World of Warships: Legends ship guide

Constellation

Also called: 星座 Beta
U.S.A. · Tier VII · Battleship · Premium
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • 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
  • Avoid: Using the 33.2-kn speed to push rather than to rotate
Key characteristics
Long torps (9.2 km)Strong AALobs over islandsRadar (9.9 km)Spotter planeThin armor
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Community Data

Constellation Community Stats

Across 11,000+ Standard battles from 200+ players, Constellation averages a 61% win rate, 78,000 damage and 1.1 kills per battle, and survives 38% of them.

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.

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Playstyle

Overview

Constellation is a Tier VII American fast battleship at 33.2 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. AA (645 AA DPS at 5 km) ranks 5 of 49 in T7 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: torpedo range in T7 BBs (9.2 km, 3rd of 16) and best DCP duration in T7 BBs (20 s, 7th of 49). The trade is thin armor in T7 BBs (305 mm, 47th of 49).

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

9.9 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.

Fast for the class ↗

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

ELITE AA ↗
  • Top-tier AA · 645 AA
  • AA specialist
Long-range torps ↗

9.2 km torpedo range, top decile of the 16 T7 BBs with torpedoes.

Thin armor ↗

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

Low fire chance secondaries ↗

5% best HE fire chance per secondary shell, bottom quartile of T7 BBs. Lights fewer fires in a brawl than peers.

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.

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

Best listed chance for this ship

  • Super VII crate 4% One of the Tier VII Premium ships Event · Super VII crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
Show all 7 containers (4 more)
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · 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%
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · 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 Archived · 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%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · 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%
Official WG availability sources
  • May Update: Sea Giants Store / event post Start: 2023-05-11
    • American Tier VII Premium battleship Constellation
    • She’ll be available in the Store starting May 22 on her own and as part of XL and XXL bundles.
  • Supply Shipment: Italian Spring Store / event post Start: 2023-05-16
    • Constellation will anchor in the Store from May 22.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

William Sims

WG official

WG official build from Through the Spy Glass: Constellation.

Source: Through the Spy Glass: Constellation

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

Hide ▾

Where Constellation sits among Tier VII BBs (48 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.

