World of Warships: Legends ship guide

Colorado

Also called: 科罗拉多 Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
Spotter planeThickest plateStrong torpedo beltLong DCP windowSlow
On this page
Community Data

Colorado Community Stats

Across 18,000+ Standard battles from 390+ players, Colorado averages a 54% win rate, 54,400 damage and 0.8 kills per battle, and survives 37% of them.

Community Data

Colorado Community Stats

Log in to GamingDiver and upload your data to see Community Data for Colorado: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Colorado is a Tier VI American all-rounder battleship with 406mm guns at 16.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best torpedo belt percent in T6 BBs (37, 1st of 32) and best magazine armor in T6 BBs (114 mm, 1st of 4). The trade is top speed in T6 BBs (21 kt, 31st of 32).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 21 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. Her handling reads as a contradiction and is not one: 16.1 s on the rudder means she starts turning late, while a 640 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Taking the long way round the map edge to flank

At 21 kn five minutes of sailing buys about 3.2 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE ARMOR ↗
  • Thickest plate · 406 mm
  • Strong torpedo belt · 37%
  • Heavy magazine · 114 mm
  • Torpedo belt specialist
Long DCP window ↗

20 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

WEAK MOBILITY ↗
  • Slow for the class · 21 kt
  • Slow acceleration
Acquisition

How to get Colorado

Colorado is available in the Standard U.S. Battleships branch of the U.S. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 1,800,000 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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

Colorado sits in the Standard U.S. Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

The standard-style U.S. Tech Tree battleships are focused on providing excellent firepower and well-protected citadels. However, their low speed and specific armor schemes can leave them exposed to sustained high-explosive fire.
Advantages
Reliable firepower, Protected citadels
Disadvantages
Slow, Vulnerable to HE shells and bombs

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

AL Colorado

Slow guns, long reach
InspirationsAL Nelson · AL Dunkerque

Range 16.5 km to 18.4 km, AP 12,400 to 13,392, sigma 1.90 to 2.06, and Will to Rebuild more than doubles the heal to 821 HP/s. Two real costs: 21.0 kn to 19.5 kn, and fire resistance 30 to 21 percent. Swap Gyrating Drillbits for Crisscross to keep the knot and a half.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Colorado sits among Tier VI BBs (31 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.

BestTurning circle640 m (1/32) Top 25%Main battery caliber406 mm (9/32) Top 25%Main battery range16.46 km (6/32) Top 25%AP shell damage12,400 (7/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor406 mm (5/32) Top 25%Citadel belt343 mm (9/32) Bottom 25%Stealth profile14.79 km / 11.83 km (27/32 / 27/32) Bottom 25%Smoke fire bloom14.28 km (27/32) Bottom 25%Rudder shift16.1 s (27/32) Bottom 25%Main dispersion224.6 m (27/32) Bottom 25%Secondary DPM (per side)156,214 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%AP arming threshold68 mm (25/32) Bottom 10%Time to 90% speed38.5 s (30/32) Bottom 10%Power / turn radius45.2 hp/m (31/32) Bottom 10%AA range4.2 km (30/32) WorstMax speed21 kt (1 of 2 tied) WorstAcceleration (0-12 kt)19.8 s (32/32) WorstEngine power28,900 hp (32/32) WorstPower-to-weight0.7 hp/t (32/32) WorstNo torpedoes (26 of 32 in cohort)
See 27 mid-pack stats

