World of Warships: Legends ship guide

Enterprise

Also called: 企业 Beta
AP dive-bomber carrierDrop AP on exposed cruiser and battleship decks; torpedoes cover the rest.
Playstyle
  • 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
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersStrong secondaries (5 km)Tough planesThick stern plateLight bombs
On this page
Community Data

Enterprise Community Stats

Across 11,000+ Standard battles from 220+ players, Enterprise averages a 62% win rate, 84,300 damage and 1.4 kills per battle, and survives 69% of them.

Community Data

Enterprise Community Stats

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

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Playstyle

Overview

Enterprise is the premium Tier VII American carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume. The trade is visible air torps in T7 CVs (1.5 km, 9th of 10). Each squadron flies 9 planes and they come back 32 s apiece, so losing a full wave costs 288 seconds of reserves.

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. You are spotted at 14.1 km and run at 32.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. The helm answers quickly (13.1 s), so she can break an incoming salvo that slower hulls have to eat.

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. Replacing a lost aircraft takes 32 s at best, and your most fragile squadron flies at 2,600 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Heavy air torpedoes ↗

5750 damage per air-dropped torpedo, best of T7 CVs. Each torp delete-strike hits harder.

ELITE ARMOR ↗
  • Strong torpedo belt · 28%
  • Thick stern plate · 21 mm
  • Saturates bow fast · 1100 HP
  • Torpedo belt specialist
AIRCRAFT DOWNSIDES ↗
  • Light bombs · 3350 damage
  • Visible air torps · 1.5 km
Acquisition

How to get Enterprise

Enterprise is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency, Campaign, and 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

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · 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 Archived · 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 · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Archived · 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 Archived · 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
  • "Grey Ghost" Campaign Breakdown Campaign Start: 2024-07-01 · End: 2024-08-04
    • To successfully complete the Grey Ghost campaign and unlock U.S. Tier VII Premium aircraft carrier Enterprise, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • July Update: Skyward Endeavors Campaign Start: 2024-06-27
    • Meet the headliner of this campaign: new U.S. Tier VII Premium aircraft carrier Enterprise, the famous historical ship!
    • U.S. Tier VII Premium aircraft carrier Enterprise
  • Independence Day '25: New U.S. Ships, Skins, and More! Crates Start: 2025-06-27
    • Check out the "Steel and Stars" random bundle in the Store for a chance to get new U.S. Tier VI battleship West Virginia '44 and other U.S. ships—Constellation, Enterprise, or Anchorage—plus various in-game items.
  • Battle of Midway: Themed Missions & Historical Ships Event currency 2026-05-29
    • You'll also find a new type of bundle—the choice bundle—allowing you to select one of two rare ships: Japanese Tier VI Premium destroyer Yukikaze or U.S. Tier VII Premium aircraft carrier Enterprise.
    • Each ship will be available for Midway Coins, an event currency that can be purchased directly or earned through special missions from the associated Store section.
  • June Update: The Ages Betwixt Event currency 2026-05-28
    • From June 1 to 29, visit the dedicated section in the Store to find historical warships, including Atlanta, Monaghan, and a new choice bundle that lets you select one of two rare ships—Yukikaze or Enterprise.
    • These ships will be available for Midway Coins, obtainable via direct purchase or via special missions found in the Store.
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.

Ernest King

WG official

WG official build from Through the Spy Glass: Enterprise.

Source: Through the Spy Glass: Enterprise

Open in Build Tool →

Commanders frequently paired with this ship Ernest King

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

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Where Enterprise sits among Tier VII CVs (11 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.

