World of Warships: Legends ship guide

Atlântico

Also called: 大西洋 Beta
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~7.5 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7.5 km)Tight turning circleFast turret traverseLong DCP windowSlowFragile
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Community Data

Atlântico Community Stats

Across 23,000+ Standard battles from 290+ players, Atlântico averages a 58% win rate, 79,900 damage and 1.1 kills per battle, and survives 30% of them.

Community Data

Atlântico Community Stats

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

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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: tight turning circle (800 m) and best punchy HE secondaries in T7 BBs (3,850).

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

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Extended secondary range · 7.5 km
  • Burny secondaries · 21%
  • Punchy HE · 3850 max
  • Punch-through secondaries · 59 mm
Tight turning circle ↗

800 m turning circle, top quartile of T7 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.

Fast turret traverse ↗

6°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Long DCP window ↗

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

Slow for the class ↗

25 kt, bottom decile of T7 BBs. Hard to rotate flanks or disengage; commit positioning early.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

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.

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

Best listed chance for this ship

  • Fleet Celebration crate 1% One of these ships Event · Fleet Celebration crate · 1 of 3 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
Show all 7 containers (4 more)
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · 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%
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · 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 Archived · 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 Archived · 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
  • Pan-American Cruisers Are Coming to Early Access Crates Start: 2026-03-27
    • In addition to the new ships, the bundle can also drop two other Pan-American ships: Tier VII Premium battleship Atlântico with Commander Henrique Fernandes or Tier V Premium destroyer Juruá with new Commander Manuel Pereira Martinez.
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.

WG official build from Through the Spy Glass: Atlântico.

Source: Through the Spy Glass: Atlântico

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Atlântico sits among Tier VII BBs (48 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.

