World of Warships: Legends ship guide

BA Tirpitz

Also called: BA 提尔皮茨 Beta
Germany · Tier VII · Battleship · Premium · Tirpitz Variant
Tank battleshipBuilt to absorb; the HP bar holds a lane long after peer battleships fold.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus with nobody trading behind you
Key characteristics
Long, fast torpedoes (9 km)Strong secondaries (7 km)Improved HE penSpotter planeHigh HP poolShort gun range
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Community Data

BA Tirpitz Community Stats

Across 3,700+ Standard battles from 150+ players, BA Tirpitz averages a 58% win rate, 71,000 damage and 1.0 kills per battle, and survives 23% of them.

Community Data

BA Tirpitz Community Stats

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Playstyle

Overview

BA Tirpitz is a Tier VII German tank battleship (72,500 HP): top-decile hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6. Her main-battery HE volume is low on its own, but inside 7 km the secondaries join in: 17.1 fires/min combined (17th of 53 T7 BBs). In a brawl, HE keeps fires burning on the target while she works into position for an AP finish. Standout traits: deep effective HP in T7 BBs (109,040, 7th of 49) and torpedo speed in T7 BBs (68 kt, 2nd of 16). The trade is short gun range in T7 BBs (16.5 km, 46th of 49).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus with nobody trading behind you

On a hull this size 72,500 HP is the flank's budget rather than your own, and soaking only wins while teammates convert that attention into damage; the number that decides the flank is your side's remaining HP against theirs, not your personal one-for-one. Hold the angle, keep the guns cycling, and if the ships behind you have stopped firing, fall back and re-engage with support rather than feeding the pool one salvo at a time.

Signature Traits

ELITE HP ↗
  • High HP pool · 72500 HP
  • Deep effective · 109040 effective
Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 15/49 T7 BBs.

ELITE TORPEDOES ↗
  • Big torpedo salvo · 4 tubes
  • Fast torpedoes · 68 kt
Short gun range ↗

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

Weak AA ↗

292 AA DPS, bottom quartile of T7 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get BA Tirpitz

BA Tirpitz 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 Tirpitz 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%Torpedo speed68 kt (2/16) Top 25%Hit points72,500 HP (7/49) Top 25%Stealth profile14.98 km / 11.98 km (9/49 / 8/49) Top 25%Smoke fire bloom13.7 km (12/49) Top 25%Main battery reload26 s (12/49) Top 25%Secondary HE pen38 mm (7/46) Top 25%AP arming threshold63 mm (11/49) Top 25%Secondary range7 km (9/49) Top 25%Torpedo range9 km (4/16) Top 25%Torpedo reaction time7.1 s (3/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/49) Bottom 25%Main battery caliber380 mm (39/49) Bottom 25%HE DPM81,231 (41/48) Bottom 25%Secondary HE alpha1,700 (41/46) Bottom 25%AP pen at 10 km527 mm (40/49) Bottom 25%Effective HE DPM (incl. fire)127,815 (37/48) Bottom 25%AA DPS292 (45/49) Bottom 25%AA range4.5 km (39/49) Bottom 25%AA threat955 (45/49) Bottom 25%Torpedo damage≈12,700 (13/16) Bottom 10%Main battery range16.52 km (46/49)
See 30 mid-pack stats

