World of Warships: Legends ship guide

Constellation

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.2 kn…
  • Avoid: Using the 33.2-kn speed to push rather than to rotate
Key characteristics
Long torps (9 km)Strong AARadar (11 km)Spotter planeSlow acceleration
Community Data

Constellation Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Constellation is a Tier VII American torpedo-equipped battleship: she carries deck torpedoes reaching 9.2 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. AA (644 AA DPS at 5 km) 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 DCP duration in T7 BBs (20 s).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33.2 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 33.2-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Surveillance Radar

11 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.

Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Top-tier AA

644.0 AA DPS, top decile of T7 BBs (median 518.0).

Fast for the class

33.2 kt, top decile of T7 BBs. Lets you rotate flanks or escape disengagements.

Slow acceleration

~10.97 s to max forward speed, worst of T7 BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Thin armor

305.0 mm max plate, bottom decile of T7 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Constellation

Constellation 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 14 containers (11 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
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: Constellation Ship feature / release Start: 2023-05-22 · 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

Build for main-battery accuracy, reload/range, and survivability that supports mobile crossfires. The official framing emphasizes maximizing Constellation’s unique battlecruiser impact rather than generic tanking.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Constellation sits among Tier VII BBs (39 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.

Top 10%Max speed33.2 kt (4/39) Top 10%AA DPS644 (4/39) Top 10%Torpedo range9.15 km (2/12) Top 25%Main battery reload22.5 s (6/39) Top 25%Main dispersion188.5 m (6/39) Top 25%Turn-speed retention216.9 hp/m (8/39) Top 25%Power-to-weight4.04 hp/t (10/39) Top 25%AA threat2,024 (8/39) Top 25%Torpedo damage16,633 (4/12) Bottom 25%Main battery range16.73 km (35/39) Bottom 25%Torpedo speed55 kt (11/12) Bottom 25%Torpedo reload98 s (10/12) Bottom 25%Citadel belt229 mm (34/37) Bottom 25%End plates27 mm (33/37 / 33/37) WorstSecondary fire chance5% (1 of 8 tied) WorstSecondary HE pen21 mm (1 of 8 tied) WorstAcceleration10.97 s (39/39) WorstMax armor305 mm (1 of 3 tied)
See 29 mid-pack stats

Not standouts for Constellation -- 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 points63,300 HP(25/39) Concealment15.21 km(13/39) Air detection12.17 km(11/39) Rudder shift20 s(17/39) Traverse-to-turn ratio4.24 ×(26/39) Main battery caliber406 mm(15/39) Sigma1.9(15/39) HE shell damage5,700(20/38) HE fire chance36%(17/38) Fires per minute7.68(11/38) HE DPM121,600(11/38) AP shell damage12,400(20/39) AP DPM264,533(13/39) Secondary DPM (per side)180,000(27/39) HE alpha1,800(27/37) AP velocity768 m/s(29/39) HE velocity803 m/s(29/38) AP arming threshold68 mm(27/39) Engine power180,000 hp(11/39) Displacement44,517 t(13/39) Secondary range5 km(27/39) AA range5 km(15/39) Repair charges3(19/39) Deck armor127 mm(14/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value)

