World of Warships: Legends ship guide

BA Binah

Beta
Italy · Tier VI · Battleship · Premium · Francesco Caracciolo Variant
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Sit 14-17 km from the brawl line and exploit the range advantage
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
97 mm SAP pen2 sigma accuracyWide SAP fragments16.6 km gun rangeFragileEasily spotted
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Community Data

BA Binah Community Stats

Across 1,100+ Standard battles from 100+ players, BA Binah averages a 64% win rate, 75,600 damage and 1.1 kills per battle, and survives 44% of them.

Community Data

BA Binah Community Stats

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Playstyle

Overview

BA Binah is a Tier VI Italian SAP battleship: her 381mm main battery fires semi-armor-piercing shells (96.7mm of fixed penetration) in place of AP. SAP lands a reliable guaranteed chunk on broadsides and superstructures instead of fishing for citadels, and pens without the angle checks AP lives or dies on. The catch is that SAP shatters on the heavy belt armor AP would punch through, so the kit rewards picking targets it bites over trading into an angled battleship. Standout traits: sigma in T6 BBs (2, 5th of 32) and main battery range in T6 BBs (16.6 km, 4th of 32). The trade is worst surface detection in T6 BBs (15 km, 32nd of 32).

Positioning

Sit 14-17 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse. Once the rudder is over she turns tightly for her cohort (740 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Long gun range · 16.6 km
  • Fast turret traverse · 6°/s
  • Late auto-bounce · 70°
  • Wide always-pen zone · 55°
Extra heal charges ↗

4 Repair Party charges, best of T6 BBs. More total HP available across a match.

Hardened superstructure ↗

26 mm superstructure, best of T6 BBs. HE farms less.

Easily spotted ↗

15 km surface detect, worst of T6 BBs. Visible before you can react; position early.

Fragile HP pool ↗

50500 HP, bottom decile of T6 BBs. Trade hits sparingly.

Acquisition

How to get BA Binah

BA Binah 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

Official WG availability sources
  • Blue Archive Is Back in Legends! Store / event post Start: 2025-08-04
    • Blue Archive content, both new and returning, will be available in the Store and Blue Archive II containers.
    • Open this crate for a chance to obtain one of the eight Blue Archive Commanders—Yuuka, Maki, Wakamo, Nonomi, Ayane, Hoshino, Shiroko, or Serika—or a ship from the first or second wave of the collaboration: BA Utnapishtim's Ship, BA Binah, BA Hovercraft, BA Tirpitz, or BA Montana.
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 →

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 BA Binah sits among Tier VI BBs (31 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP auto-bounce angle70° (1 of 2 tied) BestEngine power186,000 hp (1 of 2 tied) BestPower / turn radius251.4 hp/m (1 of 2 tied) BestPower-to-weight5 hp/t (1 of 2 tied) BestRepair charges4 (1 of 2 tied) Top 10%Smoke fire bloom10.3 km (2/32) Top 10%Main battery range16.6 km (4/32) Top 10%AP ricochet start55° (3/32) Top 25%Turning circle740 m (5/32) Top 25%Sigma2 (5/32) Top 25%Secondary HE pen25 mm (8/31) Top 25%AP velocity850 m/s (5/32) Top 25%Time to 90% speed29.7 s (5/32) Top 25%Acceleration (0-12 kt)12.4 s (5/32) Top 25%Displacement37,220 t (5/32) Top 25%AP pen at 10 km593 mm (5/32) Bottom 25%AP DPM160,000 (29/32) Bottom 10%Main dispersion228.7 m (30/32) WorstHit points50,500 HP (1 of 2 tied) WorstStealth profile15 km / 12 km (32/32 / 32/32) WorstMain battery reload33 s (1 of 4 tied) WorstSecondary range4.5 km (1 of 7 tied) WorstAA range4 km (1 of 2 tied) WorstNo torpedoes (26 of 32 in cohort)
See 19 mid-pack stats