Not standouts for BA Tirpitz -- 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 speed31 kt(17/49) Rudder shift16 s(37/49) Turning circle850 m(27/49) Sigma1.9(17/49) HE fire chance34%(33/48) Fires per minute6.28(29/48) AP shell damage11,600(35/49) AP DPM214,154(33/49) Main dispersion227.8 m(25/49) Secondary DPM (per side)246,000(17/49) Secondary fire chance8%(29/46) AP velocity820 m/s(23/49) HE velocity820 m/s(25/48) Time to 90% speed34.3 s(31/49) Acceleration (0-12 kt)13.2 s(28/49) Engine power163,026 hp(19/49) Power / turn radius191.8 hp/m(21/49) Displacement49,429 t(33/49) Power-to-weight3.3 hp/t(26/49) Flak damage per salvo (expected)1,575(17/49) Repair charges3(23/49) Max armor350 mm(35/49) Citadel belt340 mm(23/48) NormSecondary dispersion bracket57(34 of 49 tied at this value) 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) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit Points72,500
Displacement49,429 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 25, 32, 38, 45, 50, 57, 60, 80, 100, 110, 120, 145, 150, 160, 180, 220, 240, 315, 340, 350 mm
Armor material/layer entries61
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 × 72,500 HP = 13,050 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 × 72,500 HP = 14,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
34,700
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.
21,800
Effective HP
ƒBase 72,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 72,500 HP = 12,180 HP per charge, × 3 charges = 36,540 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.
85,294–109,040
Repairable: penetration60%
Repairable: citadel15%
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 × 2,200 = 4,400), 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.
2,200
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 × 13,100 = 26,200), 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.
13,100
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 × 54,400 = 108,800), 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.
54,400
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 × 5,000 = 10,000), 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.
5,000
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 × 1,500 = 3,000), 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.
1,500
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: 380 mm L/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.5 km
Turret traverse6 °/s
Turret armor360 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 ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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 / 35° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (16.5 km) than a standard battleship: about 228 m wide × 137 m tall, against 225 m × 135 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, 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 =(1651530·12−2.21000+2.2)·30=227.8m
227.8 m at 16.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
136.7 m at 16.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.8·0.61.9=72m
72 m at 16.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.61.9=43.2m
43.2 m at 16.5 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 23.429 s (23.4 s = 164 ticks) all-upgrades reload (26 s × 0.9 Main Battery Mod. 3 = 23.4 s) = 20.5.
Initial: 18.5 → 20.5
HE shells
HE alpha4,400
HE Velocity820 m/s
Fire Chance34%
HE fire DPM vs T7 BB46561
Effective HE DPM vs T7 BB127792
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 8 broadside guns = 35,200.
35,200
HE DPM
ƒZero upgrades: 35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231. All upgrades (Main Battery Mod. 3 = -10% reload): 35,200 HE full-salvo alpha x 60 / 23.429 s (23.4 s = 164 ticks) all-upgrades reload (26 s × 0.9 Main Battery Mod. 3 = 23.4 s) = 90,146.
Initial: 81,231 → 90,146
Fires/min
ƒZero upgrades: 18.5 shells/min × 0.34 (34% fire chance) = 6.28. All upgrades (Main Battery Mod. 3 = -10% reload): 20.5 shells/min × 0.34 (34% fire chance) = 6.97.
Initial: 6.28 → 6.97
AP shells
AP alpha11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP pen max range437 mm
AP overmatch
ƒfloor(380 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 =10−7·2450·8000.69·0.38−1.07·8201.38=729.4mm.
729.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 565.5 m/s: P=10−7·2450·8000.69·0.38−1.07·565.51.38=436.8mm.
436.8 mm at 16.5 km
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
AP DPM
ƒZero upgrades: 92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154. All upgrades (Main Battery Mod. 3 = -10% reload): 92,800 AP full-salvo alpha x 60 / 23.429 s (23.4 s = 164 ticks) all-upgrades reload (26 s × 0.9 Main Battery Mod. 3 = 23.4 s) = 237,659.
Initial: 214,154 → 237,659
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
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time80 s
Projectile speed68.0 kt
Range9 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=38,100·0.333=12,700. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
13,700
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km68 kt×2.6855=7.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
227%
Torpedo launcher traverse25 °/s
Launch arcswing 148° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming213 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
50,800
AA Defense
AA mount points28
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.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 3812×1 20mm
20 mm Flakvierling 388×4 20mm
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/37 (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 131 from dual-purpose secondaries firing as AA in this range band.
131
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.75 hit probability = 29 - the same in-game units as the Close-range AA DPS headline.
29
Range3.5 km
Total DPS in Aura
ƒFar 131 + Medium 29 = 160
160
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 54 raw aura damage × 3.5 × 0.7 hit probability = 132 - the same in-game units as the Close-range AA DPS headline.
132
Range2 km
Total DPS in Aura
ƒFar 131 + Medium 29 + Near 132 = 292
292
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 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, 4 clouds each + 2 outer clouds
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts14
Firing range7.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 6 + 4.8 = 10.8. 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.
10.8
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: 8×2 105 mm (8/side) × 60/4 s × 1200 = 144,000 + 6×2 150 mm (6/side) × 60/6 s × 1700 = 102,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
246,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 10.8 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 80,112. 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.
80,112
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 246,000 + secondary fire DPM 80,112 = 326,112: shell damage plus fire damage against one T7 battleship, every shell hitting.
326,112
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 @ 7 km
ƒ7 km × 57 + 30 = 429 m.
429 m
105 mm L/65 Dop. L. C/37 (8×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time4 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 6. 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
HE Pen20 mm
Show 1 more gun family
150 mm L/55 SK C/28 (6×2)
Caliber150 mm
Reload time6 s
HE alpha1,700
Muzzle Velocity875 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 4.8. 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.
4.8
HE Pen38 mm
Maneuverability
Engine power163,026 hp
Maximum speed31.0 kt
Turning circle radius850 m
Rudder shift time16 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.
45.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
34.3 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.
54 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.0 = +2.0°/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 (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.98 km x 0.955 = 14.31 km. Camouflage does not change detectability by air.
14.98 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.98 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.31 km.
14.31 km
Detectability by air11.98 km
Smoke firing penalty13.7 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.98 km) = 16.52 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.52 km
Detect when firing (air)
ƒAir detectability 11.98 km + gun-firing bloom 7.6 km = 19.58 km. The bloom tracks main-battery caliber 380 mm × 0.020 = 7.6 km.
19.58 km
Detect when on fire (sea)
ƒSea detectability 14.98 km + 2.0 km while burning = 16.98 km.
16.98 km
Detect when on fire (air)
ƒAir detectability 11.98 km + 3.0 km while burning = 14.98 km.
14.98 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,180 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 72,500 HP = 12,180 HP: up to 16.8% of max HP restored per charge.
· 36,540 HP (50.4% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 3 charges = 0.504 × 72,500 HP = 36,540 HP: up to 50.4% of max HP if the whole Repair Party loadout is used.
· 435 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 72,500 HP = 435 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Enhanced Secondary Targeting II3 charges · 140 s reload · 30 s active · +50% grouping · -25% dispersion · -25% secondary reload
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