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

Radar 11 kmRepair 3Fighter
Survivability
Hit Points63,300
Displacement44,517 t
Armor range19–305 mm
Plate armor thicknesses19, 25, 27, 32, 38, 50, 51, 57, 76, 102, 114, 127, 152, 178, 229, 305 mm
Armor material/layer entries64
Fire resistance36.6%
Fire duration60 s
Torp Reduction20%
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.
31,700
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.
19,000
Main Battery
ModuleArtillery: 406 mm Mk5
Mounts / barrels4 mounts / 8 barrels
Reload time25 s
Firing range16.7 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16728/30·(10−1.6)/1000 + 1.6)·30 = 188.5 m
188.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 188.5 × 0.6 = 113.1 m
113.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 188.5 × 0.332 (σ=1.9) = 62.5 m
62.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 113.1 × 0.332 (σ=1.9) = 37.5 m
37.5 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 25 s base reload = 19.2.
19.2
HE shells
HE Damage5,700
HE Velocity803 m/s
Fire Chance36%
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
Base HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 25 s base reload = 109,440.
109,440
Installed HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 121,600.
121,600
Base fires/min
ƒ8 HE shells x 60 / 25 s reload x 36% fire chance = 6.91.
6.91
AP shells
AP Damage12,400
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. Matches the in-game spec card.
787.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.9 km), where the shell has slowed to 478.9 m/s: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 478.9^1.38 = 410.5 mm.
410.5 mm
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
Base AP DPM
ƒ99,200 AP full-salvo alpha x 60 / 25 s base reload = 238,080.
238,080
Installed AP DPM
ƒ99,200 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 264,533.
264,533
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
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time98 s
Projectile speed55 kt
Range9.15 km
Maximum simulated damage15,533 (est.)
Alpha damage46,600
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming170 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
46,599
AA Defense
AA mount points58
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (115×3.5×0.7) + (49×3.5×0.75) = 644. 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.
644
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk212×4 40mm
20 mm Oerlikon Mk48×1 20mm
20 mm Oerlikon Mk2016×2 20mm
20 mm Oerlikon Mk.422×1 20mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 49 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
49
Range5 km
Medium aura
DPS89
Range3.5 km
Total DPS in Aura
ƒFar 49 + Medium 89 = 138
138
Near aura
DPS115
Range2 km
Total DPS in Aura
ƒFar 49 + Medium 89 + Near 115 = 253
253
S
Secondary Battery
Mounts10
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: 180,000 hp
Engine power180,000 hp
Maximum speed33.2 kt
Turning circle radius830 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.2× drags
Concealment
Detectability by sea15.21 km
Detectability by air12.17 km
Smoke firing penalty14.67 km
Detect after firing main guns15.21 km
Detect Fire Sea17.21 km
Detect Fire Air15.17 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Surveillance Radar2 charges · 150 s reload · 30 s active · 11 km radar range
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 10 °/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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp188.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16728/30·(10−1.6)/1000 + 1.6)·30 = 188.5 m
Max Vert Disp113.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 188.5 × 0.6 = 113.1 m
Med Horiz Disp62.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 188.5 × 0.332 (σ=1.9) = 62.5 m
Med Vert Disp37.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 113.1 × 0.332 (σ=1.9) = 37.5 m
AP Pen Close787.7 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 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. Matches the in-game spec card.
AP Pen Far410.5 mm
Same formula at the ship's max firing range (20.9 km), where the shell has slowed to 478.9 m/s: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 478.9^1.38 = 410.5 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha45,600
5,700 HE damage x 8 broadside guns = 45,600.
AP full-salvo alpha99,200
12,400 AP damage x 8 broadside guns = 99,200.
Base HE DPM109,440
45,600 HE full-salvo alpha x 60 / 25 s base reload = 109,440.
Base AP DPM238,080
99,200 AP full-salvo alpha x 60 / 25 s base reload = 238,080.
Installed HE DPM121,600
45,600 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 121,600.
Installed AP DPM264,533
99,200 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 264,533.
Base shells/min19.2
8 broadside guns x 60 / 25 s base reload = 19.2.
Installed shells/min21.3
8 broadside guns x 60 / 22.5 s installed Artillery reload = 21.3.
Base fires/min6.91
8 HE shells x 60 / 25 s reload x 36% fire chance = 6.91.
Installed fires/min7.68
8 HE shells x 60 / 22.5 s installed reload x 36% fire chance = 7.68.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed55 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,198
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage46,599
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS644
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (115×3.5×0.7) + (49×3.5×0.75) = 644. 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 index2024
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)180,000
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: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. 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 63,300, 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 27–50 mm)1,900 (3% 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)19 mm primary (range 19–229 mm)47,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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 27–114 mm)2,100 (3% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 32–229 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).
Superstructure57 mm primary (range 57–305 mm)3,200 (5% 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 HP31,700 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 HP19,000 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 Constellation. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • Constellation is a solid ship in competitive environments, but in regular battles, she can suffer in unexpected situations. We aren't changing her vulnerable nature, but we're giving her the means to dish out some additional damage thanks to a better reload.
  • Main battery gun reload time reduced from 27 to 25 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Constellation 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.