World of Warships: Legends ship guide

BA Hovercraft

Beta
U.S.S.R. · Tier VII · Battleship · Premium · Vladivostok Variant
All-rounder battleshipNo standout trait, so adapt: anchor mid-range, support a brawl, or snipe as the team needs.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Spending damage control on the first fire
Key characteristics
High fire chanceSpotter planeHeavy AP shellsBurny secondariesSharp rudderShort gun range
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Community Data

BA Hovercraft Community Stats

Across 1,500+ Standard battles from 78 players, BA Hovercraft averages a 61% win rate, 73,600 damage and 1.1 kills per battle, and survives 35% of them.

Community Data

BA Hovercraft Community Stats

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Playstyle

Overview

BA Hovercraft is a Tier VII Soviet all-rounder battleship with 406mm guns at 16 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: heavy AP shells in T7 BBs (13,100, 11th of 49) and burny secondaries in T7 BBs (15, 2nd of 46). The trade is short gun range in T7 BBs (16 km, 49th of 49).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. 67,500 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. The helm answers fast (12.3 s) but the circle is wide (950 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Spending damage control on the first fire

Almost every ship in the game repairs indefinitely, so the habit is to press it the moment anything catches; she carries 3 charges and no more. Ride a single fire when your health allows and save the charge for a flood or a multi-fire stack, because the salvo after the one you repaired is the one that sinks you.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 13100 damage
  • Flat AP trajectory
  • Flat-trajectory sniper
Burny secondaries ↗

15% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Sharp rudder ↗

12.3 s rudder shift, top decile of T7 BBs. Snappy weave.

Fast DCP cycle ↗

40 s Damage Control reload, top quartile of T7 BBs. Fire / flood stacks come off cooldown sooner.

MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 16 km
  • Loose grouping
Acquisition

How to get BA Hovercraft

BA Hovercraft 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 →

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Cohort position

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Where BA Hovercraft 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.

Top 10%Rudder shift12.3 s (2/49) Top 10%Secondary fire chance15% (2/46) Top 25%Fires per minute7.14 (11/48) Top 25%AP shell damage13,100 (11/49) Top 25%Secondary dispersion bracket37.5 (9/49) Top 25%Time to 90% speed33.1 s (13/49) Top 25%Engine power201,000 hp (9/49) Top 25%Power / turn radius211.6 hp/m (13/49) Top 25%Max armor425 mm (11/49) Top 25%Citadel belt370 mm (13/48) Bottom 25%Stealth profile15.5 km / 12.4 km (41/49 / 41/49) Bottom 25%Smoke fire bloom14.95 km (41/49) Bottom 25%Main battery reload31 s (43/49) Bottom 25%HE velocity793 m/s (43/48) Bottom 25%Displacement53,000 t (45/49) Bottom 25%AA DPS321 (43/49) Bottom 25%AA threat1,250 (39/49) Bottom 10%Turning circle950 m (47/49) Bottom 10%Sigma1.6 (47/49) WorstMain battery range16 km (49/49) WorstNo torpedoes (33 of 49 in cohort) WorstRepair charges2 (1 of 8 tied)
See 26 mid-pack stats

Not standouts for BA Hovercraft -- 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.

