World of Warships: Legends ship guide

Cleveland

Also called: 克利夫兰 Beta
HE fire-spam cruiserStack HE damage and use Radar to break DD vision at the cap.
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
Radar (9 km)High HE / fire outputHigh AP DPMStrong AALobs over islandsCitadel broadsides
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Community Data

Cleveland Community Stats

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Playstyle

Overview

Cleveland is a Tier VII American light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. AA (555 AA DPS at 5 km, +100% Defensive AA flak burst) 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 thick citadel floor in T7 CAs (13 mm) and top-decile HE DPM in T7 CAs (251,429).

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. Her citadel is nearly submerged, but plunging fire from high-arc shells still reaches it and the light hull does not forgive a punished salvo; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden.

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

Exposed citadel

Citadel sits unusually high relative to the waterline. Broadside trades get citadelled where peers would shrug off the salvo. Stay angled and avoid full broadside even briefly.

Surveillance Radar

9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Thick citadel floor

13.0 mm citadel bottom, best of T7 CAs. Deep-water torps and underwater pen do less.

Top-tier AA

555.0 AA DPS, top decile of T7 CAs (median 373.5).

LOBBING BATTERY
  • HE DPM machine · 268475 HE
  • High fire pressure · 14.64 fires
  • High-arc HE shells · 26.93°
Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Cleveland

Cleveland is available in the Fire-Starting Light Cruisers branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Cleveland sits in the Fire-Starting Light Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. light cruisers are perfect for starting fires with hails of high-explosive shells thanks to their numerous rapid-firing guns, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
Advantages
High rate of fire, Long-duration Radar starting at Tier VII
Disadvantages
Low-velocity shells, Poor protection
Official WG availability sources

Builds Beta

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Cohort position

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Where Cleveland sits among Tier VII CAs (56 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.

BestEffective HE DPM (incl. fire)377,072 (1/49) Top 10%Fires per minute14.64 (2/49) Top 10%HE DPM268,475 (2/49) Top 10%AP DPM390,508 (6/56) Top 10%AA DPS555 (3/56) Top 25%Rudder shift7.2 s (15/56) Top 25%Traverse-to-turn ratio6.79 × (13/56) Top 25%Main battery reload5.9 s (11/56) Top 25%Main dispersion129 m (7/56) Top 25%HE alpha1,800 (11/49) Top 25%Displacement13,976 t (13/56) Top 25%AA threat1,720 (13/56) Top 25%Flak per wave (expected)1,863 (15/56) Bottom 25%Main battery range15.3 km (43/56) Bottom 25%AP fuse timer0.01 s (49/56) Bottom 25%AP pen at 10 km121 mm (45/55) Bottom 10%HE velocity812 m/s (47/49) WorstSecondary fire chance5% (1 of 22 tied) WorstAP velocity762 m/s (1 of 5 tied) WorstNo torpedoes (15 of 56 in cohort) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 26 mid-pack stats

