World of Warships: Legends ship guide

BA Tirpitz

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Approach from cover or a flank, then use secondaries and longer faster torpedoes once enemy focus is sp…
  • Keep angles disciplined so armor and repairs can work
  • Avoid: Do not rush unsupported just because the brawling tools are stronger
Community Data

BA Tirpitz Community Stats

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Playstyle

Overview

BA Tirpitz is a German premium battleship variant with official boosts to secondary range/reload, torpedo range/speed, shell grouping, and torpedo tube durability. Play her as a close-range pressure battleship that has to earn safe entry.

Positioning

Approach from cover or a flank, then use secondaries and longer faster torpedoes once enemy focus is split. Keep angles disciplined so armor and repairs can work.

Potato Avoidance

Rush unsupported just because the brawling tools are stronger

BA Tirpitz needs timing; early isolation turns the buffs into wasted potential.

Acquisition

How to get BA Tirpitz

BA Tirpitz is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Collaboration. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Blue Archive Container 4% BA Tirpitz Collaboration containers · Blue Archive Container
  • Blue Archive II Container 1.5% BA Tirpitz + Nonomi flag or BA Hovercraft + Hovercraft flag Collaboration containers · Blue Archive II Container · 1 of 2 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for survivability, secondary range/accuracy, torpedo utility, and main-battery consistency. The best build supports deliberate brawls.

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The stats below come from the base ship, Tirpitz. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Repair 3Fighter
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 resistance36.6%
Fire duration60 s
Torp Reduction22%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 380 mm L/52 Drh LC/34
Mounts / barrels4 mounts / 8 barrels
Reload time24 s
Firing range17.4 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17385/30·(12−2.2)/1000 + 2.2)·30 = 236.4 m
236.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 236.4 × 0.6 = 141.8 m
141.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 236.4 × 0.325 (σ=1.9) = 76.9 m
76.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141.8 × 0.326 (σ=1.9) = 46.2 m
46.2 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 24 s base reload = 20.
20
HE shells
HE Damage4,400
HE Velocity820 m/s
Fire Chance34%
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
Base HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 24 s base reload = 88,000.
88,000
Installed HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,778.
97,778
Base fires/min
ƒ8 HE shells x 60 / 24 s reload x 34% fire chance = 6.8.
6.8
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. Matches the in-game spec card.
729.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 518.9 m/s: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 518.9^1.38 = 387.9 mm.
387.9 mm
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
Base AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 24 s base reload = 232,000.
232,000
Installed AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 257,778.
257,778
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
120
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
50,800
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (54×3.5×0.7) + (50×3.5×0.75) = 292. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
292
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)8×2 105mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range4.5 km
Medium aura
DPS11
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 11 = 61
61
Near aura
DPS54
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 11 + Near 54 = 115
115
S
Secondary Battery
Mounts14
Firing range6.0 km
Shell Grouping (σ)1
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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
105 mm L/65 Dop. L. C/37 (×8)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 163,026 hp
Engine power163,026 hp
Maximum speed28.5 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.1× slow
Concealment
Detectability by sea15.44 km
Detectability by air12.35 km
Smoke firing penalty14.12 km
Detect after firing main guns15.44 km
Detect Fire Sea17.44 km
Detect Fire Air15.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp236.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17385/30·(12−2.2)/1000 + 2.2)·30 = 236.4 m
Max Vert Disp141.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 236.4 × 0.6 = 141.8 m
Med Horiz Disp76.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 236.4 × 0.325 (σ=1.9) = 76.9 m
Med Vert Disp46.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 141.8 × 0.326 (σ=1.9) = 46.2 m
AP Pen Close729.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. Matches the in-game spec card.
AP Pen Far387.9 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 518.9 m/s: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 518.9^1.38 = 387.9 mm.
HE penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha35,200
4,400 HE damage x 8 broadside guns = 35,200.
AP full-salvo alpha92,800
11,600 AP damage x 8 broadside guns = 92,800.
Base HE DPM88,000
35,200 HE full-salvo alpha x 60 / 24 s base reload = 88,000.
Base AP DPM232,000
92,800 AP full-salvo alpha x 60 / 24 s base reload = 232,000.
Installed HE DPM97,778
35,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 97,778.
Installed AP DPM257,778
92,800 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 257,778.
Base shells/min20
8 broadside guns x 60 / 24 s base reload = 20.
Installed shells/min22.2
8 broadside guns x 60 / 21.6 s installed Artillery reload = 22.2.
Base fires/min6.8
8 HE shells x 60 / 24 s reload x 34% fire chance = 6.8.
Installed fires/min7.56
8 HE shells x 60 / 21.6 s installed reload x 34% fire chance = 7.56.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage50,800
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS292
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (54×3.5×0.7) + (50×3.5×0.75) = 292. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index956
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)253,540
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 105 mm (8/side) × 60/3.35 × 1200 = 171,940 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400 + 2×2 150 mm (2/side) × 60/7.5 × 1700 = 27,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
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
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.
Exteriors

Skins & permanent camouflages

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

  • BA Tirpitz default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba TirpitzBlue Archive

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.