BestSecondary HE alpha3,850 (1/46) BestSecondary fire chance21% (1/46) BestSecondary HE pen59 mm (1/46) Top 10%Displacement41,834 t (5/49) Top 10%Secondary range7.5 km (4/49) Top 25%Stealth profile14.95 km / 11.96 km (7/49 / 6/49) Top 25%Smoke fire bloom13.69 km (11/49) Top 25%Turning circle800 m (11/49) Top 25%Secondary dispersion bracket43.5 (13/49) Bottom 25%Hit points60,100 HP (44/49) Bottom 25%AP shell damage10,700 (43/49) Bottom 25%AP pen at 10 km527 mm (40/49) Bottom 25%Flak damage per salvo (expected)1,102 (41/49) Bottom 10%Max speed25 kt (47/49) Bottom 10%Main battery range16.45 km (48/49) Bottom 10%Acceleration (0-12 kt)15.8 s (47/49) Bottom 10%Engine power73,200 hp (47/49) Bottom 10%Power / turn radius91.5 hp/m (48/49) Bottom 10%Power-to-weight1.75 hp/t (47/49) WorstNo torpedoes (33 of 49 in cohort)
See 23 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 shift15 s(15/49) Main battery caliber381 mm(31/49) Main battery reload30 s(33/49) Sigma1.8(29/49) AP DPM214,000(34/49) Main dispersion224.5 m(21/49) Secondary DPM (per side)237,000(20/49) AP velocity804 m/s(31/49) Time to 90% speed34.6 s(37/49) AP arming threshold64 mm(19/49) AA DPS563(23/49) AA range5 km(19/49) AA threat1,717(25/49) Repair charges3(23/49) Max armor356 mm(27/49) Citadel belt280 mm(35/48) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit Points60,100
Displacement41,834 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.
227.9 x 30.4 m
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 resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 60,100 HP = 10,818 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 60,100 HP = 12,020 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.23 hull torpedo-damage coefficient / 0.333 unprotected baseline = 31%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
31%
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.
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
Effective HP
ƒBase 60,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 60,100 HP = 8,414 HP per charge, × 3 charges = 25,242 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
66,778–85,342
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 × 3,100 = 6,200), 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.
3,100
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,300 = 20,600), 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.
10,300
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 × 45,100 = 90,200), 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.
45,100
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 × 2,700 = 5,400), 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.
2,700
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
ModuleArtillery: 381 mm/42 Mk I Mk I**/N
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range16.4 km
Turret traverse6 °/s
Turret armor305 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.
5x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.4 km) shells land in an ellipse about 224 m wide and 135 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, BA Montana, Bellerophon, Bourgogne, California, Collingwood and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1644830·12−21000+2)·30=224.5m
224.5 m at 16.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =224.5·0.6=134.7m
134.7 m at 16.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =224.5·0.61.8=74.8m
74.8 m at 16.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =134.7·0.61.8=44.9m
44.9 m at 16.4 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 30 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 22.2.
Initial: 20 → 22.2
AP shells
AP alpha10,700
AP Velocity804 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range435 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2400·8790.69·0.381−1.07·8041.38=740mm.
740 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 546.6 m/s: P=10−7·2400·8790.69·0.381−1.07·546.61.38=434.5mm.
434.5 mm at 16.4 km
AP full-salvo alpha
ƒ10,700 AP damage x 10 broadside guns = 107,000.
107,000
AP DPM
ƒZero upgrades: 107,000 AP full-salvo alpha x 60 / 30 s base reload = 214,000. All upgrades (Main Battery Mod. 3 = -10% reload): 107,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 237,778.
Initial: 214,000 → 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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×1 127mm
Far aura
Guns127 mm/38 Mk12 Mk24 (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 71 from dual-purpose secondaries firing as AA in this range band.
71
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 96 raw aura damage × 3.5 × 0.75 hit probability = 252 - the same in-game units as the Close-range AA DPS headline.
252
Range3.5 km
Total DPS in Aura
ƒFar 71 + Medium 252 = 323
323
Near aura
Guns20 mm Oerlikon Mk20 + 20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 98 raw aura damage × 3.5 × 0.7 hit probability = 240 - the same in-game units as the Close-range AA DPS headline.
240
Range2 km
Total DPS in Aura
ƒFar 71 + Medium 252 + Near 240 = 563
563
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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 secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary 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
S
Secondary Battery
Mounts18
Firing range7.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2.5 + 8 = 10.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
10.5
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 1800 = 90,000 + 8×2 234 mm (8/side) × 60/12.571 s (12.5 s = 88 ticks) × 3850 = 147,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
237,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 10.5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 78,022. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
78,022
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 237,000 + secondary fire DPM 78,022 = 315,022: shell damage plus fire damage against one T7 battleship, every shell hitting.
315,022
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 (10×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×1 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 2.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.5
HE Pen21 mm
