California
Also called: 加利福尼亚 Beta- Anchor a flank at 12-15 km where the team can rotate behind you
- Avoid: Absorbing focus without trading back
On this page
California Community Stats
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California Community Stats
Record History
Playstyle
Overview
California is a Tier V American tank battleship (58,300 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (721 AA DPS at 5 km) 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 torpedo belt percent in T5 BBs (40) and best armor plate in T5 BBs (406 mm).
Positioning
Anchor a flank at 12-15 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.
Potato Avoidance
Absorbing focus without trading back
The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.
Signature Traits
40.0% torpedo damage reduction, best of T5 BBs.
- Heavy armor · 406.0 mm
- Thick stern plate · 26.0 mm
- Top-tier AA · 721.0 AA
- Long-reach AA · 5.0 km
20.0 s Damage Control duration, best of T5 BBs. Stays fire / flood immune longer per activation.
- Slow for the class · 20.5 kt
- Sluggish for the tonnage · 0.73 hp
How to get California
California 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
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Super V crate
4.166667%
One of the Tier V Premium ships
Event · Super V crate · 1 of 24 ships
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Anniversary '21 USN crate
0.75%
V California
Event · Anniversary '21 USN crate
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Chest of Rarities
0.5%
Tier V or VI Premium ship
Event · Chest of Rarities · 1 of 8 ships
Show all 20 containers (17 more)
- Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
- Santa Level 4 0.25% Tier V Premium ship Archived · Santa Level 4 · 1 of 24 ships
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Winter Big Crate '23
0.25%
Tier V Premium ship
Common · Winter Big Crate '23 · 1 of 2 ships
- Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
-
Santa Level 3
0.239583%
Tier V Premium ship
Archived · Santa Level 3 · 2 paths combined · 1 of 24 ships
Show 2 paths
- Santa Level 30.202083%
- Santa Level 3 → Santa Level 40.0375%
-
Spectral Vault 3.0
0.239565%
Tier V Premium ship
Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
Show 2 paths
- Spectral Vault 3.00.21087%
- Spectral Vault 3.0 → Spectral Vault 4.00.028696%
-
Mystic Lantern
0.2%
Tier V Premium ship
Event · Mystic Lantern · 1 of 25 ships
- Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
-
Santa Level 2
0.106771%
Tier V Premium ship
Archived · Santa Level 2 · 4 paths combined · 1 of 24 ships
Show 4 paths
- Santa Level 20.058333%
- Santa Level 2 → Santa Level 30.030312%
- Santa Level 2 → Santa Level 40.0125%
- Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
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Spectral Vault 2.0
0.090043%
Tier V Premium ship
Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
Show 4 paths
- Spectral Vault 2.00.06087%
- Spectral Vault 2.0 → Spectral Vault 3.00.021087%
- Spectral Vault 2.0 → Spectral Vault 4.00.005217%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
-
Piñata Chest
0.05%
Tier V or VI Premium ship
Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
-
Champion's Box
0.047917%
Tier V Premium ship
Archived · Champion's Box · 2 paths combined · 1 of 24 ships
Show 2 paths
- Champion's Box → Santa Level 30.040417%
- Champion's Box → Santa Level 3 → Santa Level 40.0075%
-
Santa Level 1
0.03437%
Tier V Premium ship
Archived · Santa Level 1 · 6 paths combined · 1 of 24 ships
Show 6 paths
- Santa Level 1 → Santa Level 30.010104%
- Santa Level 1 → Santa Level 20.00875%
- Santa Level 10.00825%
- Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
- Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
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Spectral Vault 1.0
0.019108%
Tier V Premium ship
Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
Show 7 paths
- Spectral Vault 1.00.008609%
- Spectral Vault 1.0 → Spectral Vault 2.00.005478%
- Spectral Vault 1.0 → Spectral Vault 3.00.002109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
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Mystic Box
0.012%
Tier V Premium ship
Event · Mystic Box · 1 of 25 ships
- Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Anniversary '21 USN crate 0.75% · V California
- Chest of Rarities 0.5% · Tier V or VI Premium ship
- Mega Santa '23 0.143955% · Tier V Premium ship
- Mystic Box 0.012% · Tier V Premium ship
- Mystic Lantern 0.2% · Tier V Premium ship
Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 California sits among Tier V BBs (25 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 18 mid-pack stats
Not standouts for California -- 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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 3 deg/s traverse speed = 60 s.ƒ
12 broadside guns x 60 / 30 s base reload = 24.HE shells
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59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).ƒ
5,000 HE damage x 12 broadside guns = 60,000.ƒ
60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.ƒ
24 shells/min x 30% fire chance = 7.2.AP shells
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floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 491.4 m/s: .ƒ
10,500 AP damage x 12 broadside guns = 126,000.ƒ
126,000 AP full-salvo alpha x 60 / 30 s base reload = 252,000.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
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 105 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 104 raw aura damage × 3.5 × 0.75 hit probability = 273 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 105 + Medium 273 = 378ƒ
Effective DPS: 140 raw aura damage × 3.5 × 0.7 hit probability = 343 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 105 + Medium 273 + Near 343 = 721ƒ
Each ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so waves 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
Time to reach 90% of top speed (18.4 kt of 20.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (20.3 kt of 20.5 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,162 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (58,300 HP) per second = 292 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
See all derived stats
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.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.Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 491.4 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).floor(356 mm caliber / 14.3) = 24 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 12 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.5,000 HE damage x 12 broadside guns = 60,000.10,500 AP damage x 12 broadside guns = 126,000.60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.126,000 AP full-salvo alpha x 60 / 30 s base reload = 252,000.12 broadside guns x 60 / 30 s base reload = 24.24 shells/min x 30% fire chance = 7.2.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 127mm 8x2 -> 105 DPS @ 5 km; 40mm 14x4 -> 273 DPS @ 3.5 km; 20mm 41x2 -> 343 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.4 km × 57 + 30 = 258 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: 8×2 127 mm (8/side) × 60/6 × 1800 = 144,000. 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 Beta
Hull HP 58,300, 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.
Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–40 mm) | 2,000 (3% of HP) | Overmatch not possible in its bracketAngle bounces 356mm26 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) | 343 mm primary (range 25–343 mm) | 43,700 (75% of HP) | No common caliber overmatches343 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–203 mm) | 1,300 (2% of HP) | Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 343 mm primary (range 19–343 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. |
| Superstructure | 16 mm primary (range 16–406 mm) | 3,600 (6% 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 | 29,200 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 | 17,500 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior California can equip, from in-game data.
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.
