Enterprise
Also called: 企业 Beta- 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
On this page
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.
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.
Enterprise Community Stats
Record History
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
5750 damage per air-dropped torpedo, best of T7 CVs. Each torp delete-strike hits harder.
- Strong torpedo belt · 28%
- Thick stern plate · 21 mm
- Saturates bow fast · 1100 HP
- Torpedo belt specialist
- Light bombs · 3350 damage
- Visible air torps · 1.5 km
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.
- Event currencyBought with Midway Coins, a time-limited event currency (May 2026).
- CampaignEarned in the campaign “Grey Ghost” (Jul 2024); campaign ships can later return through other limited methods.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Archived · Spectral Vault 5.0 · 1 of 17 ships
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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%
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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)
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Mystic Lantern
0.02%
Superprize: Premium Ship
Event · Mystic Lantern · 1 of 25 ships
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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%
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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
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"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.
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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
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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.
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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
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Spectral Vault 3.0 0.002941% · Superprize: Premium Ship
- Spectral Vault 4.0 0.058824% · Superprize: Premium Ship
- Spectral Vault 5.0 0.588235% · Superprize: Premium Ship
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 officialWG official build from Through the Spy Glass: Enterprise.
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.
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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
3 planes per drop x 3 bombs each = 9.ƒ
9 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.ƒ
3 planes per drop x 1 torpedo each = 3.ƒ
3 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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 90 raw aura damage × 3.5 × 1 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 77 + Medium 315 = 392ƒ
Effective DPS: 105 raw aura damage × 3.5 × 0.95 hit probability = 349 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 77 + Medium 315 + Near 349 = 741ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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).ƒ
Fires/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.ƒ
Secondary DPM (per side) 72,000 + secondary fire DPM 14,836 = 86,836: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×1 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time 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.ƒ
Base 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.ƒ
Detectability by sea 14.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.47 km.ƒ
Air detectability 9.87 km + gun-firing bloom 0 km = 9.87 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 14.1 km + 2.0 km while burning = 16.1 km.ƒ
Air detectability 9.87 km + 3.0 km while burning = 12.87 km.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
Show
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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
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.@ 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.180 + 135 + 349 + 77 = 741 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Secondary battery firepower
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.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.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.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.
Overmatched by 133+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 21 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. |
| Stern | 21 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. |
| Citadel | 102 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. |
| Superstructure | 13 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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 15,400 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Enterprise. Cards are condensed; use each source link for full context.
Ministry of Balance: Declaration of Changes
- Torpedo speed increased from 40 to 44 knots.
- Torpedo damage increased from 6,467 to 6,850.
Skins & permanent camouflages
Every custom exterior Enterprise can equip.
DefaultThe ship’s standard exterior
U.S.S. EnterpriseStar Trek
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.
