World of Warships: Legends ship guide

Congress

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm overmatchHeavy AP pen2.05 sigma accuracy16 km gun rangeSluggish rudder
Community Data

Congress Community Stats

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Playstyle

Overview

Congress is a Tier VII American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best AP always-pen window in T7 CAs (60°).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end.

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

Surveillance Radar

10.5 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Big-caliber overmatch

21.3 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

298.4 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.

Close-range AP brick

571.6 mm AP pen at 1.5 km, top decile of T7 CAs. Citadels broadside cruisers up close.

Heavy armor

330.0 mm max plate, best of T7 CAs.

Sluggish rudder

17.0 s rudder shift, worst of T7 CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Congress

Congress 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

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Congress Ship feature / release Start: 2023-08-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Congress 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.

BestAP fuse timer0.03 s (1 of 20 tied) BestAP ricochet start60° (1 of 10 tied) BestMax armor330 mm (1/46) Top 10%Hit points51,150 HP (4/46) Top 10%Main battery caliber305 mm (3/46) Top 10%Main battery range16.01 km (3/46) Top 10%Sigma2.05 (5/46) Top 10%HE fire chance27% (3/41) Top 10%Engine power180,000 hp (3/45) Top 10%Turn-speed retention211.8 hp/m (3/45) Top 10%Secondary range5.5 km (3/40) Top 10%Citadel belt178 mm (3/45) Top 25%HE alpha1,800 (9/40) Top 25%AP auto-bounce angle67.5° (9/46) Top 25%AA DPS478 (12/46) Top 25%AA threat1,631 (12/46) Top 25%Bow armor27 mm (11/45) Bottom 25%Main battery reload18 s (41/46) Bottom 25%HE DPM100,333 (36/41) Bottom 25%AP DPM207,667 (38/46) Bottom 25%Power-to-weight5.26 hp/t (41/45) Bottom 10%Main dispersion182.5 m (45/46) Bottom 10%AP arming threshold51 mm (43/46) Bottom 10%Displacement34,250 t (44/46) WorstRudder shift17 s (1 of 2 tied) WorstSecondary fire chance5% (1 of 19 tied) WorstAP velocity762 m/s (1 of 4 tied) WorstHE velocity808 m/s (41/41) WorstNo torpedoes (13 of 46 in cohort) WorstRepair heal rate0.5 %/s (1 of 14 tied)
See 13 mid-pack stats

Not standouts for Congress -- 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.

