World of Warships: Legends ship guide

California

Beta
Bow-tank anchorHold the line bow-in and soak fire while the team trades.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
Strong AAHeavy AP penSpotter planeSlow
Community Data

California Community Stats

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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. 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

Strong torpedo belt

40.0% torpedo damage reduction, best of T5 BBs.

Heavy armor

406.0 mm max plate, best of T5 BBs.

Top-tier AA

721.0 AA DPS, best of T5 BBs (median 184.0).

Long DCP window

20.0 s Damage Control duration, best of T5 BBs. Stays fire / flood immune longer per activation.

Slow for the class

20.5 kt, bottom decile of T5 BBs. Hard to rotate flanks or disengage; commit positioning early.

Sluggish for the tonnage

0.73 hp per ton, bottom decile of T5 BBs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Acquisition

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

  • Super V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Anniversary '21 USN Crate 1% V California Event containers · Anniversary '21 USN Crate
  • Chest of Rarities 0.5% Tier V or VI Premium ship Event containers · Chest of Rarities · 1 of 8 ships
Show all 20 containers (17 more)
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Winter Big Crate '23 0.25% Tier V Premium ship Common containers · Winter Big Crate '23 · 1 of 2 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · 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 Event containers · 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 containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · 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%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · 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 containers · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Champion's Box 0.047917% Tier V Premium ship Event containers · 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 Event containers · 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 Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · 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%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, survivability, fire resistance, and AA/utility as needed.

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Cohort position

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Where California sits among Tier V BBs (24 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.

BestAcceleration6.15 s (1/24) BestAA DPS721 (1/24) BestAA threat2,166 (1/24) BestMax armor406 mm (1 of 6 tied) Top 10%Hit points58,300 HP (3/24) Top 25%Stealth profile14.13 km / 11.3 km (6/24 / 6/24) Top 25%Fires per minute8 (4/24) Top 25%HE DPM133,333 (5/24) Top 25%AP DPM280,000 (5/24) Top 25%AP velocity823 m/s (5/24) Top 25%HE velocity861 m/s (5/24) Top 25%AA range5 km (7/24) Top 25%Citadel belt343 mm (5/24) Top 25%Bow armor26 mm (7/24) Bottom 25%Rudder shift19.2 s (20/24) Bottom 25%Main dispersion215.5 m (21/24) Bottom 25%Secondary DPM (per side)144,000 (21/24) Bottom 25%Turn-speed retention46.1 hp/m (22/24) Bottom 25%Displacement40,345 t (22/24) Bottom 10%Engine power29,500 hp (23/24) WorstMax speed20.5 kt (24/24) WorstSecondary fire chance5% (23/23) WorstPower-to-weight0.73 hp/t (24/24) WorstDeck armor76 mm (1 of 9 tied)
See 19 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.

Traverse-to-turn ratio3.18 ×(15/24) Main battery caliber356 mm(13/24) Main battery range15.55 km(17/24) Main battery reload27 s(15/24) Sigma1.8(10/24) HE shell damage5,000(15/24) HE fire chance30%(15/24) AP shell damage10,500(12/24) HE alpha1,800(15/23) Secondary HE pen21 mm(17/23) AP arming threshold59 mm(11/24) Repair charges3(12/24) Stern armor26 mm(8/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(19 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormSecondary range4 km(16 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

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

Repair 3Fighter
Survivability
Hit Points58,300
Displacement40,345 t
Armor range16–406 mm
Plate armor thicknesses16, 19, 25, 26, 31, 35, 38, 40, 44, 76, 140, 152, 159, 165, 203, 273, 343, 406 mm
Armor material/layer entries51
Fire resistance23.3%
Fire duration60 s
Torp Reduction40%
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.
29,200
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.
17,500
Main Battery
ModuleArtillery: 356 mm/50 Mk7
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range15.6 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15552/30·(12−2)/1000 + 2)·30 = 215.5 m
215.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 215.5 × 0.6 = 129.3 m
129.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 215.5 × 0.344 (σ=1.8) = 74.1 m
74.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 129.3 × 0.344 (σ=1.8) = 44.5 m
44.5 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage5,000
HE Velocity861 m/s
Fire Chance30%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 12 broadside guns = 60,000.
60,000
Base HE DPM
ƒ60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.
120,000
Base fires/min
ƒ12 HE shells x 60 / 30 s reload x 30% fire chance = 7.2.
7.2
AP shells
AP Damage10,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 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 × 2545 × 680.4^0.69 × 0.356^-1.07 × 823^1.38 = 730.3 mm. Matches the in-game spec card.
730.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 491.4 m/s: 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 491.4^1.38 = 358.4 mm.
358.4 mm
AP full-salvo alpha
ƒ10,500 AP damage x 12 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 30 s base reload = 252,000.
252,000
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.
90
AA Defense
AA mount points55
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk214×4 40mm
20 mm Oerlikon Mk2041×2 20mm
127 mm Mk32 (DP)8×2 127mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5 km
Medium aura
DPS104
Range3.5 km
Total DPS in Aura
ƒFar 40 + Medium 104 = 144
144
Near aura
DPS140
Range2 km
Total DPS in Aura
ƒFar 40 + Medium 104 + Near 140 = 284
284
S
Secondary Battery
Mounts8
Firing range4.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 29,500 hp
Engine power29,500 hp
Maximum speed20.5 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.2× drags
Concealment
Detectability by sea14.13 km
Detectability by air11.3 km
Smoke firing penalty12.24 km
Detect after firing main guns14.13 km
Detect Fire Sea16.13 km
Detect Fire Air14.3 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 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 Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse3 → 9 °/s

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp215.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15552/30·(12−2)/1000 + 2)·30 = 215.5 m
Max Vert Disp129.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 215.5 × 0.6 = 129.3 m
Med Horiz Disp74.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 215.5 × 0.344 (σ=1.8) = 74.1 m
Med Vert Disp44.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 129.3 × 0.344 (σ=1.8) = 44.5 m
AP Pen Close730.3 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 × 2545 × 680.4^0.69 × 0.356^-1.07 × 823^1.38 = 730.3 mm. Matches the in-game spec card.
AP Pen Far358.4 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 491.4 m/s: 1e-7 × 2545 × 680.4^0.69 × 0.356^-1.07 × 491.4^1.38 = 358.4 mm.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha60,000
5,000 HE damage x 12 broadside guns = 60,000.
AP full-salvo alpha126,000
10,500 AP damage x 12 broadside guns = 126,000.
Base HE DPM120,000
60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.
Base AP DPM252,000
126,000 AP full-salvo alpha x 60 / 30 s base reload = 252,000.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Base fires/min7.2
12 HE shells x 60 / 30 s reload x 30% fire chance = 7.2.

AA defense

AA DPS at max range105
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.
Maximum AA range5 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.
AA DPS layered by range105 DPS @ 5 km, 378 DPS @ 3.5 km, 721 DPS @ 2 km
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-blank721
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2166
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)144,000
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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
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.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor

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.

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)2,000 (3% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle 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.
Stern26 mm primary (range 26–203 mm)1,300 (2% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 19–343 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure16 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 HP29,200 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.
Secondary mount (127 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 (40 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 HP17,500 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.
Exteriors

Skins & permanent camouflages

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

  • California 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.