Not standouts for Colorado -- 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 points59,300 HP(16/32) Main battery reload30 s(19/32) Sigma1.9(11/32) HE shell damage5,700(13/31) HE fire chance36%(11/31) Fires per minute5.76(20/31) HE DPM91,200(21/31) AP DPM198,400(19/32) Secondary HE alpha1,800(23/31) Secondary fire chance9%(11/31) AP velocity768 m/s(23/32) HE velocity803 m/s(21/31) Displacement41,140 t(16/32) AP pen at 10 km553 mm(11/32) Effective HE DPM (incl. fire)134,274(21/31) Secondary range5 km(16/32) AA DPS464(10/32) AA threat1,368(11/32) Flak damage per salvo (expected)750(21/32) Repair charges3(15/32) Stern armor26 mm(12/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.033 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormBow armor26 mm(21 of 32 tied at this value)
Survivability
Hit PointsInitial: 49,000 → 59,300
Displacement41,140 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
190.2 x 29.7 m (published figure)
Armor range6–406 mm
Plate armor thicknesses6, 16, 19, 26, 38, 40, 76, 85, 89, 102, 114, 120, 152, 160, 203, 320, 343, 406 mm
Armor material/layer entries61
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 26.6% → 30%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 59,300 HP = 10,674 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 59,300 HP = 11,860 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.21 hull torpedo-damage coefficient / 0.333 unprotected baseline = 37%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
37%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
29,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
17,800
Effective HP
ƒBase 59,300 HP plus everything Repair Party can restore: 0.0066 of max HP per second (0.66%) × 28 s × 59,300 HP = 10,959 HP per charge, × 3 charges = 32,876 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
65,889–92,176
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,400 = 4,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,400
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,700 = 7,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,700
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,700 = 17,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 44,500 = 89,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
44,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,200 = 2,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 406 mm/45 Mk1
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range (base)15 km
Firing range (top fire control)16.5 km
Turret traverse4 °/s
Turret armor457 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±146.5°, ±143°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 146.5° (the most restricted forward-facing mount's arc) = 33.5° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
37° off bow / 33.5° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.5 km) shells land in an ellipse about 225 m wide and 135 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(16461.530·12−21000+2)·30=224.6m
224.6 m at 16.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =224.6·0.6=134.8m
134.8 m at 16.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =224.6·0.61.9=70.9m
70.9 m at 16.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =134.8·0.61.9=42.6m
42.6 m at 16.5 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE alpha5,700
HE Velocity803 m/s
Fire Chance36%
HE fire DPM vs T6 BB43074
Effective HE DPM vs T6 BB134274
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 8 broadside guns = 45,600.
45,600
HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
91,200
Fires/min
ƒ16 shells/min × 0.36 (36% fire chance) = 5.76.
5.76
AP shells
AP alpha12,400
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range454 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2636·10160.69·0.406−1.07·7681.38=787.7mm.
787.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 515.5 m/s: P=10−7·2636·10160.69·0.406−1.07·515.51.38=454.4mm.
454.4 mm at 16.5 km
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
AP DPM
ƒ99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
198,400
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.
150
AA Defense
AA mount pointsInitial: 44 → 48
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
4.2 km
40 mm Bofors Mk1 (upgraded hull only)3×2 40mm
40 mm Bofors Mk2 (upgraded hull only)8×4 40mm
20 mm Oerlikon Mk4Initial: 38×1 → 37×1 20mm
28 mm Mk2 mod. 2 (stock hull only)6×4 28mm
127 mm Mk19 mod. 6 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk19 mod. 6 (DP) + 127 mm Mk7 (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 55 from dual-purpose secondaries firing as AA in this range band.
55
Range4.2 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 81 raw aura damage × 3.5 × 0.75 hit probability = 213 - the same in-game units as the Close-range AA DPS headline.
213
Range3.5 km
Total DPS in Aura
ƒFar 55 + Medium 213 = 268
268
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒInitial: 91 × 3.5 × 0.7 = 223 → 80 × 3.5 × 0.7 = 196. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 223 → 196
Range2 km
Total DPS in Aura
ƒFar 55 + Medium 213 + Near 196 = 464
464
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 4.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.2 km
S
Secondary Battery
Mounts18 → 16
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 4.7 + 2.6 = 7.3. Upgraded hull: 4.7 + 2.1 = 6.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7.3 → 6.8
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: Initial: 8×1 127 mm (4/side) × 60/4.571 s (4.5 s = 32 ticks) × 1800 = 94,500 + 10×1 127 mm (5/side) × 60/7 s × 1800 = 77,143 = 171,643 → 8×1 127 mm (4/side) × 60/4.571 s (4.5 s = 32 ticks) × 1800 = 94,500 + 8×1 127 mm (4/side) × 60/7 s × 1800 = 61,714 = 156,214. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 171,643 → 156,214
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 6.8 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 50,718. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
50,718
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 156,214 + secondary fire DPM 50,718 = 206,932: shell damage plus fire damage against one T6 battleship, every shell hitting.
206,932
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
127 mm Mk19 mod. 6 (8×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time4.5 s
HE alpha1,800
Muzzle Velocity657 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 4.571 s (4.5 s = 32 ticks) × 0.09 (9% fire chance) = 4.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.7
HE Pen21 mm
Show 1 more gun family
127 mm Mk7 (10×1 → 8×1)
Caliber127 mm
Reload time7 s
HE alpha1,800
Muzzle Velocity960 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒStock hull: 10×1 barrels / 2 sides × 60 / 7 s × 0.06 (6% fire chance) = 2.6. Upgraded hull: 8×1 barrels / 2 sides × 60 / 7 s × 0.06 (6% fire chance) = 2.1. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
2.6 → 2.1
HE Pen21 mm
Maneuverability
Engine power28,900 hp
Maximum speed21.0 kt
Turning circle radius640 m
Rudder shift timeInitial: 20.9 s → 16.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 21 / 4 + 4.9 = 10.2 kt. Base value; speed modifiers scale it.
10.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
58.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.9 kt of 21.0 kt).
38.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21.0 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.
64 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.9 = +0.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.79 km x 0.955 = 14.12 km. Camouflage does not change detectability by air.
14.79 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.79 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.12 km.
14.12 km
Detectability by air11.83 km
Smoke firing penalty14.28 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.79 km) = 16.46 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.46 km
Detect when firing (air)
ƒAir detectability 11.83 km + gun-firing bloom 8.12 km = 19.95 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
19.95 km
Detect when on fire (sea)
ƒSea detectability 14.79 km + 2.0 km while burning = 16.79 km.
16.79 km
Detect when on fire (air)
ƒAir detectability 11.83 km + 3.0 km while burning = 14.83 km.
14.83 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,959 HP (18.5% of max HP) total heal (per charge)
ƒ0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 59,300 HP = 10,959 HP: up to 18.5% of max HP restored per charge.
· 32,877 HP (55.5% of max HP) total heal (all charges)
ƒ0.185 of max HP per charge × 3 charges = 0.555 × 59,300 HP = 32,877 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.
· 391 HP/s (0.66% of max HP) heal per second
ƒ0.0066 (0.66% of max HP) × 59,300 HP = 391 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter Hull B only3 charges · 80 s reload · 60 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
Observation Seaplane Hull B only3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting Hull B only3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (3)

