World of Warships: Legends ship guide

Bismarck B

Beta
Germany · Tier VII · Battleship · Bismarck Variant
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Start at mid-range, preserve HP, then push into caps or flanks where secondaries, armor, and improved m…
  • Use islands and timing to avoid being farmed before the brawl starts
  • Avoid: Do not rush straight in for secondaries at the opening
Community Data

Bismarck B Community Stats

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Playstyle

Overview

Bismarck B is a German battleship built for controlled pushes and secondary pressure, with official guidance emphasizing secondary reload/dispersion and balance buffs to main-battery accuracy and ricochet behavior. Play her as a durable pressure ship that closes only when support is ready.

Positioning

Start at mid-range, preserve HP, then push into caps or flanks where secondaries, armor, and improved main guns can all work. Use islands and timing to avoid being farmed before the brawl starts.

Potato Avoidance

Rush straight in for secondaries at the opening

Bismarck B needs a staged push; arriving early and alone wastes the strengths of armor and secondary pressure.

Acquisition

How to get Bismarck B

Bismarck B 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.

Best listed chance for this ship

Show all 5 containers (2 more)
  • Ultimate Crate 0.15% VII Bismarck B Event containers · Ultimate Crate → Black Friday '22 Crate
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Darkness & Light: a tale of two Halloween events Event/store source Start: 2021-10-01 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Through the Spy Glass: Graf Zeppelin Ship feature / release Start: 2022-07-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Ark Royal Ship feature / release Start: 2022-10-17 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: HMS Cossack '38 Ship feature / release Start: 2022-10-31 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for secondary battery reload/dispersion, survivability, main-battery consistency, and damage control. Commander choices should support secondary focus without abandoning durability.

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The stats below come from the base ship, Bismarck. 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.

Sonar 4.93 kmRepair 3Fighter
Survivability
Hit PointsInitial: 64,500 → 69,200
Displacement49,406 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, 245, 320, 350 mm
Armor material/layer entries48
Fire resistanceInitial: 33.3% → 36.6%
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.
34,600
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
20,800
Main Battery
ModuleArtillery: 380 mm L/52 Drh LC/34
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range (base)15.8 km
Firing range (top fire control)17.3 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.95
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15771/30·(12−2.2)/1000 + 2.2)·30 = 220.6 m
220.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.6 × 0.6 = 132.3 m
132.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.6 × 0.325 (σ=1.95) = 71.8 m
71.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.3 × 0.326 (σ=1.95) = 43.1 m
43.1 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
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 / 26 s base reload = 81,231.
81,231
Installed HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
90,256
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 34% fire chance = 6.28.
6.28
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet65 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 × 2550 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 759.2 mm. Matches the in-game spec card.
759.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 519.3 m/s: 1e-7 × 2550 × 800^0.69 × 0.38^-1.07 × 519.3^1.38 = 404.2 mm.
404.2 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 / 26 s base reload = 214,154.
214,154
Installed AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
237,949
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
AA Defense
AA mount pointsInitial: 22 → 40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (51×3.5×0.75) + (83×3.5×0.7) + (51×3.5×0.75) = 471. 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.
471
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (8×2) → 37 mm Flak LM/42 (10×2)
20 mm Flak 38Initial: 12×1 → 14×1 20mm
20 mm Flakvierling 38Initial: 2×4 → 16×4 20mm
105 mm L/65 Dop. L. C/31 (DP)4×2 105mm
105 mm L/65 Dop. L. C/37 (DP)4×2 105mm
Far aura
DPS
ƒIncludes 51 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
51
Range4.5 km
Medium aura
DPSInitial: 11 → 51
Range3.5 km
Total DPS in Aura
ƒFar 51 + Medium 51 = 102
102
Near aura
DPSInitial: 32 → 83
Range2 km
Total DPS in Aura
ƒFar 51 + Medium 51 + Near 83 = 185
185
S
Secondary Battery
Mounts14
Firing range7.5 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 @ 7.5 km
ƒ7.5 km × 57 + 30 = 457.5 m.
457.5 m
105 mm L/65 Dop. L. C/31 (×4)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 3 more gun families
105 mm L/65 Dop. L. C/37 (×4)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
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: 163,000 hp
Engine power163,000 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 · 0.5% heal per second · 14% 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
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect

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)1.95
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp220.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15771/30·(12−2.2)/1000 + 2.2)·30 = 220.6 m
Max Vert Disp132.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.6 × 0.6 = 132.3 m
Med Horiz Disp71.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.6 × 0.325 (σ=1.95) = 71.8 m
Med Vert Disp43.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.3 × 0.326 (σ=1.95) = 43.1 m
AP Pen Close759.2 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 × 2550 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 759.2 mm. Matches the in-game spec card.
AP Pen Far404.2 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 519.3 m/s: 1e-7 × 2550 × 800^0.69 × 0.38^-1.07 × 519.3^1.38 = 404.2 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 DPM81,231
35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.
Base AP DPM214,154
92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.
Installed HE DPM90,256
35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
Installed AP DPM237,949
92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min6.28
8 HE shells x 60 / 26 s reload x 34% fire chance = 6.28.
Installed fires/min6.97
8 HE shells x 60 / 23.4 s installed reload x 34% fire chance = 6.97.

AA defense

Close-range AA DPS471
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (51×3.5×0.75) + (83×3.5×0.7) + (51×3.5×0.75) = 471. 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 index1478
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 @ 7.5 km457.5 m
7.5 km × 57 + 30 = 457.5 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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970 + 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970 + 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.

Balance History

Balance updates affecting Bismarck B. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×4
2021-04-08

Two Years Strong: The April Update

  • 105 mm secondary guns of German battleships can now penetrate 20 mm armor, which they weren't able to do before. This means that Bismarck and Tirpitz become more of a threat to any destroyers that wander too close, especially if the battleships have enhanced secondaries.
Read the full official post
2021-03-04

Marchin' on: The First Update of Spring 2021

  • Main battery accuracy improved by about 3%.
  • Guaranteed ricochet angle for main battery shells increased from 60 to 65 degrees, which means that Bismarck will be able to damage even more angled targets whose armor cannot be overmatched by 380 mm shells.
  • Penetration of AP shells increased by about 4%, which should lead to a few more citadels when shooting angled but penetrable targets.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Bismarck B can equip, from in-game data.

  • Bismarck B 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.