BestFlak damage per salvo (expected)2,310 (1 of 2 tied) Top 10%Max speed33.2 kt (5/49) Top 10%Main dispersion188.5 m (5/49) Top 10%AA DPS645 (5/49) Top 25%Main battery reload25 s (8/49) Top 25%Fires per minute6.91 (13/48) Top 25%HE DPM109,440 (13/48) Top 25%Acceleration (0-12 kt)12.5 s (11/49) Top 25%Power / turn radius216.9 hp/m (11/49) Top 25%Power-to-weight4.04 hp/t (13/49) Top 25%Effective HE DPM (incl. fire)160,697 (13/48) Top 25%AA threat2,028 (11/49) Top 25%Torpedo range9.15 km (3/16) Top 25%Torpedo damage≈15,533 (5/16) Top 25%Torpedo reaction time7.4 s (5/16) Bottom 25%Main battery range16.73 km (41/49) Bottom 25%AP velocity768 m/s (38/49) Bottom 25%HE velocity803 m/s (37/48) Bottom 25%Torpedo speed55 kt (15/16) Bottom 25%Torpedo reload98 s (13/16) Bottom 25%End plates27 mm (41/48 / 39/48) Bottom 10%Citadel belt229 mm (45/48) WorstSecondary fire chance5% (1 of 11 tied) WorstSecondary HE pen21 mm (1 of 11 tied) WorstMax armor305 mm (1 of 4 tied)
See 28 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(30/49) Concealment15.21 km(15/49) Smoke fire bloom14.67 km(29/49) Air detection12.17 km(14/49) Rudder shift15.4 s(22/49) Turning circle830 m(20/49) Main battery caliber406 mm(17/49) Sigma1.9(17/49) HE shell damage5,700(24/48) HE fire chance36%(23/48) AP shell damage12,400(23/49) AP DPM238,080(15/49) Secondary DPM (per side)180,000(35/49) Secondary HE alpha1,800(31/46) Time to 90% speed34.2 s(27/49) AP arming threshold68 mm(35/49) Engine power180,000 hp(15/49) Displacement44,517 t(15/49) AP pen at 10 km553 mm(35/49) Secondary range5 km(35/49) AA range5 km(19/49) Repair charges3(23/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points63,300
Displacement44,517 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.
266.2 x 36.34 m
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 resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 63,300 HP = 11,394 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 × 63,300 HP = 12,660 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.268 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
20%
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.
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
Effective HP
ƒBase 63,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 63,300 HP = 8,862 HP per charge, × 3 charges = 26,586 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.
70,333–89,886
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 × 1,900 = 3,800), 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.
1,900
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 × 11,800 = 23,600), 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.
11,800
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 × 47,500 = 95,000), 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.
47,500
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 × 3,200 = 6,400), 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.
3,200
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 × 2,100 = 4,200), 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.
2,100
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 Mk5
Mounts / barrels4 mounts / 8 barrels
Reload time25 s
Firing range16.7 km
Turret traverse5 °/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 ±148°, 2x ±152°
Guns to bear
ƒ180° − 152° (the most restricted aft-facing mount's arc) = 28° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.
28° off bow / 32° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (16.7 km) than a standard battleship: about 189 m wide × 113 m tall, against 227 m × 136 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1672830·10−1.61000+1.6)·30=188.5m
188.5 m at 16.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =188.5·0.6=113.1m
113.1 m at 16.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =188.5·0.61.9=59.5m
59.5 m at 16.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =113.1·0.61.9=35.7m
35.7 m at 16.7 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 25 s base reload = 19.2. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 21.3.
Initial: 19.2 → 21.3
HE shells
HE alpha5,700
HE Velocity803 m/s
Fire Chance36%
HE fire DPM vs T7 BB51272
Effective HE DPM vs T7 BB160712
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
ƒZero upgrades: 45,600 HE full-salvo alpha x 60 / 25 s base reload = 109,440. All upgrades (Main Battery Mod. 3 = -10% reload): 45,600 HE full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 121,215.
Initial: 109,440 → 121,215
Fires/min
ƒZero upgrades: 19.2 shells/min × 0.36 (36% fire chance) = 6.91. All upgrades (Main Battery Mod. 3 = -10% reload): 21.3 shells/min × 0.36 (36% fire chance) = 7.66.
Initial: 6.91 → 7.66
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 range451 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 (16.7 km), where the shell has slowed to 512.9 m/s: P=10−7·2636·10160.69·0.406−1.07·512.91.38=451.3mm.
451.3 mm at 16.7 km
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
AP DPM
ƒZero upgrades: 99,200 AP full-salvo alpha x 60 / 25 s base reload = 238,080. All upgrades (Main Battery Mod. 3 = -10% reload): 99,200 AP full-salvo alpha x 60 / 22.571 s (22.5 s = 158 ticks) all-upgrades reload (25 s × 0.9 Main Battery Mod. 3 = 22.5 s) = 263,696.
Initial: 238,080 → 263,696
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 speed55.0 kt
Range9.15 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=46,600·0.333=15,533. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,533
Maximum damage (ammunition)
ƒ46,600 warhead alpha / 3 + 1,100 blast = 16,633. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,633
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km55 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.79 per hit, shown as 2.79×100=279%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
279%
Torpedo launcher traverse25 °/s
Launch arcswing 170° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming178 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,533 = 46,599. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
46,599
AA Defense
AA mount points58
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk32 (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 129 from dual-purpose secondaries firing as AA in this range band.
129
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 89 raw aura damage × 3.5 × 0.75 hit probability = 234 - the same in-game units as the Close-range AA DPS headline.
234
Range3.5 km
Total DPS in Aura
ƒFar 129 + Medium 234 = 363
363
Near aura
Guns20 mm Oerlikon Mk.4 + 20 mm Oerlikon Mk20 + 20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 115 raw aura damage × 3.5 × 0.7 hit probability = 282 - the same in-game units as the Close-range AA DPS headline.
282
Range2 km
Total DPS in Aura
ƒFar 129 + Medium 234 + Near 282 = 645
645
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 220 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, 6 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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 3.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-5 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
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: 10×2 127 mm (10/side) × 60/6 s × 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).
180,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 37,089. 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.
37,089
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 180,000 + secondary fire DPM 37,089 = 217,089: shell damage plus fire damage against one T7 battleship, every shell hitting.
217,089
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 5. 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.
5
HE Pen21 mm
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 power180,000 hp
Maximum speed33.2 kt
Turning circle radius830 m
Rudder shift time15.4 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 = 33.2 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
36.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.9 kt of 33.25 kt).
34.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.9 kt of 33.25 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.
53.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.6 = +0.4°/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 (+0.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.21 km x 0.955 = 14.53 km. Camouflage does not change detectability by air.
15.21 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.21 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.53 km.
14.53 km
Detectability by air12.17 km
Smoke firing penalty14.67 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.21 km) = 16.73 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.73 km
Detect when firing (air)
ƒAir detectability 12.17 km + gun-firing bloom 8.12 km = 20.29 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.29 km
Detect when on fire (sea)
ƒSea detectability 15.21 km + 2.0 km while burning = 17.21 km.
17.21 km
Detect when on fire (air)
ƒAir detectability 12.17 km + 3.0 km while burning = 15.17 km.
15.17 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,862 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 63,300 HP = 8,862 HP: up to 14% of max HP restored per charge.
· 26,586 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 63,300 HP = 26,586 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 316 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 63,300 HP = 316 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 150 s reload · 30 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km
Choose one
Catapult Fighter3 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 Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