BestRudder shift13.1 s (1 of 5 tied) BestAir torpedo alpha5,750 (1/10) BestSquadron HP25,200 HP (1/12) Top 25%Secondary range5 km (3/11) Top 25%AA DPS741 (3/12) Top 25%AA threat2,186 (4/12) Top 25%Stern armor21 mm (3/11) Top 25%Squadron size9 (4/12) Top 25%Squadron restore time32 s (3/12) Top 25%Plane HP2,600 HP (3/12) Bottom 25%Time to 90% speed33.7 s (11/12) Bottom 25%Air torpedo stealth1.5 km (9/10) WorstSecondary DPM (per side)72,000 (11/11) WorstSecondary fire chance5% (1 of 3 tied) WorstPower / turn radius112.1 hp/m (12/12) WorstBomb alpha3,350 (12/12)
See 21 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(9/12) Max speed32.5 kt(5/12) Concealment14.1 km(8/12) Air detection9.87 km(6/12) Turning circle1,070 m(6/12) Secondary HE alpha1,800(5/11) Secondary HE pen21 mm(6/11) Acceleration (0-12 kt)12.6 s(8/12) Engine power120,000 hp(9/12) Displacement29,882 t(6/12) Power-to-weight4.02 hp/t(8/12) AA range5 km(5/12) Flak damage per salvo (expected)1,470(8/11) Max armor102 mm(9/12) Citadel belt102 mm(8/11) Bow armor21 mm(4/11) Air torpedo range3.51 km(7/10) Air torpedo speed44 kn(7/10) Hangar capacity18(5/12) Deck HP25,700 HP(9/12) NormSecondary dispersion bracket57(7 of 11 tied at this value)
Survivability
Hit Points51,400
Displacement29,882 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.
246.7 x 33.3 m
Armor range13–102 mm
Plate armor thicknesses13, 16, 19, 21, 25, 28, 32, 38, 40, 51, 102 mm
Armor material/layer entries54
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: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 51,400 HP = 12,336 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 51,400 HP = 3,855 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
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
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 × 1,100 = 2,200), 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.
1,100
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 × 4,800 = 9,600), 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.
4,800
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,400 = 14,800), 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.
7,400
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 × 38,600 = 77,200), 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.
38,600
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 × 400 = 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 ×. 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.
400
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 × 1,700 = 3,400), 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 ×. 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.
1,700
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
✈
Squadrons
Total plane capacity64
Flight deck HP25,700
Hangar HP25,700
Dive bomber
Plane HP2,800
Cruising speed127.0 kt
OrdnanceAP bomb, 3,350 alpha
Squadron size9 planes
Planes per drop3
Bombs per plane3
Bombs per drop
ƒ3 planes per drop x 3 bombs each = 9.
9
Alpha per drop
ƒ9 bombs x 3,350 alpha = 30,150, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
30,150
Hangar max18
Hangar restore+1 every 32 s, start 14
Recovery time32 s
Torpedo bomber
Plane HP2,600
Cruising speed125.0 kt
Ordnancetorpedo, 5,750 alpha
Squadron size9 planes
Planes per drop3
Torpedoes per plane1
Torpedoes per drop
ƒ3 planes per drop x 1 torpedo each = 3.
3
Alpha per drop
ƒ3 torpedoes x 5,750 alpha = 17,250, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
17,250
Flooding chance52%
Torpedo arming time3.5 s
Torpedo arming distance79 m
Hangar max18
Hangar restore+1 every 32 s, start 14
Recovery time32 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points64
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 Mk18×2 40mm
40 mm Bofors Mk26×4 40mm
20 mm Oerlikon Mk450×1 20mm
127 mm Mk24 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk24 (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 77 from dual-purpose secondaries firing as AA in this range band.
77
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 90 raw aura damage × 3.5 × 1 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.
315
Range3.5 km
Total DPS in Aura
ƒFar 77 + Medium 315 = 392
392
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 105 raw aura damage × 3.5 × 0.95 hit probability = 349 - the same in-game units as the Close-range AA DPS headline.
349
Range2 km
Total DPS in Aura
ƒFar 77 + Medium 315 + Near 349 = 741
741
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
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: 8×1 127 mm (4/side) × 60/6 s × 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).
72,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 14,836. 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.
14,836
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 72,000 + secondary fire DPM 14,836 = 86,836: shell damage plus fire damage against one T7 battleship, every shell hitting.
86,836
127 mm Mk24 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×1 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 2. 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.
2
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 power120,000 hp
Maximum speed32.5 kt
Turning circle radius1070 m
Rudder shift time13.1 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 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 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.
43.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
33.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
52.7 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.1 km x 0.955 = 13.47 km. Camouflage does not change detectability by air.
14.1 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.47 km.
13.47 km
Detectability by air9.87 km
Detect when firing (air)
ƒAir detectability 9.87 km + gun-firing bloom 0 km = 9.87 km. The bloom tracks main-battery caliber x 0.020.
9.87 km
Detect when on fire (sea)
ƒSea detectability 14.1 km + 2.0 km while burning = 16.1 km.
16.1 km
Detect when on fire (air)
ƒAir detectability 9.87 km + 3.0 km while burning = 12.87 km.
12.87 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size

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.

AA defense

AA DPS at max range77
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 8x2 -> 180 DPS @ 3.5 km; 40mm Bofors Mk2 6x4 -> 135 DPS @ 3.5 km; 20mm Oerlikon MK4 50x1 -> 349 DPS @ 2 km; 5in38 Mk24 8x1 -> 77 DPS @ 5 km.
AA DPS layered by range77 DPS @ 5 km, 392 DPS @ 3.5 km, 741 DPS @ 2 km
@ 5 km: 77 from one family; @ 3.5 km: 180 + 135 + 77 = 392; @ 2 km: 180 + 135 + 349 + 77 = 741. 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-blank741
180 + 135 + 349 + 77 = 741 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2186
180 × 3.5 + 135 × 3.5 + 349 × 2 + 77 × 5 = 2186. 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

USS Enterprise, the second Yorktown-class aircraft carrier, played a role in virtually every campaign in the Pacific theater of World War II. Enterprise participated at Midway, Guadalcanal, Leyte Gulf, Iwo Jima, Okinawa - and more. She earned an impressive 20 battle stars throughout her years of service, which placed her as the most decorated U.S. Navy ship of the war.

Armor Beta

Hull HP 51,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern21 mm

Overmatched by 133+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 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
Bow21 mm primary (range 21–40 mm)1,100 (2% of HP)
Overmatched by 305mm+ AP (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+ AP (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+ AP (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: 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.
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.

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.