World of Warships: Legends ship guide

Bellerophon

Also called: 柏勒罗丰 Beta
U.K. · Tier III · Battleship · Premium
Fast battleshipA fast-mover: reposition between lanes and strike first where peers cannot reach.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat, then use the speed advantage at 24 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 24-kn speed to push rather than to rotate
Key characteristics
Heavy HE shellsImproved HE penFast for the classHeavy magazine armorLow AP DPM
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Community Data

Bellerophon Community Stats

Across 1,600+ Standard battles from 190+ players, Bellerophon averages a 59% win rate, 47,000 damage and 1.4 kills per battle, and survives 38% of them.

Community Data

Bellerophon Community Stats

Log in to GamingDiver and upload your data to see Community Data for Bellerophon: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Bellerophon is a Tier III British fast battleship at 24 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE damages angled targets her AP can't, but her HE volume is low: a tool for bow-on targets, not a damage plan. Standout traits: best HE alpha in T3 BBs (5,200, 1st of 18) and best magazine armor in T3 BBs (76 mm, 1st of 4). The trade is AP DPM in T3 BBs (129,600, 18th of 18).

Positioning

Anchor a flank at 10-13 km with bow toward the closest threat, then use the speed advantage at 24 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. She is genuinely evasive in both phases of a turn, answering the helm in 10.2 s and carving a 560 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Using the 24-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

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 7/18 T3 BBs.

Heavy HE shells ↗

5200 damage per HE shell, best of T3 BBs. Punishes superstructure and modules harder than peers.

Fast for the class ↗

24 kt, top quartile of T3 BBs. Lets you rotate flanks or escape disengagements.

Heavy magazine armor ↗

76 mm magazine protection, best of T3 BBs. Shrugs off hits that knock peers' turrets out.

Fast flanking BB ↗

Speed in the top bracket. Rotates flanks and dictates engagement angles.

Low AP DPM ↗

129600 AP DPM, bottom decile of T3 BBs. Citadel windows matter more than spam.

Acquisition

How to get Bellerophon

Bellerophon 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
  • Darkness & Light: a tale of two Halloween events Free reward Start: 2021-10-01
    • For saving Transylvania, depending on maximum number of stars you get in one battle (one-time reward for each number):
    • 5 stars: Tier III Bellerophon (netting you Portal Shards for completing the Slaying Chimeras mission)
  • Halloween Update: Crimson Tale Store / event post Start: 2024-10-10
    • Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
  • Honoring the Battle of Jutland Store / event post Start: 2025-05-19
    • Aside from the three new ships, several returning ships are making their way back to the Store—some of which also took part in the Battle of Jutland.
    • British battleships Warspite and Bellerophon in a bundle with Commander John Jellicoe
  • Halloween Update: Double the Fun, Double the Trouble Free reward Start: 2021-09-30
    • Make sure to get Bellerophon during the Saving Transylvania part of the event as the 5-star reward (or for doubloons for the whole duration of the update), as this will allow you to obtain Italian Tier IV cruiser Genova entirely for free during the A Light in the Dark part of the event!
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Bellerophon sits among Tier III BBs (17 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.

BestHE shell damage5,200 (1 of 2 tied) Top 25%Max speed24 kt (3/18) Top 25%Rudder shift10.2 s (3/18) Top 25%Turning circle560 m (5/18) Top 25%HE fire chance32% (5/18) LongerAP fuse timer0.015 s (5/18) Bottom 25%Secondary DPM (per side)83,208 (17/18) Bottom 25%Secondary HE alpha1,500 (15/17) Bottom 25%Secondary HE pen17 mm (15/17) Bottom 25%Engine power25,000 hp (15/17) Bottom 25%Power / turn radius44.6 hp/m (16/17) Bottom 25%AP pen at 10 km259 mm (15/18) WorstAP DPM129,600 (18/18) WorstTime to 90% speed37.8 s (17/17)
See 31 mid-pack stats

