Baltimore
Beta- Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
Baltimore Community Stats
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Baltimore Community Stats
Playstyle
Overview
Baltimore is a Tier VII American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (10 km, 30 s active) is the cap-control consumable on top, so she sets fights as well as winning them. AA (543 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T7 CAs (60°).
Positioning
Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.
Potato Avoidance
Using radar like a destroyer hunter rather than a position…
The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.
Signature Traits
10 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
60.0° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.
543.0 AA DPS, top decile of T7 CAs (median 373.5).
160.0 mm citadel belt, top decile of T7 CAs. Citadels through angle are rare.
Radar consumable. Controls caps and reveals smoke-firing DDs without spotting risk.
6.0 mm superstructure, bottom quartile of T7 CAs. HE farms harder.
How to get Baltimore
Baltimore is available in the Bombarding Heavy Cruisers branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits.
Show U.S.A. tech-tree branch diagram
Baltimore sits in the Bombarding Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. heavy cruisers are well suited to bombarding enemy ships with powerful, super-heavy armor-piercing shells and high-explosive shells, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
- Advantages
- Improved AP shells, Long-duration Radar starting at Tier VII
- Disadvantages
- Low-velocity shells, Poor protection
Builds Beta
Build for AP performance, reload, radar utility, concealment, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Baltimore sits among Tier VII CAs (46 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.
See 29 mid-pack stats
Not standouts for Baltimore -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14063/30·(8−1.1)/1000 + 1.1)·30 = 130 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130 × 0.6 = 78 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130 × 0.332 (σ=1.9) = 43.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.332 (σ=1.9) = 25.9 mƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
9 broadside guns x 60 / 13 s base reload = 41.5.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
3,000 HE damage x 9 broadside guns = 27,000.ƒ
27,000 HE full-salvo alpha x 60 / 13 s base reload = 124,615.ƒ
27,000 HE full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 138,462.ƒ
9 HE shells x 60 / 13 s reload x 14% fire chance = 5.82.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2919 × 152^0.69 × 0.203^-1.07 × 782^1.38 = 506.2 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: 1e-7 × 2919 × 152^0.69 × 0.203^-1.07 × 360^1.38 = 173.5 mm.ƒ
5,300 AP damage x 9 broadside guns = 47,700.ƒ
47,700 AP full-salvo alpha x 60 / 13 s base reload = 220,154.ƒ
47,700 AP full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 244,615.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Includes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 31 + Medium 94 = 125ƒ
Far 31 + Medium 94 + Near 49 = 174ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14063/30·(8−1.1)/1000 + 1.1)·30 = 130 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 130 × 0.6 = 78 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 130 × 0.332 (σ=1.9) = 43.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.332 (σ=1.9) = 25.9 mStandard cruiser dispersion baseline.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 × 2919 × 152^0.69 × 0.203^-1.07 × 782^1.38 = 506.2 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: 1e-7 × 2919 × 152^0.69 × 0.203^-1.07 × 360^1.38 = 173.5 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.3,000 HE damage x 9 broadside guns = 27,000.5,300 AP damage x 9 broadside guns = 47,700.27,000 HE full-salvo alpha x 60 / 13 s base reload = 124,615.47,700 AP full-salvo alpha x 60 / 13 s base reload = 220,154.27,000 HE full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 138,462.47,700 AP full-salvo alpha x 60 / 11.7 s installed reload (Main Battery Mod. 3 = -10%) = 244,615.9 broadside guns x 60 / 13 s base reload = 41.5.9 broadside guns x 60 / 11.7 s installed Artillery reload = 46.2.9 HE shells x 60 / 13 s reload x 14% fire chance = 5.82.9 HE shells x 60 / 11.7 s installed reload x 14% fire chance = 6.46.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 127mm 6x2 -> 98 DPS @ 5 km; 40mm 12x4 -> 296 DPS @ 3.5 km; 20mm 21x1 -> 149 DPS @ 2 km.Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.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: 21 mm from the 127 mm family.Armor
Hull HP 36,600 → 42,400 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 27 mm primary (range 27–40 mm) | 1,600 (4% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 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) | 27 mm primary (range 27–152 mm) | 31,800 (75% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 27 mm primary (range 6–102 mm) | 2,900 (7% of HP) | Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 160 mm primary (range 6–160 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.33 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.33 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–38 mm) | 1,600 (4% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 21,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 12,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Baltimore. Cards are condensed; use each source link for full context.
May Update: Things Are Heating Up!
- Main battery turret traverse speed increased from 6°/s to 7°/s.
- Main battery accuracy improved by about 6%.
- For Hull B, HE shell maximum damage increased from 2,800 to 3,000.
- For Hull B, AP shell maximum damage increased from 5,000 to 5,300; shell velocity increased from 762 m/s to 782 m/s.
Skins & permanent camouflages
Every custom exterior Baltimore can equip, from in-game data.
DefaultThe ship’s standard exterior
S JulyDecorative
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.