Not standouts for BA Binah -- 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 speed29 kt(11/32) Rudder shift14.3 s(11/32) Main battery caliber381 mm(17/32) AP shell damage11,000(21/32) Secondary DPM (per side)211,500(11/32) Secondary HE alpha2,100(11/31) Secondary fire chance7%(23/31) AP arming threshold64 mm(17/32) AA DPS328(21/32) AA threat1,070(17/32) Flak damage per salvo (expected)1,148(11/32) Max armor340 mm(24/32) Citadel belt300 mm(23/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 s(22 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(18 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit Points50,500
Displacement37,220 t
Armor range16–340 mm
Plate armor thicknesses16, 26, 30, 32, 40, 49, 50, 70, 75, 80, 85, 100, 120, 140, 150, 220, 300, 340 mm
Armor material/layer entries79
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 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 × 50,500 HP = 9,090 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 × 50,500 HP = 10,100 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
25,300
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.
15,200
Effective HP
ƒBase 50,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 50,500 HP = 7,070 HP per charge, × 4 charges = 28,280 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.
56,111–78,780
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 × 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
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 × 8,800 = 17,600), 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.
8,800
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 × 37,900 = 75,800), 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 ×. 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.
37,900
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 × 2,300 = 4,600), 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 ×. 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.
2,300
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 × 1,400 = 2,800), 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 ×. 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.
1,400
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/50 OTO 1934
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range16.6 km
Turret traverse6 °/s
Turret armor381 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°
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)2
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (16.6 km) than a standard battleship: about 229 m wide × 137 m tall, against 226 m × 136 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Centurion, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1660030·12−2.21000+2.2)·30=228.7m
228.7 m at 16.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =228.7·0.6=137.2m
137.2 m at 16.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =228.7·0.62=68.6m
68.6 m at 16.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =137.2·0.62=41.2m
41.2 m at 16.6 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
SAP shells
SAP alpha11,800
SAP Velocity880 m/s
SAP Pen (mm)96.7
SAP Min Ricochet70 deg
SAP Guaranteed Ricochet80 deg
SAP Fuse Timer0.03 s
SAP Fuse Threshold25 mm
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
120
SAP full-salvo alpha
ƒ11,800 SAP damage x 8 broadside guns = 94,400.
94,400
SAP DPM
ƒ94,400 SAP full-salvo alpha x 60 / 33 s base reload = 171,636.
171,636
AP shells
AP alpha11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range492 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 =10−7·2434·884.80.69·0.381−1.07·8501.38=814.1mm.
814.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.6 km), where the shell has slowed to 590 m/s: P=10−7·2434·884.80.69·0.381−1.07·5901.38=491.8mm.
491.8 mm at 16.6 km
AP full-salvo alpha
ƒ11,000 AP damage x 8 broadside guns = 88,000.
88,000
AP DPM
ƒ88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.
160,000
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 points18
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.
4 km
37 mm/54 Breda 19388×2 37mm
20 mm/65 Breda 19352×2 20mm
20 mm/70 Breda 19418×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (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 110 from dual-purpose secondaries firing as AA in this range band.
110
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.75 hit probability = 129 - the same in-game units as the Close-range AA DPS headline.
129
Range3.5 km
Total DPS in Aura
ƒFar 110 + Medium 129 = 239
239
Near aura
Guns20 mm/65 Breda 1935 + 20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 36 raw aura damage × 3.5 × 0.7 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range2 km
Total DPS in Aura
ƒFar 110 + Medium 129 + Near 88 = 327
327
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 × 170 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.
170
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 4 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.
2.5-4 km
S
Secondary Battery
Mounts16
Firing range4.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.1 + 4.5 = 7.7. 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.
7.7
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: 4×3 152 mm (6/side) × 60/8 s × 2100 = 94,500 + 12×1 90 mm (6/side) × 60/4 s × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
211,500
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 7.7 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 57,207. 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.
57,207
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 211,500 + secondary fire DPM 57,207 = 268,707: shell damage plus fire damage against one T6 battleship, every shell hitting.
268,707
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
152 mm/55 OTO 1936 (4×3)
Caliber152 mm
Reload time8 s
HE alpha2,100
Muzzle Velocity950 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ4×3 barrels / 2 sides × 60 / 8 s × 0.07 (7% fire chance) = 3.1. 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.
3.1
HE Pen25 mm
