World of Warships: Legends ship guide

Brisbane

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • 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
Key characteristics
Long torps (14 km)Lobs over islandsRadar (12 km)Smoke + SonarSlow HE shells
Community Data

Brisbane Community Stats

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Playstyle

Overview

Brisbane is a Legendary Commonwealth 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 (11.7 km, 25 s active) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best AA reach in Legendary CAs (6 km).

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

Surveillance Radar

11.67 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Long-reach AA

6.0 km AA reach, best of Legendary CAs.

Super-heal

Repair Party heals 2.0%/s, best of Legendary CAs. Restores more HP per active second than peers.

Fast turret traverse

38.0°/s turret traverse, top decile of Legendary CAs. Tracks fast-rotating targets peers can't keep up with.

Long-range torps

13.5 km torpedo range, top decile of Legendary CAs.

Slow HE shells

768.0 m/s HE muzzle velocity, bottom decile of Legendary CAs. Lobby trajectory, harder to land at range.

Acquisition

How to get Brisbane

Brisbane is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • "United Strength" Campaign Breakdown Campaign Start: 2023-12-11 · End: 2024-01-14 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Through the Spy Glass: Brisbane Ship feature / release Start: 2023-12-13 · 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.

Builds Beta

Build for concealment, reload, and utility uptime. Official inspiration guidance calls out Gunichi Mikawa for detectability and Francesco Mimbelli for cruiser reload, matching Brisbane’s need to stay hidden until its utility or damage window matters.

Open in Build Tool →

Commanders frequently paired with this ship Francesco MimbelliGunichi Mikawa

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 Brisbane sits among Legendary CAs (21 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.

BestTraverse-to-turn ratio28.87 × (1/21) BestAA range6 km (1 of 4 tied) BestRepair heal rate2 %/s (1 of 3 tied) Top 10%AA threat3,200 (2/21) Top 25%Main battery reload3.6 s (4/21) Top 25%Fires per minute15 (4/20) Top 25%HE DPM358,333 (4/20) Top 25%AP DPM533,333 (5/21) Top 25%AP arming threshold25 mm (6/21) Top 25%Displacement16,970 t (5/21) Top 25%AA DPS639 (6/21) Top 25%Torpedo range13.5 km (3/13) Bottom 25%Hit points43,300 HP (18/21) Bottom 25%Main battery caliber152 mm (17/21) Bottom 25%Main battery range15.44 km (18/21) Bottom 25%Engine power110,000 hp (18/21) Bottom 25%Turn-speed retention146.7 hp/m (19/21) Bottom 25%Max armor127 mm (17/21) Bottom 25%Citadel belt101 mm (17/21) Bottom 10%HE velocity768 m/s (19/20) WorstNo secondaries (8 of 21 in cohort)
See 19 mid-pack stats

Not standouts for Brisbane -- 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 speed33.5 kt(13/21) Concealment12.74 km(9/21) Air detection7.64 km(9/21) Rudder shift13.6 s(7/21) Sigma2.05(13/21) Main dispersion139.5 m(7/21) AP velocity768 m/s(15/21) Acceleration11 s(15/21) AP fuse timer0.03 s(13/21) Power-to-weight6.48 hp/t(13/21) Torpedo damage16,767(7/13) Torpedo speed65 kt(5/13) Torpedo reload110 s(9/13) Deck armor57 mm(15/21) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