Not standouts for Cleveland -- 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 points36,900 HP(39/56) Max speed33 kt(30/56) Concealment12.54 km(27/56) Air detection7.52 km(25/56) Main battery caliber152 mm(41/56) Sigma2(29/56) HE fire chance12%(32/49) Secondary DPM (per side)108,000(32/49) Secondary HE pen21 mm(14/49) Acceleration26.5 s(34/55) AP arming threshold25 mm(19/56) Engine power100,000 hp(39/55) Turn-speed retention151.5 hp/m(31/55) Power-to-weight7.16 hp/t(27/55) AA range5 km(29/56) Max armor127 mm(41/56) Citadel belt127 mm(27/52) Bow armor25 mm(32/52) Stern armor25 mm(32/52) Deck armor51 mm(19/50) NormSecondary dispersion bracket57(46 of 49 tied at this value) NormAP ricochet start45°(40 of 56 tied at this value) NormAP auto-bounce angle60°(40 of 56 tied at this value) NormTurn speed retained81%(52 of 56 tied at this value) NormSecondary range5 km(45 of 49 tied at this value) NormRepair charges2(49 of 55 tied at this value)
Survivability
Hit PointsInitial: 30,600 → 36,900
Displacement13,976 t
Armor range13–127 mm
Plate armor thicknesses13, 16, 19, 25, 40, 51, 127 mm
Armor material/layer entries49
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels4 mounts / 12 barrels
Reload timeInitial: 7 s → 6.5 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse10 °/s
AP pen max range88 mm
HE fire DPM vs T7 BB98600
Effective HE DPM vs T7 BB342292
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1390730·81.11000+1.1)·30=129m
129 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129·0.6=77.4m
77.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129·0.319(σ=2)=41.2m
41.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.4·0.319(σ=2)=24.7m
24.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.
Initial: 102.9 → 122
HE shells
HE Damage2,200 → 2,300
HE Velocity812 m/s
Fire Chance12% → 13%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
Initial: 26,400 → 27,600
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 7 s base reload = 226,286. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 280,678.
Initial: 226,286 → 280,678
Fires/min
ƒZero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 122 shells/min x 13% fire chance = 15.86.
Initial: 13.37 → 15.86
AP shells
AP Damage3,200 → 3,300
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
290.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 322 m/s: P=107·2445·590.69·0.1521.07·3221.38=88.4mm.
88.4 mm
AP full-salvo alpha
ƒZero upgrades: 3,200 AP damage x 12 broadside guns = 38,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 3,300 AP damage x 12 broadside guns = 39,600.
Initial: 38,400 → 39,600
AP DPM
ƒZero upgrades: 38,400 AP full-salvo alpha x 60 / 7 s base reload = 329,143. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 402,712.
Initial: 329,143 → 402,712
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.
17
AA Defense
AA mount points33
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.9) + (84×3.5×0.85) + (32×3.5×0.9) = 555. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
555
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (23×1) → 20 mm Oerlikon Mk20 (23×2)
40 mm Bofors Mk1Initial: 10×2 → 6×2 40mm
40 mm Bofors Mk2 (upgraded hull only)4×4 40mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Mk32 (DP)
Continuous DPS
ƒEffective 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 101 from dual-purpose secondaries firing as AA in this range band.
101
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 65 raw aura damage × 3.5 × 0.9 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.
Initial: 183 → 205
Range3.5 km
Total DPS in Aura
ƒFar 101 + Medium 205 = 306
306
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 84 raw aura damage × 3.5 × 0.85 hit probability = 250 - the same in-game units as the Close-range AA DPS headline.
Initial: 152 → 250
Range2 km
Total DPS in Aura
ƒFar 101 + Medium 205 + Near 250 = 556
556
Flak bursts
Bursts
ƒEach ~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 × 230 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.
2 salvos × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power100,000 hp
Maximum speed33 kt
Turning circle radius660 m
Rudder shift time7.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.0·0.5144660=1.47°/s, so ratio=ωturretωhull=101.47=6.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.8× slow
Concealment
Detectability by sea12.54 km
Detectability by air7.52 km
Smoke firing penalty6.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.54 km
Detect Fire Sea14.54 km
Detect Fire Air10.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 5,166 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 10,332 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 184 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (36,900 HP) per second = 184 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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

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

HullUpgrade
  • Hit points30,600 → 36,900
  • Rudder shift12.2 → 9.4 s
  • Close-range AA DPS109 → 149
Fire controlUpgrade
  • Main battery range13,907 → 15297.7 m
ArtilleryUpgrade
  • Base reload7 → 6.5 s

See all derived stats

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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

Shell Grouping (σ)2
Max Horiz Disp129 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1390730·81.11000+1.1)·30=129m
Shell scatter width @ 5 km67.5 m
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.
Shell scatter width @ 10 km102 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.
Max Vert Disp77.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129·0.6=77.4m
Shell scatter height @ 10 km55.5 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.
Med Horiz Disp41.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129·0.319(σ=2)=41.2m
Med Vert Disp24.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.4·0.319(σ=2)=24.7m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close290.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
AP Pen Far88.4 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 322 m/s: P=107·2445·590.69·0.1521.07·3221.38=88.4mm.
AP pen 5 km184 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km121 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km89 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (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 Radius17
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alphaInitial: 26,400 → 27,600
Zero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alphaInitial: 38,400 → 39,600
Zero upgrades: 3,200 AP damage x 12 broadside guns = 38,400. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 3,300 AP damage x 12 broadside guns = 39,600.
HE DPMInitial: 226,286 → 280,678
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 7 s base reload = 226,286. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 280,678.
AP DPMInitial: 329,143 → 402,712
Zero upgrades: 38,400 AP full-salvo alpha x 60 / 7 s base reload = 329,143. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 402,712.
Shells/minInitial: 102.9 → 122
Zero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.
Fires/minInitial: 13.37 → 15.86
Zero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 122 shells/min x 13% fire chance = 15.86.

AA defense

Close-range AA DPS555
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.9) + (84×3.5×0.85) + (32×3.5×0.9) = 555. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1720
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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 Beta

Hull HP 30,60036,900 with hull upgrade, 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.

Bow & stern25 mm

Overmatched by 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,200 (3% of HP)
Overmatch not possible in its bracketAngle 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)127 mm primary (range 13–127 mm)27,700 (75% of HP)
No common caliber overmatches127 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 19–127 mm)2,700 (7% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 13–127 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 13–127 mm)1,300 (4% 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 HP18,500 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 HP11,100 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.

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Ship Charts

Balance History

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

Nerf ×1Main Battery ×1
2021-08-26

September update: the Redinforcements

  • The stock main battery reload time was increased from 6.5s to 7s and for the major upgrade from 6s to 6.5s.
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Exteriors

Skins & permanent camouflages

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

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.