Hit points67,500 HP(17/49) Max speed31 kt(17/49) Main battery caliber406 mm(17/49) HE shell damage5,850(16/48) HE DPM101,903(20/48) AP DPM228,194(23/49) Main dispersion223.4 m(20/49) Secondary DPM (per side)218,633(24/49) Secondary HE alpha2,100(21/46) Secondary HE pen25 mm(23/46) AP velocity793 m/s(34/49) Acceleration (0-12 kt)12.9 s(19/49) AP arming threshold68 mm(35/49) Power-to-weight3.79 hp/t(17/49) AP pen at 10 km581 mm(19/49) Effective HE DPM (incl. fire)154,866(15/48) Secondary range6.5 km(17/49) AA range5 km(19/49) Flak damage per salvo (expected)1,350(29/49) 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 Points67,500
Displacement53,000 t
Armor range19–425 mm
Plate armor thicknesses19, 25, 30, 32, 38, 40, 50, 75, 135, 180, 200, 250, 290, 325, 370, 425 mm
Armor material/layer entries53
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 × 67,500 HP = 12,150 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 × 67,500 HP = 13,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.262 hull torpedo-damage coefficient / 0.333 unprotected baseline = 21%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
21%
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.
36,800
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
20,300
Effective HP
ƒBase 67,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 67,500 HP = 9,450 HP per charge, × 2 charges = 18,900 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.
75,000–86,400
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 × 8,200 = 16,400), 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.
8,200
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 × 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
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,800 = 5,600), 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.
2,800
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 × 50,600 = 101,200), 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.
50,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), 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.
1,800
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 × 4,300 = 8,600), 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.
4,300
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: 406 mm/45 Model 1915 OTZ
Mounts / barrels3 mounts / 9 barrels
Reload time31 s
Firing range16 km
Turret traverse5 °/s
Turret armor425 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.
2x ±150°, ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° 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.
35° off bow / 30° off stern
Shell Grouping (σ)1.6
Dispersion type
ƒIn practice: 2% wider (worse) horizontal dispersion and 27% more vertical spread at max range (16.0 km) than a standard battleship: about 223 m wide × 168 m tall, against 220 m × 132 m. Also on this curve (5): Gangut, Knyaz Suvorov, Kremlin, Lenin, Rodney.
Soviet battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1600030·13−1.11000+1.1)·30=223.4m
223.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =223.4·0.75=167.6m
167.6 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =223.4·0.61.6=83.8m
83.8 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =167.6·0.61.6=62.8m
62.8 m at 16 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 31 s base reload = 17.4. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 19.3.
Initial: 17.4 → 19.3
HE shells
HE alpha5,850
HE Velocity793 m/s
Fire Chance41%
HE fire DPM vs T7 BB52977
Effective HE DPM vs T7 BB154881
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,850 HE damage x 9 broadside guns = 52,650.
52,650
HE DPM
ƒZero upgrades: 52,650 HE full-salvo alpha x 60 / 31 s base reload = 101,903. All upgrades (Main Battery Mod. 3 = -10% reload): 52,650 HE full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 112,821.
Initial: 101,903 → 112,821
Fires/min
ƒZero upgrades: 17.4 shells/min × 0.41 (41% fire chance) = 7.14. All upgrades (Main Battery Mod. 3 = -10% reload): 19.3 shells/min × 0.41 (41% fire chance) = 7.91.
Initial: 7.14 → 7.91
AP shells
AP alpha13,100
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range500 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2300·11160.69·0.406−1.07·7931.38=766.5mm.
766.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 582 m/s: P=10−7·2300·11160.69·0.406−1.07·5821.38=500.1mm.
500.1 mm at 16 km
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
AP DPM
ƒZero upgrades: 117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194. All upgrades (Main Battery Mod. 3 = -10% reload): 117,900 AP full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 252,643.
Initial: 228,194 → 252,643
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.
150
AA Defense
AA mount points16
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
37 mm V-116×2 37mm
37 mm 46-K10×4 37mm
100 mm/56 MZ-14 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 100mm
100 mm/56 MZ-14 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 100mm
Far aura
Guns100 mm/56 MZ-14 (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 84 from dual-purpose secondaries firing as AA in this range band.
84
Range5 km
Medium aura
Guns37 mm 46-K + 37 mm V-11
Continuous DPS
ƒEffective DPS: 90 raw aura damage × 3.5 × 0.75 hit probability = 236 - the same in-game units as the Close-range AA DPS headline.
236
Range3.5 km
Total DPS in Aura
ƒFar 84 + Medium 236 = 320
320
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 × 200 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.
200
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
Mounts12
Firing range6.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 7.5 + 6.8 = 14.2. 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.
14.2
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: 6×2 100 mm (6/side) × 60/3.857 s (3.75 s = 27 ticks) × 1330 = 124,133 + 6×2 152 mm (6/side) × 60/8 s × 2100 = 94,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
218,633
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 14.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 105,456. 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.
105,456
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 218,633 + secondary fire DPM 105,456 = 324,090: shell damage plus fire damage against one T7 battleship, every shell hitting.
324,090
Secondary dispersion type
ƒMax dispersion = range (km) × 37.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (32.5%)
Max secondary dispersion @ 6.5 km
ƒ6.5 km × 37.5 + 30 = 273.8 m.
273.8 m
100 mm/56 MZ-14 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3.75 s
HE alpha1,330
Muzzle Velocity895 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 3.857 s (3.75 s = 27 ticks) × 0.08 (8% fire chance) = 7.5. 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.
7.5
HE Pen17 mm
Show 1 more gun family
152 mm/57 MK-3 (6×2)
Caliber152 mm
Reload time8 s
HE alpha2,100