Show ▾

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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.7 km) with the same model as Max Horiz/Vert Disp: horizontal 189 / 227 m − 1 = -17%, vertical 113 / 136 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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 km34.1 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=0.5·16728=8364 m, and radiusOnMax=0.6 at 16728 m. Below the kink: k=0.2+(0.5−0.2)·50008364=0.3793, so σV=σH·k=90·0.3793=34.1m.
Shell scatter height @ 10 km68.6 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=0.5·16728=8364 m, and radiusOnMax=0.6 at 16728 m. Above the kink: k=0.5+(0.6−0.5)·10000−836416728−8364=0.5196, so σV=σH·k=132·0.5196=68.6m.
Shell scatter height @ 15 km100.8 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=0.5·16728=8364 m, and radiusOnMax=0.6 at 16728 m. Above the kink: k=0.5+(0.6−0.5)·15000−836416728−8364=0.5793, so σV=σH·k=174·0.5793=100.8m.
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.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.

Torpedoes

Estimated torpedo reaction time7.4 s
1100 m / (55.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed55.0 kt
Travel time to max range61.9 s
9150 m / (55.0 kt × 2.6855) = 61.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage93,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,533 = 93,198. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range129
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x4 -> 234 DPS @ 3.5 km; 20mm Oerlikon MK4 8x1 -> 49 DPS @ 2 km; 20mm Oerlikon MK20 Twin12 16x2 -> 98 DPS @ 2 km; 20mm Oerlikon MK4 22x1 -> 135 DPS @ 2 km; 5in38 Mk32 Mod12 10x2 -> 129 DPS @ 5 km.
AA DPS layered by range129 DPS @ 5 km, 363 DPS @ 3.5 km, 645 DPS @ 2 km
@ 5 km: 129 from one family; @ 3.5 km: 234 + 129 = 363; @ 2 km: 234 + 49 + 98 + 135 + 129 = 645. 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-blank645
234 + 49 + 98 + 135 + 129 = 645 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2028
234 × 3.5 + 49 × 2 + 98 × 2 + 135 × 2 + 129 × 5 = 2028. 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
The only family (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 chance5%
The only family (127 mm): 5%. 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
The only family (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

A Lexington-class battlecruiser built under the Naval Act of 1916 after the end of World War I. One of the largest and fastest warships of her time.

Armor Beta

Hull HP 63,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel178 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–50 mm)1,900 (3% of HP)
Overmatched by 406mm+ AP (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)127 mm primary (range 19–229 mm)47,500 (75% of HP)
No common AP caliber overmatches127 mm: no common HE pens
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+ AP (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 32–229 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.
Superstructure19 mm3,200 (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 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.
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.

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.

  • 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.