Congress
Beta- 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
Congress Community Stats
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Congress Community Stats
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
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.
21.3 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.
298.4 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.
571.6 mm AP pen at 1.5 km, top decile of T7 CAs. Citadels broadside cruisers up close.
330.0 mm max plate, best of T7 CAs.
17.0 s rudder shift, worst of T7 CAs. Hard to dodge incoming AP; lean on island cover.
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
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Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Event containers · Spectral Vault 5.0 · 1 of 17 ships
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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)
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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%
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Piñata Chest
0.02%
Tier VII Premium ship
Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
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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%
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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
- Chest of Rarities 0.2% · Tier VII Premium ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Spectral Vault 3.0 0.002941% · Superprize: Premium Ship
- Spectral Vault 4.0 0.058824% · Superprize: Premium Ship
- Spectral Vault 5.0 0.588235% · Superprize: Premium Ship
Builds Beta
Build for AP alpha, accuracy, reload, concealment, utility, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.5 × 0.6 = 109.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.5 × 0.314 (σ=2.05) = 57.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.5 × 0.314 (σ=2.05) = 34.4 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
7 broadside guns x 60 / 20 s base reload = 21.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,300 HE damage x 7 broadside guns = 30,100.ƒ
30,100 HE full-salvo alpha x 60 / 20 s base reload = 90,300.ƒ
30,100 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 100,333.ƒ
7 HE shells x 60 / 20 s reload x 27% fire chance = 5.67.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
8,900 AP damage x 7 broadside guns = 62,300.ƒ
62,300 AP full-salvo alpha x 60 / 20 s base reload = 186,900.ƒ
62,300 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 207,667.ƒ
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.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 32 + Medium 79 = 111ƒ
Far 32 + Medium 79 + Near 43 = 154ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
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 · 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
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.5 × 0.6 = 109.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.5 × 0.314 (σ=2.05) = 57.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.5 × 0.314 (σ=2.05) = 34.4 mCanonical 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.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.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).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.All 7 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.4,300 HE damage x 7 broadside guns = 30,100.8,900 AP damage x 7 broadside guns = 62,300.30,100 HE full-salvo alpha x 60 / 20 s base reload = 90,300.62,300 AP full-salvo alpha x 60 / 20 s base reload = 186,900.30,100 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 100,333.62,300 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 207,667.7 broadside guns x 60 / 20 s base reload = 21.7 broadside guns x 60 / 18 s installed Artillery reload = 23.3.7 HE shells x 60 / 20 s reload x 27% fire chance = 5.67.7 HE shells x 60 / 18 s installed reload x 27% fire chance = 6.3.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 57 + 30 = 343.5 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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 |
|---|---|---|---|---|
| Bow | 27 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. |
| Stern | 27 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. |
| Citadel | 178 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). |
| Superstructure | 36 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 HP | 25,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 15,300 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Congress can equip, from in-game data.
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.