Muzzle Velocity950 m/s
Fire Chance15%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 8 s × 0.15 (15% fire chance) = 6.8. 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.
6.8
HE Pen25 mm
Maneuverability
Engine power201,000 hp
Maximum speed31.0 kt
Turning circle radius950 m
Rudder shift time12.3 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 = 31 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 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.
35.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
33.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31.0 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.
51.6 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: 5 − 3.6 = +1.4°/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 (+1.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.5 km x 0.955 = 14.8 km. Camouflage does not change detectability by air.
15.5 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.5 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.8 km.
14.8 km
Detectability by air12.4 km
Smoke firing penalty14.95 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.5 km) = 16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16 km
Detect when firing (air)
ƒAir detectability 12.4 km + gun-firing bloom 8.22 km = 20.62 km. The bloom tracks main-battery caliber x 0.020.
20.62 km
Detect when on fire (sea)
ƒSea detectability 15.5 km + 2.0 km while burning = 17.5 km.
17.5 km
Detect when on fire (air)
ƒAir detectability 12.4 km + 3.0 km while burning = 15.4 km.
15.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 9,450 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 × 67,500 HP = 9,450 HP: up to 14% of max HP restored per charge.
· 18,900 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 67,500 HP = 18,900 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 338 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 67,500 HP = 338 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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 BB2% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.0 km) with the same model as Max Horiz/Vert Disp: horizontal 223 / 220 m − 1 = +2%, vertical 168 / 132 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km92.5 m
(166.7 × (13 − 1.1) / 1000 + 1.1) × 30 = 92.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km152 m
(333.3 × (13 − 1.1) / 1000 + 1.1) × 30 = 152 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 km211.5 m
(500 × (13 − 1.1) / 1000 + 1.1) × 30 = 211.5 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 km30.4 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·16000=9600 m, and radiusOnMax=0.75 at 16000 m. Below the kink: k=0.25+(0.4−0.25)·50009600=0.3281, so σV=σH·k=92.5·0.3281=30.4m.
Shell scatter height @ 10 km64.1 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·16000=9600 m, and radiusOnMax=0.75 at 16000 m. Above the kink: k=0.4+(0.75−0.4)·10000−960016000−9600=0.4219, so σV=σH·k=152·0.4219=64.1m.
Shell scatter height @ 15 km147.1 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·16000=9600 m, and radiusOnMax=0.75 at 16000 m. Above the kink: k=0.4+(0.75−0.4)·15000−960016000−9600=0.6953, so σV=σH·k=211.5·0.6953=147.1m.
AP pen 5 km666 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 =10−7·2300·11160.69·0.406−1.07·715.91.38=666mm, where 715.9 m/s is the shell's speed when it arrives at 5 km (from 793 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 km581 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 =10−7·2300·11160.69·0.406−1.07·648.41.38=581mm, where 648.4 m/s is the shell's speed when it arrives at 10 km (from 793 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 km512 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 =10−7·2300·11160.69·0.406−1.07·5921.38=512mm, where 592 m/s is the shell's speed when it arrives at 15 km (from 793 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 km5.07 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·0.289·0.40628·1116=1.68×10−5. That runs from a 793 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.07 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.289·0.40628·1116=1.68×10−5. That runs from a 793 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,300
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 mass1,116 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 coefficient0.289
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity793 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity793 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius13
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.
radiusOnZero0.25
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.4
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.75
Vertical scatter as a share of horizontal at maximum range.
delim0.6
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range84
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 6x2 -> 89 DPS @ 3.5 km; 37mm 46k 10x4 -> 148 DPS @ 3.5 km; 100mm 56 MZ 14 Left 3x2 -> 42 DPS @ 5 km; 100mm 56 MZ 14 Right 3x2 -> 42 DPS @ 5 km.
AA DPS layered by range84 DPS @ 5 km, 321 DPS @ 3.5 km
@ 5 km: 42 + 42 = 84; @ 3.5 km: 89 + 148 + 42 + 42 = 321. 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-blank321
89 + 148 + 42 + 42 = 321 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1250
89 × 3.5 + 148 × 3.5 + 42 × 5 + 42 × 5 = 1250. 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.

Secondary battery dispersion

Secondary dispersion @ 5 km217.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 37.5 + 30 = 217.5 m.

Secondary battery firepower

Max HE alpha2100
max(1330 (100 mm), 1330 (100 mm), 2100 (152 mm)) = 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance15%
max(8% (100 mm), 8% (100 mm), 15% (152 mm)) = 15%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 15% from the 152 mm family.
Max HE pen25 mm
max(17 mm (100 mm), 17 mm (100 mm), 25 mm (152 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

One of the variants of the "battleship A" project intended for construction in accordance with the Great Ocean Fleet concept creation. She had heavy armor, high speed, and aviation equipment.

Armor Beta

Hull HP 67,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern32 mm

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

Belt / citadel370 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 32–200 mm)≈ 3,375 (~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)50 mm primary (range 25–425 mm)≈ 50,625 (~75% of HP)
No common AP caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–200 mm)≈ 3,375 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel370 mm primary (range 30–370 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.
Superstructure19 mm primary (range 19–40 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 Hovercraft can equip.

  • BA Hovercraft 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.