Not standouts for Bellerophon -- 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 points38,100 HP(11/18) Concealment12.45 km(9/18) Smoke fire bloom9.5 km(10/18) Air detection9.96 km(10/18) Main battery caliber305 mm(9/18) Main battery range13.63 km(11/18) Main battery reload30 s(11/18) Sigma1.8(6/18) Fires per minute5.12(10/18) HE DPM83,200(10/18) AP shell damage8,100(13/18) Main dispersion196.3 m(8/18) Secondary fire chance6%(13/17) AP velocity831 m/s(10/18) HE velocity831 m/s(13/18) Acceleration (0-12 kt)17.4 s(9/17) AP arming threshold51 mm(10/18) Displacement22,456 t(7/18) Power-to-weight1.11 hp/t(12/17) Effective HE DPM (incl. fire)116,792(9/18) Secondary range4.5 km(7/18) AA DPS71(9/15) AA range3 km(9/15) AA threat182(8/15) Flak damage per salvo (expected)165(5/10) Repair charges3(9/18) Max armor279 mm(14/18) Citadel belt254 mm(9/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormSecondary dispersion bracket57(15 of 18 tied at this value)
Survivability
Hit Points38,100
Displacement22,456 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
160.6 x 25.2 m (published figure)
Armor range13–279 mm
Plate armor thicknesses13, 19, 25, 30, 32, 38, 51, 57, 76, 102, 127, 152, 178, 203, 229, 254, 279 mm
Armor material/layer entries75
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
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 × 38,100 HP = 6,858 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 × 38,100 HP = 7,620 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
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.
19,100
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.
11,400
Effective HP
ƒBase 38,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 38,100 HP = 5,334 HP per charge, × 3 charges = 16,002 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.
42,333–54,102
Repairable: bow60%
Repairable: casemate60%
Repairable: hull50%
Repairable: superstructure60%
Repairable: auxiliary room60%
Repairable: stern60%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,500 = 5,000), 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.
2,500
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 × 3,900 = 7,800), 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.
3,900
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 × 2,100 = 4,200), 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.
2,100
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 × 28,600 = 57,200), 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.
28,600
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 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,400
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: 305 mm/45 Mk X
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range13.6 km
Turret traverse3 °/s
Turret armor305 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.
180° port-only, 180° starboard-only, 2x ±142°, ±150°
Guns to bear
ƒ180° − 142° (the most restricted aft-facing mount's arc) = 38° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° 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.
38° off bow / 38° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (13.6 km) shells land in an ellipse about 196 m wide and 118 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bourgogne, California, Collingwood and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1363230·12−21000+2)·30=196.3m
196.3 m at 13.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.3·0.6=117.8m
117.8 m at 13.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =196.3·0.61.8=65.4m
65.4 m at 13.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =117.8·0.61.8=39.3m
39.3 m at 13.6 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE alpha5,200
HE Velocity831 m/s
Fire Chance32%
HE fire DPM vs T3 BB33592
Effective HE DPM vs T3 BB116792
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ5,200 HE damage x 8 broadside guns = 41,600.
41,600
HE DPM
ƒ41,600 HE full-salvo alpha x 60 / 30 s base reload = 83,200.
83,200
Fires/min
ƒ16 shells/min × 0.32 (32% fire chance) = 5.12.
5.12
AP shells
AP alpha8,100
AP Velocity831 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2187·389.80.69·0.305−1.07·8311.38=510.9mm.
510.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 435.9 m/s: P=10−7·2187·389.80.69·0.305−1.07·435.91.38=209.7mm.
209.7 mm at 13.6 km
AP full-salvo alpha
ƒ8,100 AP damage x 8 broadside guns = 64,800.
64,800
AP DPM
ƒ64,800 AP full-salvo alpha x 60 / 30 s base reload = 129,600.
129,600
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.
40
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/45 HA Mk IV2×1 76mm
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount4×1 40mm
Far aura
Guns76.2 mm/45 HA Mk IV
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.75 hit probability = 8 - the same in-game units as the Close-range AA DPS headline.
8
Range3 km
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 0.75 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
63
Range2.5 km
Total DPS in Aura
ƒFar 8 + Medium 63 = 71
71
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 110 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
110
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3 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.
2.5-3 km
S
Secondary Battery
Mounts14
Firing range4.5 km
Shell Grouping (σ)1
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: 14×1 102 mm (7/side) × 60/7.571 s (7.5 s = 53 ticks) × 1500 = 83,208. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
83,208
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 3.3 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 21,837. 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.
21,837
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 83,208 + secondary fire DPM 21,837 = 105,045: shell damage plus fire damage against one T3 battleship, every shell hitting.
