World of Warships: Legends ship guide

Cleveland

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Stay broadside: paper armor overpens AP, but angling thickens the path enough to arm shells into your exposed citadel
  • 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
2 sigma accuracyBaits AP overpensStrong secondaries (5 km)High HE / fire outputSlow heal cycle
Community Data

Cleveland Community Stats

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Playstyle

Overview

Cleveland is a Tier VII American light cruiser whose signature kit is Surveillance Radar (10 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. 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 fires per minute in T7 CAs (13.7).

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 sits high enough that even glancing broadside shots can land citadel pens; 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

10 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.

High fire pressure

13.71 fires/min, best of T7 CAs. Keeps DCP on cooldown.

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).

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

Build for reload, range, fire chance, concealment, radar/utility value, and survivability.

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Cohort position

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Where Cleveland sits among Tier VII CAs (46 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.

BestFires per minute13.71 (1/41) Top 10%HE DPM251,429 (4/41) Top 10%Main dispersion129 m (4/46) Top 10%AA DPS555 (2/46) Top 25%Rudder shift9.4 s (10/46) Top 25%Traverse-to-turn ratio6.79 × (12/46) Top 25%Main battery reload6.3 s (11/46) Top 25%AP DPM365,714 (6/46) Top 25%HE alpha1,800 (9/40) Top 25%Displacement13,976 t (12/46) Top 25%AA threat1,720 (11/46) Bottom 25%Main battery range15.3 km (38/46) Bottom 25%AP fuse timer0.01 s (41/46) Bottom 25%Stern armor25 mm (37/45) Bottom 10%HE velocity812 m/s (39/41) Bottom 10%Acceleration11.55 s (45/46) WorstSecondary fire chance5% (1 of 19 tied) WorstAP velocity762 m/s (1 of 4 tied) WorstNo torpedoes (13 of 46 in cohort) WorstRepair heal rate0.5 %/s (1 of 14 tied)
See 23 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(35/46) Max speed33 kt(23/46) Concealment12.54 km(21/46) Air detection7.52 km(21/46) Main battery caliber152 mm(33/46) Sigma2(25/46) HE fire chance12%(27/41) Secondary DPM (per side)108,000(27/40) Secondary HE pen21 mm(13/40) AP arming threshold25 mm(14/46) Engine power100,000 hp(33/45) Turn-speed retention151.5 hp/m(27/45) Power-to-weight7.16 hp/t(22/45) AA range5 km(23/46) Max armor127 mm(35/46) Citadel belt127 mm(25/45) Bow armor25 mm(31/45) Deck armor127 mm(13/44) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Radar 10 kmSonar 4.93 kmRepair 2Def-AAFighter
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%
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.
18,500
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.
11,100
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels4 mounts / 12 barrels
Reload time7 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13907/30·(8−1.1)/1000 + 1.1)·30 = 129 m
129 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129 × 0.6 = 77.4 m
77.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129 × 0.319 (σ=2) = 41.2 m
41.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.4 × 0.319 (σ=2) = 24.7 m
24.7 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 7 s base reload = 102.9.
102.9
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
ƒ2,300 HE damage x 12 broadside guns = 27,600.
27,600
Base HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571.
236,571
Installed HE DPM
ƒ27,600 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 262,857.
262,857
Base fires/min
ƒ12 HE shells x 60 / 7 s reload x 13% fire chance = 13.37.
13.37
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. 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: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 322^1.38 = 88.4 mm.
88.4 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429.
339,429
Installed AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 377,143.
377,143
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.
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)6×2 127mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range5 km
Medium aura
DPSInitial: 58 → 65
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 65 = 97
97
Near aura
DPSInitial: 51 → 84
Range2 km
Total DPS in Aura
ƒFar 32 + Medium 65 + Near 84 = 181
181
S
Secondary Battery
Mounts6
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed33 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.8× slow
Concealment
Detectability by sea12.54 km
Detectability by air7.52 km
Smoke firing penalty6.12 km
Detect after firing main guns12.54 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 · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

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
  • Turret traverse10 → 11 °/s
Fire controlUpgrade
  • Main battery range13,907 → 15297.7 m

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13907/30·(8−1.1)/1000 + 1.1)·30 = 129 m
Max Vert Disp77.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129 × 0.6 = 77.4 m
Med Horiz Disp41.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129 × 0.319 (σ=2) = 41.2 m
Med Vert Disp24.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 77.4 × 0.319 (σ=2) = 24.7 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close290.2 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 × 2445 × 59^0.69 × 0.152^-1.07 × 762^1.38 = 290.2 mm. 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: 1e-7 × 2445 × 59^0.69 × 0.152^-1.07 × 322^1.38 = 88.4 mm.
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 alpha27,600
2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
Base HE DPM236,571
27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571.
Base AP DPM339,429
39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429.
Installed HE DPM262,857
27,600 HE full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 262,857.
Installed AP DPM377,143
39,600 AP full-salvo alpha x 60 / 6.3 s installed reload (Main Battery Mod. 3 = -10%) = 377,143.
Base shells/min102.9
12 broadside guns x 60 / 7 s base reload = 102.9.
Installed shells/min114.3
12 broadside guns x 60 / 6.3 s installed Artillery reload = 114.3.
Base fires/min13.37
12 HE shells x 60 / 7 s reload x 13% fire chance = 13.37.
Installed fires/min14.86
12 HE shells x 60 / 6.3 s installed reload x 13% fire chance = 14.86.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,200 (3% of HP)
Overmatched by 380mm+ (Gneisenau, 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)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)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle 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 ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
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.

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

Buff ×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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Cleveland 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.