Show 1 more gun family
234 mm/50 Mk XI Mk VII (8×2)
Caliber234 mm
Reload time12.5 s
HE alpha3,850
Muzzle Velocity761 m/s
Fire Chance21%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 12.571 s (12.5 s = 88 ticks) × 0.21 (21% fire chance) = 8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
8
HE Pen59 mm
Maneuverability
Engine power73,200 hp
Maximum speed25.0 kt
Turning circle radius800 m
Rudder shift time15 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.
11.2 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.
47.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25.0 kt).
34.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25.0 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.
55.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 3.6 = +2.4°/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 (+2.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.95 km x 0.955 = 14.28 km. Camouflage does not change detectability by air.
14.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.28 km.
14.28 km
Detectability by air11.96 km
Smoke firing penalty13.69 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.95 km) = 16.45 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.45 km
Detect when firing (air)
ƒAir detectability 11.96 km + gun-firing bloom 7.62 km = 19.58 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
19.58 km
Detect when on fire (sea)
ƒSea detectability 14.95 km + 2.0 km while burning = 16.95 km.
16.95 km
Detect when on fire (air)
ƒAir detectability 11.96 km + 3.0 km while burning = 14.96 km.
14.96 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,414 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 60,100 HP = 8,414 HP: up to 14% of max HP restored per charge.
· 25,242 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 60,100 HP = 25,242 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 300 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 60,100 HP = 300 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km42.1 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=0.5·16448=8224 m, and radiusOnMax=0.6 at 16448 m. Below the kink: k=0.2+(0.5−0.2)·50008224=0.3824, so σV=σH·k=110·0.3824=42.1m.
Shell scatter height @ 10 km83.5 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=0.5·16448=8224 m, and radiusOnMax=0.6 at 16448 m. Above the kink: k=0.5+(0.6−0.5)·10000−822416448−8224=0.5216, so σV=σH·k=160·0.5216=83.5m.
Shell scatter height @ 15 km122.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·16448=8224 m, and radiusOnMax=0.6 at 16448 m. Above the kink: k=0.5+(0.6−0.5)·15000−822416448−8224=0.5824, so σV=σH·k=210·0.5824=122.3m.
AP pen 5 km622 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 =10−7·2400·8790.69·0.381−1.07·709.31.38=622mm, where 709.3 m/s is the shell's speed when it arrives at 5 km (from 804 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 km527 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 =10−7·2400·8790.69·0.381−1.07·628.61.38=527mm, where 628.6 m/s is the shell's speed when it arrives at 10 km (from 804 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 15 km452 mm
AP penetration at a fixed 15 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 =10−7·2400·8790.69·0.381−1.07·562.71.38=452mm, where 562.7 m/s is the shell's speed when it arrives at 15 km (from 804 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 km5.12 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·0.3163·0.38128·879=2.05×10−5. That runs from a 804 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)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,400
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 mass879 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 coefficient0.3163
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity804 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range71
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 4x4 -> 63 DPS @ 3.5 km; 40mm Bofors Mk1 12x2 -> 189 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 16x2 -> 107 DPS @ 2 km; 20mm Oerlikon MK4 20x1 -> 133 DPS @ 2 km; 5in38 Mk24 Mod6 10x1 -> 71 DPS @ 5 km.
AA DPS layered by range71 DPS @ 5 km, 323 DPS @ 3.5 km, 563 DPS @ 2 km
@ 5 km: 71 from one family; @ 3.5 km: 63 + 189 + 71 = 323; @ 2 km: 63 + 189 + 107 + 133 + 71 = 563. 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-blank563
63 + 189 + 107 + 133 + 71 = 563 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1717
63 × 3.5 + 189 × 3.5 + 107 × 2 + 133 × 2 + 71 × 5 = 1717. 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

127 mm × 10 dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30 for this family. Slope is set per gun model.
127 mm × 10 max disp @ 7.5 km356.2 m
7.5 km × 43.5 + 30 = 356.2 m.
127 mm × 10 disp @ 5 km247.5 m
5 km × 43.5 + 30 = 247.5 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.
234 mm × 8 max disp @ 7.5 km277.5 m
7.5 km × 33 + 30 = 277.5 m.
234 mm × 8 disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha3850
max(1800 (127 mm), 3850 (234 mm)) = 3850. Maximum HE damage per shell across secondary HE families. Best on this ship: 3850 from the 234 mm family.
Max HE fire chance21%
max(5% (127 mm), 21% (234 mm)) = 21%. 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
max(21 mm (127 mm), 59 mm (234 mm)) = 59 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.
Open in Charting Tool

Ship Charts

Background

A project of a battleship equipped with British-made 15-inch (381 mm) main guns and American dual-purpose AA artillery.

Armor Beta

Hull HP 60,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel356 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–254 mm)3,100 (5% of HP)
Overmatched by 460mm+ AP (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 AP 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+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 25–280 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.
Superstructure19 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 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.
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.

Exteriors

Skins & permanent camouflages

Every custom exterior Atlântico can equip.

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.