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

HullTrade-off
  • Hit points49,000 → 59,300
  • Rudder shift20.9 → 16.1 s
  • AA mounts44 → 48
  • Close-range AA DPS114 → 161
  • Maximum AA range3.1 → 3.5 km
  • Secondary mounts18 → 16
  • Total secondary DPM171,643 → 156,214
Fire controlUpgrade
  • Main battery range14,965 → 16461.5 m
EngineUpgrade
  • Time to 12 kt23.4 → 19.8 s

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.
Shell scatter width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km42 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16461.5=8231 m, and radiusOnMax=0.6 at 16461.5 m. Below the kink: k=0.2+(0.5−0.2)·50008231=0.3822, so σV=σH·k=110·0.3822=42m.
Shell scatter height @ 10 km83.4 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16461.5=8231 m, and radiusOnMax=0.6 at 16461.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−823116461.5−8231=0.5215, so σV=σH·k=160·0.5215=83.4m.
Shell scatter height @ 15 km122.3 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16461.5=8231 m, and radiusOnMax=0.6 at 16461.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−823116461.5−8231=0.5822, so σV=σH·k=210·0.5822=122.3m.
AP pen 5 km658 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·6741.38=658mm, where 674 m/s is the shell's speed when it arrives at 5 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km553 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·594.31.38=553mm, where 594.3 m/s is the shell's speed when it arrives at 10 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km473 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·531.11.38=473mm, where 531.1 m/s is the shell's speed when it arrives at 15 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.3 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.346·0.40628·861.8=2.6×10−5. That runs from a 803 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.39 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.336·0.40628·1016=2.14×10−5. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,636
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,016 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.336
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity768 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity803 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range55
Only families that reach 4.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 3x2 -> 58 DPS @ 3.5 km; 40mm Bofors Mk2 8x4 -> 155 DPS @ 3.5 km; 20mm Oerlikon MK4 37x1 -> 196 DPS @ 2 km; 5in25 Mk19 Mod6 8x1 -> 55 DPS @ 4.2 km.
AA DPS layered by range55 DPS @ 4.2 km, 268 DPS @ 3.5 km, 464 DPS @ 2 km
@ 4.2 km: 55 from one family; @ 3.5 km: 58 + 155 + 55 = 268; @ 2 km: 58 + 155 + 196 + 55 = 464. 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-blank464
58 + 155 + 196 + 55 = 464 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1368
58 × 3.5 + 155 × 3.5 + 196 × 2 + 55 × 4.2 = 1368. 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 firepower

Max HE alpha1800
max(1800 (127 mm), 1800 (127 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
max(9% (127 mm), 6% (127 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 mm
max(21 mm (127 mm), 21 mm (127 mm)) = 21 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.
Open in Charting Tool

Ship Charts

Background

She became the final phase in the development of conventional battleships that featured very heavy armor protection for the vitally important parts of a ship. Key differences from her predecessors were her 406 mm main guns and a novel torpedo protection system. In terms of speed, she was outclassed by other battleships of her time.

Armor Beta

Hull HP 49,000 → 59,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern26 mm

Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel343 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)2,400 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)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)16 mm primary (range 16–343 mm)44,500 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 6–203 mm)1,700 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 26–343 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.
Superstructure16 mm primary (range 16–406 mm)1,200 (2% 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 HP29,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.
Engine (module, research)engine coefficient (unconfirmed)-0.115 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP17,800 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Colorado can equip.

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.