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

Radar 11.67 kmSonar 5.47 kmRepair 2Def-AASmoke
Survivability
Hit Points43,300
Displacement16,970 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 51, 57, 81, 90, 101, 127 mm
Armor material/layer entries62
Fire resistance40%
Fire duration30 s
Torp Reduction13%
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.
21,700
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.
13,000
Main Battery
ModuleArtillery: 152 mm/50 Mk XXVI
Mounts / barrels5 mounts / 10 barrels
Reload time
patched
  1. baseline4
    In-game data
  2. 2024-09-054.5
    Ministry of Balance: Season of Change Main battery reload time reduced from 5 to 4.5 seconds.
  3. 2025-10-304
    Ministry of Balance: Preparing for Winter Main battery reload time reduced from 4.5 to 4 seconds.
4 s
Firing range15.4 km
Turret traverse38 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15440/30·(8−1.1)/1000 + 1.1)·30 = 139.5 m
139.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.5 × 0.6 = 83.7 m
83.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.5 × 0.314 (σ=2.05) = 43.8 m
43.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.7 × 0.314 (σ=2.05) = 26.3 m
26.3 m
Turret turn time
ƒ180 degrees / 38 deg/s traverse speed = 4.7 s.
4.7 s
Base shells/min
ƒ10 broadside guns x 60 / 4 s base reload = 150.
150
HE shells
HE Damage2,150
HE Velocity768 m/s
Fire Chance9%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,150 HE damage x 10 broadside guns = 21,500.
21,500
Base HE DPM
ƒ21,500 HE full-salvo alpha x 60 / 4 s base reload = 322,500.
322,500
Installed HE DPM
ƒ21,500 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 358,333.
358,333
Base fires/min
ƒ10 HE shells x 60 / 4 s reload x 9% fire chance = 13.5.
13.5
AP shells
AP Damage3,200
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2672 × 59.85^0.69 × 0.152^-1.07 × 768^1.38 = 323.8 mm. Matches the in-game spec card.
323.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 314.2 m/s: 1e-7 × 2672 × 59.85^0.69 × 0.152^-1.07 × 314.2^1.38 = 94.3 mm.
94.3 mm
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
Base AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 4 s base reload = 480,000.
480,000
Installed AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 533,333.
533,333
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.
20
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 5 tubes = 20 tubes
Reload time110 s
Projectile speed65 kt
Range13.5 km
Maximum simulated damage15,667 (est.)
Alpha damage47,000
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming201 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
156,670
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.9) + (142×3.5×0.9) + (37×3.5×0.9) = 639. 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.
639
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
76.2 mm/70 Mk VI8×2 76mm
40 mm Bofors Mk VII6×1 40mm
Far aura
DPS
ƒIncludes 37 continuous AA damage from dual-purpose main battery firing as AA in this range band.
37
Range6 km
Outer Medium aura
DPS142
Range5 km
Total DPS in Aura
ƒFar 37 + Outer Medium 142 = 179
179
Inner Medium aura
DPS24
Range3.5 km
Total DPS in Aura
ƒFar 37 + Outer Medium 142 + Inner Medium 24 = 203
203
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius750 m
Engine power multiplier speed threshold31.2 kt
Traverse-to-turn ratio28.9× instant
Concealment
Detectability by sea12.74 km
Detectability by air7.64 km
Smoke firing penalty6.27 km
Detect after firing main guns12.74 km
Detect Fire Sea14.74 km
Detect Fire Air10.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5.47 km ship detect · 3.8 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Surveillance Radar2 charges · 120 s reload · 25 s active · 11.67 km radar range
Smoke Generator3 charges · 160 s reload · 15 s emit / 10 s cloud active

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp139.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15440/30·(8−1.1)/1000 + 1.1)·30 = 139.5 m
Max Vert Disp83.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.5 × 0.6 = 83.7 m
Med Horiz Disp43.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.5 × 0.314 (σ=2.05) = 43.8 m
Med Vert Disp26.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.7 × 0.314 (σ=2.05) = 26.3 m
AP Pen Close323.8 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 × 2672 × 59.85^0.69 × 0.152^-1.07 × 768^1.38 = 323.8 mm. Matches the in-game spec card.
AP Pen Far94.3 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 314.2 m/s: 1e-7 × 2672 × 59.85^0.69 × 0.152^-1.07 × 314.2^1.38 = 94.3 mm.
HE penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time4.7 s
180 degrees / 38 deg/s traverse speed = 4.7 s.
HE full-salvo alpha21,500
2,150 HE damage x 10 broadside guns = 21,500.
AP full-salvo alpha32,000
3,200 AP damage x 10 broadside guns = 32,000.
Base HE DPM322,500
21,500 HE full-salvo alpha x 60 / 4 s base reload = 322,500.
Base AP DPM480,000
32,000 AP full-salvo alpha x 60 / 4 s base reload = 480,000.
Installed HE DPM358,333
21,500 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 358,333.
Installed AP DPM533,333
32,000 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 533,333.
Base shells/min150
10 broadside guns x 60 / 4 s base reload = 150.
Installed shells/min166.7
10 broadside guns x 60 / 3.6 s installed Artillery reload = 166.7.
Base fires/min13.5
10 HE shells x 60 / 4 s reload x 9% fire chance = 13.5.
Installed fires/min15
10 HE shells x 60 / 3.6 s installed reload x 9% fire chance = 15.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed65 kt
Travel time to max range79.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count20
4 launchers x 5 tubes.
Per-side salvo10 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage313,340
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage156,670
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS639
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.9) + (142×3.5×0.9) + (37×3.5×0.9) = 639. 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 range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index3200
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.

Armor

Hull HP 43,300, 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
Bow25 mm primary (range 16–25 mm)2,000 (5% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)51 mm primary (range 16–127 mm)32,500 (75% of HP)
No common caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 16–25 mm)2,900 (7% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel101 mm primary (range 13–101 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–57 mm)2,100 (5% 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 HP21,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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.
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 HP13,000 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.

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 Brisbane. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×3Consumable ×1
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 4.5 to 4 seconds.
Read the full official post
2024-09-05

Ministry of Balance: Season of Change

  • Main battery reload time reduced from 5 to 4.5 seconds.
  • Torpedo reload time reduced from 131 to 110 seconds.
  • Radar duration increased from 22 to 25 seconds.
  • Radar range increased from 10 to 10.5 km.
  • Added the Smoke Generator consumable, which can be used instead of Radar.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Brisbane 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.