World of Warships: Legends ship guide

Enterprise

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersStrong secondaries (5 km)Tough planesLight bombs
Community Data

Enterprise Community Stats

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Playstyle

Overview

Enterprise is the Tier VII American torpedo-strike carrier with alpha-heavy air torpedoes at 6,850 damage per drop. The kit pays out by killing fragile high-value targets in a single committed drop; the bomber squadrons are a sidearm. Standout traits: best torpedo belt percent in T7 CVs (28).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Heavy air torpedoes

6850.0 damage per air-dropped torpedo, best of T7 CVs. Each torp delete-strike hits harder.

Strong torpedo belt

28.0% torpedo damage reduction, best of T7 CVs.

Hardened superstructure

13.0 mm superstructure, best of T7 CVs. HE farms less.

Tough planes

2600.0 HP per plane (weakest squadron), top decile of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.

Light bombs

3350.0 damage per bomb, bottom decile of T7 CVs. Drops chip rather than punish.

Visible air torps

1.5 km torpedo detect, bottom decile of T7 CVs. Targets spot the drop early.

Acquisition

How to get Enterprise

Enterprise is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, Campaign, and Collaboration. 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
  • 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%
  • 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%
Show all 6 containers (3 more)
  • 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
Show direct source rows

Builds Beta

Ernest King is the official recommended commander direction for Enterprise. Build around aircraft speed, survivability, restoration, and strike consistency, with AA or utility choices only when they support keeping planes alive and pressure continuous.

Open in Build Tool →

Commanders frequently paired with this ship Ernest King

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Cohort position

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Where Enterprise sits among Tier VII CVs (10 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.

BestAir torpedo damage6,850 (1/10) Top 10%Plane HP2,600 HP (2/10) Top 25%Rudder shift17.1 s (3/10) Top 25%Secondary range5 km (3/9) Top 25%AA DPS741 (3/10) Top 25%Squadron restore time32 s (3/10) Bottom 25%Air torpedo stealth1.5 km (9/10) Bottom 25%Deck HP25,700 HP (9/10) WorstSecondary DPM (per side)72,000 (9/9) WorstSecondary fire chance5% (1 of 3 tied) WorstEngine power120,000 hp (1 of 2 tied) WorstTurn-speed retention112.1 hp/m (10/10) WorstBomb damage3,350 (10/10)
See 20 mid-pack stats

Not standouts for Enterprise -- 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 points51,400 HP(8/10) Max speed32.5 kt(5/10) Concealment14.1 km(6/10) Air detection9.87 km(6/10) HE alpha1,800(5/9) Secondary HE pen21 mm(6/9) Acceleration9.75 s(5/10) Displacement29,882 t(4/10) Power-to-weight4.02 hp/t(8/10) AA range5 km(5/10) AA threat2,186(4/10) Max armor102 mm(7/10) Citadel belt102 mm(7/10) Bow armor21 mm(7/10) Stern armor21 mm(5/10) Deck armor51 mm(6/10) Air torpedo range3.51 km(7/10) Air torpedo speed44 kn(7/10) Squadron size18(5/10) NormSecondary dispersion bracket57(5 of 9 tied at this value)

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

Survivability
Hit Points51,400
Displacement29,882 t
Armor range13–102 mm
Plate armor thicknesses13, 16, 19, 21, 25, 28, 32, 38, 40, 51, 102 mm
Armor material/layer entries54
Fire resistance36.6%
Fire duration60 s
Torp Reduction28%
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.
15,400
Squadrons
Total plane capacity64
Flight deck HP25,700
Hangar HP25,700
Dive bomber
Plane HP2,800
OrdnanceAP bomb, 3,350 dmg
Hangar max18
Hangar restore+1 every 32 s, start 14
Torpedo bomber
Plane HP2,600
Ordnancetorpedo, 6,850 dmg
Hangar max18
Hangar restore+1 every 32 s, start 14
AA Defense
AA mount points64
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×1) + (105×3.5×0.95) + (22×3.5×1) = 741. 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.
741
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk18×2 40mm
40 mm Bofors Mk26×4 40mm
20 mm Oerlikon Mk450×1 20mm
127 mm Mk24 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5 km
Medium aura
DPS90
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 90 = 112
112
Near aura
DPS105
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 90 + Near 105 = 217
217
S
Secondary Battery
Mounts8
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: 120,000 hp
Engine power120,000 hp
Maximum speed32.5 kt
Turning circle radius1070 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea14.1 km
Detectability by air9.87 km
Detect after firing main guns14.1 km
Detect Fire Sea16.1 km
Detect Fire Air12.87 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size

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.

AA defense

Close-range AA DPS741
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×1) + (105×3.5×0.95) + (22×3.5×1) = 741. 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 index2186
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)72,000
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: 8×1 127 mm (4/side) × 60/6 × 1800 = 72,000. 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 51,400, 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
Bow21 mm primary (range 21–40 mm)1,100 (2% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)21 mm primary (range 16–102 mm)38,600 (75% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm primary (range 21–102 mm)1,700 (3% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 25–102 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).
Superstructure13 mm primary (range 13–102 mm)400 (1% 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).
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 HP15,400 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 Enterprise. Cards are condensed; use each source link for full context.

Buff ×2Torpedo ×2
2025-06-26

Ministry of Balance: Declaration of Changes

  • Torpedo speed increased from 40 to 44 knots.
  • Torpedo damage increased from 6,467 to 6,850.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.