Max speed33 kt(23/46) Concealment13.12 km(31/46) Air detection7.87 km(31/46) Traverse-to-turn ratio5.24 ×(34/46) Fires per minute6.3(30/41) Secondary DPM (per side)108,000(27/40) Secondary HE pen21 mm(13/40) Acceleration9.9 s(23/46) AA range5 km(23/46) Stern armor27 mm(21/45) Deck armor127 mm(13/44) NormSecondary dispersion bracket57(37 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 10.5 kmSonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit Points51,150
Displacement34,250 t
Armor range16–330 mm
Plate armor thicknesses16, 19, 21, 26, 27, 28, 36, 38, 40, 51, 70, 96, 102, 127, 178, 229, 260, 269, 330 mm
Armor material/layer entries57
Fire resistance36.6%
Fire duration45 s
Torp Reduction13%
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.
25,600
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.
15,300
Main Battery
ModuleArtillery: 305 mm/50 Mk8
Mounts / barrels3 mounts / 7 barrels
Reload time20 s
Firing range16 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16014/30·(10−1.6)/1000 + 1.6)·30 = 182.5 m
182.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.5 × 0.6 = 109.5 m
109.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.5 × 0.314 (σ=2.05) = 57.3 m
57.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.5 × 0.314 (σ=2.05) = 34.4 m
34.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ7 broadside guns x 60 / 20 s base reload = 21.
21
HE shells
HE Damage4,300
HE Velocity808 m/s
Fire Chance27%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 7 broadside guns = 30,100.
30,100
Base HE DPM
ƒ30,100 HE full-salvo alpha x 60 / 20 s base reload = 90,300.
90,300
Installed HE DPM
ƒ30,100 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 100,333.
100,333
Base fires/min
ƒ7 HE shells x 60 / 20 s reload x 27% fire chance = 5.67.
5.67
AP shells
AP Damage8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2470 × 500^0.69 × 0.305^-1.07 × 762^1.38 = 608 mm. Matches the in-game spec card.
608 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 455 m/s: 1e-7 × 2470 × 500^0.69 × 0.305^-1.07 × 455^1.38 = 298.4 mm.
298.4 mm
AP full-salvo alpha
ƒ8,900 AP damage x 7 broadside guns = 62,300.
62,300
Base AP DPM
ƒ62,300 AP full-salvo alpha x 60 / 20 s base reload = 186,900.
186,900
Installed AP DPM
ƒ62,300 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 207,667.
207,667
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 points34
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (79×3.5×0.9) + (43×3.5×0.85) + (32×3.5×0.9) = 478. 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.
478
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk114×2 40mm
20 mm Oerlikon Mk420×1 20mm
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
DPS79
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 79 = 111
111
Near aura
DPS43
Range2 km
Total DPS in Aura
ƒFar 32 + Medium 79 + Near 43 = 154
154
S
Secondary Battery
Mounts6
Firing range5.5 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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine moduleEngine: 180,000 hp
Engine power180,000 hp
Maximum speed33 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.2× slow
Concealment
Detectability by sea13.12 km
Detectability by air7.87 km
Smoke firing penalty10.02 km
Detect after firing main guns13.12 km
Detect Fire Sea15.12 km
Detect Fire Air10.87 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
Choose one
Surveillance Radar2 charges · 180 s reload · 35 s active · 10.5 km radar range
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 12 °/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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp182.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16014/30·(10−1.6)/1000 + 1.6)·30 = 182.5 m
Max Vert Disp109.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.5 × 0.6 = 109.5 m
Med Horiz Disp57.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.5 × 0.314 (σ=2.05) = 57.3 m
Med Vert Disp34.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.5 × 0.314 (σ=2.05) = 34.4 m
AP Pen Close608 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 × 2470 × 500^0.69 × 0.305^-1.07 × 762^1.38 = 608 mm. Matches the in-game spec card.
AP Pen Far298.4 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 455 m/s: 1e-7 × 2470 × 500^0.69 × 0.305^-1.07 × 455^1.38 = 298.4 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 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 alpha7
All 7 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha30,100
4,300 HE damage x 7 broadside guns = 30,100.
AP full-salvo alpha62,300
8,900 AP damage x 7 broadside guns = 62,300.
Base HE DPM90,300
30,100 HE full-salvo alpha x 60 / 20 s base reload = 90,300.
Base AP DPM186,900
62,300 AP full-salvo alpha x 60 / 20 s base reload = 186,900.
Installed HE DPM100,333
30,100 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 100,333.
Installed AP DPM207,667
62,300 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 207,667.
Base shells/min21
7 broadside guns x 60 / 20 s base reload = 21.
Installed shells/min23.3
7 broadside guns x 60 / 18 s installed Artillery reload = 23.3.
Base fires/min5.67
7 HE shells x 60 / 20 s reload x 27% fire chance = 5.67.
Installed fires/min6.3
7 HE shells x 60 / 18 s installed reload x 27% fire chance = 6.3.

AA defense

Close-range AA DPS478
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (79×3.5×0.9) + (43×3.5×0.85) + (32×3.5×0.9) = 478. 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 index1631
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 @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 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 51,150, 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
Bow27 mm primary (range 27–40 mm)2,900 (6% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 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 16–330 mm)38,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–269 mm)3,500 (7% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 19–178 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).
Superstructure36 mm primary (range 36–330 mm)no cap
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 HP25,600 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 HP15,300 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 Congress can equip, from in-game data.

  • Congress 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.