Show 1 more gun family
90 mm/50 OTO 1939 (12×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity860 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 4.5. 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.
4.5
HE Pen15 mm
Maneuverability
Engine power186,000 hp
Maximum speed29.0 kt
Turning circle radius740 m
Rudder shift time14.3 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 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 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.
30 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
29.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
45.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.4 = +1.6°/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 (+1.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15 km x 0.955 = 14.32 km. Camouflage does not change detectability by air.
15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.32 km.
14.32 km
Detectability by air12 km
Smoke firing penalty10.3 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15 km) = 16.6 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.6 km
Detect when firing (air)
ƒAir detectability 12 km + gun-firing bloom 8 km = 20 km. The bloom tracks main-battery caliber x 0.020.
20 km
Detect when on fire (sea)
ƒSea detectability 15 km + 2.0 km while burning = 17 km.
17 km
Detect when on fire (air)
ƒAir detectability 12 km + 3.0 km while burning = 15 km.
15 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 7,070 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 × 50,500 HP = 7,070 HP: up to 14% of max HP restored per charge.
· 28,280 HP (56% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 4 charges = 0.56 × 50,500 HP = 28,280 HP: up to 56% of max HP if the whole Repair Party loadout is used.
· 252 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 50,500 HP = 252 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
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 BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.6 km) with the same model as Max Horiz/Vert Disp: horizontal 229 / 226 m − 1 = +1%, vertical 137 / 136 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 km213 m
(500 × (12 − 2.2) / 1000 + 2.2) × 30 = 213 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 km43.8 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=0.5·16600=8300 m, and radiusOnMax=0.6 at 16600 m. Below the kink: k=0.2+(0.5−0.2)·50008300=0.3807, so σV=σH·k=115·0.3807=43.8m.
Shell scatter height @ 10 km85.4 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=0.5·16600=8300 m, and radiusOnMax=0.6 at 16600 m. Above the kink: k=0.5+(0.6−0.5)·10000−830016600−8300=0.5205, so σV=σH·k=164·0.5205=85.4m.
Shell scatter height @ 15 km123.7 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=0.5·16600=8300 m, and radiusOnMax=0.6 at 16600 m. Above the kink: k=0.5+(0.6−0.5)·15000−830016600−8300=0.5807, so σV=σH·k=213·0.5807=123.7m.
AP pen 5 km693 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 =10−7·2434·884.80.69·0.381−1.07·756.71.38=693mm, where 756.7 m/s is the shell's speed when it arrives at 5 km (from 850 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 km593 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 =10−7·2434·884.80.69·0.381−1.07·6761.38=593mm, where 676 m/s is the shell's speed when it arrives at 10 km (from 850 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 km514 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 =10−7·2434·884.80.69·0.381−1.07·608.71.38=514mm, where 608.7 m/s is the shell's speed when it arrives at 15 km (from 850 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 km4.79 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·0.2954·0.38128·884.8=1.9×10−5. That runs from a 850 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,434
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 mass884.8 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 coefficient0.2954
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 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.
minRadius2.2
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 range110
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 8x2 -> 129 DPS @ 3.5 km; 20mm65 Breda M1935 double 2x2 -> 18 DPS @ 2 km; 20mm70 Breda barrels 6 8x6 -> 71 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 110 DPS @ 4 km.
AA DPS layered by range110 DPS @ 4 km, 239 DPS @ 3.5 km, 328 DPS @ 2 km
@ 4 km: 110 from one family; @ 3.5 km: 129 + 110 = 239; @ 2 km: 129 + 18 + 71 + 110 = 328. 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-blank328
129 + 18 + 71 + 110 = 328 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1070
129 × 3.5 + 18 × 2 + 71 × 2 + 110 × 4 = 1070. 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 firepower

Max HE alpha2100
max(2100 (152 mm), 2100 (152 mm), 1300 (90 mm)) = 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
max(7% (152 mm), 7% (152 mm), 5% (90 mm)) = 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 mm
max(25 mm (152 mm), 25 mm (152 mm), 15 mm (90 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

The first super dreadnoughts of the Regia Marina designed to carry 381 mm guns. Construction of the ships commenced during World War I and were designed to match the new fast battleships being built for foreign navies.

Armor Beta

Hull HP 50,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel300 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 40–150 mm)≈ 2,525 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 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)16 mm primary (range 16–300 mm)≈ 37,875 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–300 mm)≈ 2,525 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 16–300 mm)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.
Superstructure26 mm primary (range 26–340 mm)no cap
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).

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 BA Binah can equip.

  • BA Binah 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.