8 km)SlowFragile
Community Data

Atlântico Community Stats

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Playstyle

Overview

Atlântico is a Tier VII Pan-American secondary battleship with top-decile secondary reach out to 7.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: best DCP duration in T7 BBs (20 s).

Positioning

Push to within secondary range (~7.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

Punchy HE secondaries

3850.0 max HE alpha per secondary shell, best of T7 BBs. Bigger per-shell damage than peers.

Burny secondaries

21.0% best HE fire chance per secondary shell (before target resistance), best of T7 BBs. Stacks fires faster than peers in a brawl.

Punch-through secondaries

59.0 mm best HE pen across secondary families, best of T7 BBs. Pens hull plates peers' secondaries shatter on.

Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Short gun range

16.45 km main battery reach, bottom decile of T7 BBs. Outranged by peers; close distance or lean on terrain.

Bleeds speed in turns

91.5 hp per metre of turn radius, bottom decile of T7 BBs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Atlântico

Atlântico 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

  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
Show all 6 containers (3 more)
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
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: Atlântico Ship feature / release Start: 2023-03-15 · 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

Pedro Lima Santos is the official Pan-American release commander direction for Atlântico. Build around secondary/brawling value first, then add survivability and main-battery consistency so the ship can reach and hold the range where her 9.2-inch secondaries are decisive.

Open in Build Tool →

Commanders frequently paired with this ship Pedro Lima Santos

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Atlântico sits among Tier VII BBs (39 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 alpha3,850 (1/37) BestSecondary fire chance21% (1/37) BestSecondary HE pen59 mm (1/37) Top 10%Traverse-to-turn ratio6.51 × (3/39) Top 10%Acceleration8 s (3/39) Top 10%Secondary range7.5 km (3/39) Top 25%Stealth profile14.95 km / 11.96 km (6/39 / 5/39) Top 25%Secondary dispersion bracket43.5 (9/39) Top 25%Displacement41,834 t (5/39) Bottom 25%Hit points60,100 HP (36/39) Bottom 25%AP shell damage10,700 (34/39) Bottom 25%Deck armor76 mm (33/36) Bottom 10%Max speed25 kt (37/39) Bottom 10%Engine power73,200 hp (37/39) Bottom 10%Turn-speed retention91.5 hp/m (38/39) Bottom 10%Power-to-weight1.75 hp/t (37/39) WorstMain battery range16.45 km (39/39) WorstNo torpedoes (27 of 39 in cohort)
See 21 mid-pack stats

Not standouts for Atlântico -- 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.