105,045
102 mm/50 Mk VII14×1 102mm
Caliber102 mm
Reload time7.5 s
HE alpha1,500
Muzzle Velocity873 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ14×1 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.06 (6% fire chance) = 3.3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.3
HE Pen17 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power25,000 hp
Maximum speed24.0 kt
Turning circle radius560 m
Rudder shift time10.2 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 = 24 / 4 + 4.9 = 10.9 kt. Base value; speed modifiers scale it.
10.9 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.
54.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.6 kt of 24.0 kt).
37.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (23.8 kt of 24.0 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.
61.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 4.8 = -1.8°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.8°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.45 km x 0.955 = 11.89 km. Camouflage does not change detectability by air.
12.45 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.89 km.
11.89 km
Detectability by air9.96 km
Smoke firing penalty9.5 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.45 km) = 13.63 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.63 km
Detect when firing (air)
ƒAir detectability 9.96 km + gun-firing bloom 6.1 km = 16.06 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
16.06 km
Detect when on fire (sea)
ƒSea detectability 12.45 km + 2.0 km while burning = 14.45 km.
14.45 km
Detect when on fire (air)
ƒAir detectability 9.96 km + 3.0 km while burning = 12.96 km.
12.96 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,334 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 × 38,100 HP = 5,334 HP: up to 14% of max HP restored per charge.
· 16,002 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 38,100 HP = 16,002 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 190 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 38,100 HP = 190 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 height @ 5 km46.2 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=0.5·13632=6816 m, and radiusOnMax=0.6 at 13632 m. Below the kink: k=0.2+(0.5−0.2)·50006816=0.4201, so σV=σH·k=110·0.4201=46.2m.
Shell scatter height @ 10 km87.5 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=0.5·13632=6816 m, and radiusOnMax=0.6 at 13632 m. Above the kink: k=0.5+(0.6−0.5)·10000−681613632−6816=0.5467, so σV=σH·k=160·0.5467=87.5m.
AP pen 5 km361 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 =10−7·2187·389.80.69·0.305−1.07·646.51.38=361mm, where 646.5 m/s is the shell's speed when it arrives at 5 km (from 831 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 km259 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 =10−7·2187·389.80.69·0.305−1.07·508.31.38=259mm, where 508.3 m/s is the shell's speed when it arrives at 10 km (from 831 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 km5.65 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·0.4391·0.30528·389.8=4.12×10−5. That runs from a 831 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 km5.67 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·0.4391·0.30528·386=4.16×10−5. That runs from a 831 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 ~76mm armor instead of ~50mm. 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
Counted from each mount's firing arc: most barrels that bear at once: 8 of 10, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,187
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 mass389.8 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4391
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity831 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity831 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
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.
taperDist4,500 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range8
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in HA 12PDR 2x1 -> 8 DPS @ 3 km; 2pdr QF MKII PomPom 4x1 -> 63 DPS @ 2.5 km.
AA DPS layered by range8 DPS @ 3 km, 71 DPS @ 2.5 km
@ 3 km: 8 from one family; @ 2.5 km: 8 + 63 = 71. 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-blank71
8 + 63 = 71 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index182
8 × 3 + 63 × 2.5 = 182. 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 firepower

Max HE alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
The only family (102 mm): 17 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: 17 mm from the 102 mm family.
Open in Charting Tool

Ship Charts

Background

The Bellerophon-class battleships were developed from the renowned Dreadnought class. The ship inherited turbine propulsion and a main battery consisting of ten 305 mm guns from her predecessor, but, unlike the prototype, she had armored torpedo protection.

Armor Beta

Hull HP 38,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel254 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–178 mm)2,500 (7% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 19–254 mm)28,600 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–127 mm)1,500 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel254 mm primary (range 19–254 mm)≈ 165,500 (effectively 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.
Superstructure13 mm primary (range 13–279 mm)1,400 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP19,100 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-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 HP11,400 module HPIncapacitated at 0 HPWhen 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Bellerophon can equip.

  • Bellerophon 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.