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 (16.5 km) with the same model as Max Horiz/Vert Disp: horizontal 228 / 225 m − 1 = +1%, vertical 137 / 135 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 km43.9 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=0.5·16515=8258 m, and radiusOnMax=0.6 at 16515 m. Below the kink: k=0.2+(0.5−0.2)·50008258=0.3817, so σV=σH·k=115·0.3817=43.9m.
Shell scatter height @ 10 km85.5 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=0.5·16515=8258 m, and radiusOnMax=0.6 at 16515 m. Above the kink: k=0.5+(0.6−0.5)·10000−825816515−8258=0.5211, so σV=σH·k=164·0.5211=85.5m.
Shell scatter height @ 15 km123.9 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=0.5·16515=8258 m, and radiusOnMax=0.6 at 16515 m. Above the kink: k=0.5+(0.6−0.5)·15000−825816515−8258=0.5817, so σV=σH·k=213·0.5817=123.9m.
AP pen 5 km618 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 =10−7·2450·8000.69·0.38−1.07·727.51.38=618mm, where 727.5 m/s is the shell's speed when it arrives at 5 km (from 820 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 =10−7·2450·8000.69·0.38−1.07·647.91.38=527mm, where 647.9 m/s is the shell's speed when it arrives at 10 km (from 820 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 km455 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 =10−7·2450·8000.69·0.38−1.07·582.71.38=455mm, where 582.7 m/s is the shell's speed when it arrives at 15 km (from 820 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 km4.99 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·0.2763·0.3828·800=1.96×10−5. That runs from a 820 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 km4.99 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·0.2763·0.38128·800=1.97×10−5. That runs from a 820 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,450
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 mass800 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 coefficient0.2763
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity820 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
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.

Torpedoes

Estimated torpedo reaction time7.1 s
1300 m / (68.0 kt × 2.6855) = 7.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed68.0 kt
Travel time to max range49.3 s
9000 m / (68.0 kt × 2.6855) = 49.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range131
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 8x2 -> 29 DPS @ 3.5 km; 20mm Flak 38 12x1 -> 79 DPS @ 2 km; 20mm Flack 38 quad 8x4 -> 53 DPS @ 2 km; 105 mm SKC 37 8x2 -> 131 DPS @ 4.5 km.
AA DPS layered by range131 DPS @ 4.5 km, 160 DPS @ 3.5 km, 292 DPS @ 2 km
@ 4.5 km: 131 from one family; @ 3.5 km: 29 + 131 = 160; @ 2 km: 29 + 79 + 53 + 131 = 292. 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-blank292
29 + 79 + 53 + 131 = 292 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index955
29 × 3.5 + 79 × 2 + 53 × 2 + 131 × 4.5 = 955. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Max HE alpha1700
max(1200 (105 mm), 1700 (150 mm), 1700 (150 mm)) = 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
max(5% (105 mm), 8% (150 mm), 8% (150 mm)) = 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 mm
max(20 mm (105 mm), 38 mm (150 mm), 38 mm (150 mm)) = 38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Background

One of the two mightiest battleships in the German Navy. Akin to the lead ship of her class, Tirpitz had heavy ship armor, powerful artillery, and a high speed. Weak horizontal armor protection was the main drawback of her design, but this was largely offset by improving her AA defenses.

Armor Beta

Hull HP 72,500, 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 / citadel315 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 20–60 mm)≈ 3,625 (~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)340 mm primary (range 38–340 mm)≈ 54,375 (~75% of HP)
No common AP caliber overmatches340 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 32–110 mm)≈ 3,625 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel315 mm primary (range 25–340 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 19–50 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 Tirpitz can equip.

  • BA Tirpitz 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.