Rudder shift19.5 s(11/39) Main battery caliber381 mm(25/39) Main battery reload27 s(25/39) Sigma1.8(23/39) AP DPM237,778(28/39) Main dispersion224.5 m(23/39) Secondary DPM (per side)237,840(15/39) AP velocity804 m/s(24/39) AP arming threshold64 mm(15/39) AA DPS563(17/39) AA range5 km(15/39) AA threat1,717(18/39) Repair charges3(19/39) Max armor356 mm(21/39) Citadel belt280 mm(25/37) Stern armor32 mm(15/37) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3
Survivability
Hit Points60,100
Displacement41,834 t
Armor range19–356 mm
Plate armor thicknesses19, 25, 32, 38, 50, 51, 63, 75, 76, 90, 102, 152, 254, 280, 305, 356 mm
Armor material/layer entries89
Fire resistance36.6%
Fire duration60 s
Torp Reduction31%
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.
30,100
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.
18,000
Main Battery
ModuleArtillery: 381 mm/42 Mk I Mk I**/N
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range16.4 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16448/30·(12−2)/1000 + 2)·30 = 224.5 m
224.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 224.5 × 0.6 = 134.7 m
134.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 224.5 × 0.344 (σ=1.8) = 77.2 m
77.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 134.7 × 0.344 (σ=1.8) = 46.3 m
46.3 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE penetration
ƒfloor(381 mm caliber / 6): standard HE penetration.
63 mm
AP shells
AP Damage10,700
AP Velocity804 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 804^1.38 = 740 mm. Matches the in-game spec card.
740 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.6 km), where the shell has slowed to 509.1 m/s: 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 509.1^1.38 = 393.9 mm.
393.9 mm
AP full-salvo alpha
ƒ10,700 AP damage x 10 broadside guns = 107,000.
107,000
Base AP DPM
ƒ107,000 AP full-salvo alpha x 60 / 30 s base reload = 214,000.
214,000
Installed AP DPM
ƒ107,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 237,778.
237,778
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.
120
AA Defense
AA mount points52
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.75) + (98×3.5×0.7) + (27×3.5×0.75) = 563. 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.
563
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk24×4 40mm
40 mm Bofors Mk112×2 40mm
20 mm Oerlikon Mk2016×2 20mm
20 mm Oerlikon Mk420×1 20mm
127 mm/38 Mk12 Mk24 (DP)10×1 127mm
Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
27
Range5 km
Medium aura
DPS96
Range3.5 km
Total DPS in Aura
ƒFar 27 + Medium 96 = 123
123
Near aura
DPS98
Range2 km
Total DPS in Aura
ƒFar 27 + Medium 96 + Near 98 = 221
221
S
Secondary Battery
Mounts18
Firing range7.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Improved (22.5%)
127 mm/38 Mk12 Mk24 (×10)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
234 mm/50 Mk XI Mk VII (×8)
Caliber234 mm
Reload time12.5 s
HE Damage3,850
Muzzle Velocity761 m/s
Fire Chance21%
Armor Pen59 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 73,200 hp
Engine power73,200 hp
Maximum speed25 kt
Turning circle radius800 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.5× slow
Concealment
Detectability by sea14.95 km
Detectability by air11.96 km
Smoke firing penalty13.69 km
Detect after firing main guns14.95 km
Detect Fire Sea16.95 km
Detect Fire Air14.96 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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse6 → 5 °/s

See all derived stats

Show

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp224.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16448/30·(12−2)/1000 + 2)·30 = 224.5 m
Max Vert Disp134.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 224.5 × 0.6 = 134.7 m
Med Horiz Disp77.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 224.5 × 0.344 (σ=1.8) = 77.2 m
Med Vert Disp46.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 134.7 × 0.344 (σ=1.8) = 46.3 m
AP Pen Close740 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 804^1.38 = 740 mm. Matches the in-game spec card.
AP Pen Far393.9 mm
Same formula at the ship's max firing range (20.6 km), where the shell has slowed to 509.1 m/s: 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 509.1^1.38 = 393.9 mm.
HE penetration63 mm
floor(381 mm caliber / 6): standard HE penetration.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
AP full-salvo alpha107,000
10,700 AP damage x 10 broadside guns = 107,000.
Base AP DPM214,000
107,000 AP full-salvo alpha x 60 / 30 s base reload = 214,000.
Installed AP DPM237,778
107,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 237,778.
Base shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Installed shells/min22.2
10 broadside guns x 60 / 27 s installed Artillery reload = 22.2.

AA defense

Close-range AA DPS563
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.75) + (98×3.5×0.7) + (27×3.5×0.75) = 563. 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 index1717
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

Secondary battery dispersion

Secondary dispersion typeImproved (40%) + Improved (22.5%)
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 10 dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30 for this family. Slope is set per gun model in the binary.
127 mm × 10 max disp @ 7.5 km356.2 m
7.5 km × 43.5 + 30 = 356.2 m.
234 mm × 8 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model in the binary.
234 mm × 8 max disp @ 7.5 km277.5 m
7.5 km × 33 + 30 = 277.5 m.

Secondary battery firepower

Secondary DPM (per side)237,840
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: 10×1 127 mm (5/side) × 60/6 × 1800 = 90,000 + 8×2 234 mm (8/side) × 60/12.5 × 3850 = 147,840. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha3850
Maximum HE damage per shell across secondary HE families. Best on this ship: 3850 from the 234 mm family.
Max HE fire chance21%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 21% from the 234 mm family.
Max HE pen59 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: 59 mm from the 234 mm family.

Armor

Hull HP 60,100, 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–254 mm)3,100 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)152 mm primary (range 25–356 mm)45,100 (75% of HP)
No common caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–254 mm)2,700 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel280 mm primary (range 19–280 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).
Superstructure305 mm1,900 (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 HP30,100 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 (234 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.
AA mount (40 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 HP18,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

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.