World of Warships: Legends ship guide

Florida R

Beta
U.S.A. · Tier VI · Battleship · Premium
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Take an angle that threatens broadsides while leaving room to turn out before the flank collapses
  • Avoid: Do not sit stationary bow-in for the whole match
Key characteristics
Spotter planeSlow reload

Variant of Florida

Cosmetic-only variant of Florida. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Florida R Community Stats

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Playstyle

Overview

Florida R is best treated as crossfire creation and heavy salvo punishment. Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Positioning

Take an angle that threatens broadsides while leaving room to turn out before the flank collapses.

Potato Avoidance

Sit stationary bow-in for the whole match

Reposition early when the enemy stops giving you useful shots.

Signature Traits

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

Strong torpedo belt

26.0% torpedo damage reduction, top decile of T6 BBs.

Torpedo belt specialist

Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.

Slow reload

30.2 s reload, bottom decile of T6 BBs. Salvos punish more, but cycle is slower than peers.

Low fire chance

22.0% fire chance per HE shell, bottom decile of T6 BBs. AP carries more weight.

Acquisition

How to get Florida R

Florida R is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Start with the standard battleship priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

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Cohort position

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Where Florida R sits among Tier VI BBs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

Top 25%Hit points63,800 HP (6/32) Top 25%Stealth profile14.38 km / 11.5 km (8/32 / 9/32) Top 25%HE velocity861 m/s (7/31) Top 25%AP arming threshold59 mm (7/32) Top 25%AA DPS548 (6/32) Top 25%AA threat1,758 (5/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor390 mm (8/32) Bottom 25%Rudder shift15.4 s (26/32) Bottom 25%Traverse-to-turn ratio3.82 × (25/32) Bottom 25%Main battery caliber356 mm (25/32) Bottom 25%Sigma1.7 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) WorstMain battery reload30.2 s (32/32) WorstFires per minute5.25 (31/31) WorstHE DPM113,245 (31/31) WorstAP DPM226,490 (32/32) WorstMain dispersion204.5 m (32/32) WorstSecondary fire chance5% (1 of 6 tied) WorstNo torpedoes (26 of 32 in cohort)
See 17 mid-pack stats

Not standouts for Florida R -- 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.

Max speed27 kt(21/32) Main battery range16.06 km(13/32) Secondary DPM (per side)180,000(20/32) HE alpha1,800(23/31) AP velocity823 m/s(11/32) Acceleration34.9 s(11/32) Engine power116,000 hp(11/32) Turn-speed retention152.6 hp/m(10/32) Displacement44,800 t(23/32) Power-to-weight2.59 hp/t(18/32) Secondary range5 km(16/32) AA range5 km(13/32) Repair charges3(15/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value)
Survivability
Hit Points63,800
Displacement44,800 t
Armor range16–390 mm
Plate armor thicknesses16, 25, 26, 37, 38, 40, 49, 50, 56, 73, 96, 100, 127, 140, 152, 178, 211, 213, 282, 285, 370, 378, 390 mm
Armor material/layer entries64
Fire resistance30%
Fire duration60 s
Torp Reduction26%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
31,900
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.
19,100
Main Battery
ModuleArtillery: 356 mm Mk.11
Mounts / barrels3 mounts / 12 barrels
Reload time33.5 s
Firing range16.1 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1606030·1121000+2)·30=204.5m
204.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =204.5·0.6=122.7m
122.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =204.5·0.356(σ=1.7)=72.9m
72.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =122.7·0.356(σ=1.7)=43.7m
43.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 33.5 s base reload = 21.5.
21.5
HE shells
HE Damage4,750
HE Velocity861 m/s
Fire Chance22%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ4,750 HE damage x 12 broadside guns = 57,000.
57,000
Base HE DPM
ƒ57,000 HE full-salvo alpha x 60 / 33.5 s base reload = 102,090.
102,090
Base fires/min
ƒ12 HE shells x 60 / 33.5 s reload x 22% fire chance = 4.73.
4.73
AP shells
AP Damage9,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2945·5800.69·0.3561.07·8231.38=756.9mm. Matches the in-game spec card.
756.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.1 km), where the shell has slowed to 495.1 m/s: P=107·2945·5800.69·0.3561.07·495.11.38=375.4mm.
375.4 mm
AP full-salvo alpha
ƒ9,500 AP damage x 12 broadside guns = 114,000.
114,000
Base AP DPM
ƒ114,000 AP full-salvo alpha x 60 / 33.5 s base reload = 204,179.
204,179
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.
90
AA Defense
AA mount points48
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.75) + (92×3.5×0.7) + (45×3.5×0.75) = 548. 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.
548
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk13×2 40mm
40 mm Bofors Mk28×4 40mm
20 mm Oerlikon Mk1037×1 20mm
127 mm Mk30 mod. 0 (DP)4×1 127mm
127 mm Mk32 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 45 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
45
Range5 km
Medium aura
DPS78
Range3.5 km
Total DPS in Aura
ƒFar 45 + Medium 78 = 123
123
Near aura
DPS92
Range2 km
Total DPS in Aura
ƒFar 45 + Medium 78 + Near 92 = 215
215
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (50%) + Standard
127 mm Mk30 mod. 0 (×4)
Caliber127 mm
Reload time3 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk32 (×6)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 116,000 hp
Engine power116,000 hp
Maximum speed27 kt
Turning circle radius760 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (24.3 kt of 27). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(116,00044,800)0.42=1.4912; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=34.9s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
34.9 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (26.7 kt of 27). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=56.1s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
56.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·27.0·0.5144760=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.38 km
Detectability by air11.5 km
Smoke firing penalty12.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.38 km
Detect Fire Sea16.38 km
Detect Fire Air14.5 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
ƒHeal per second (0.66%) x active time (28 s) = up to 18.5% of max HP restored per charge if the consumable runs its full duration.
Choose one
Catapult Fighter3 charges · 60 s reload · 55 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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp204.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16060}{30}\cdot\dfrac{11-2}{1000} + 2\right)\cdot 30 = 204.5\,\text{m}$
Max Vert Disp122.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.5 \cdot 0.6 = 122.7\,\text{m}$
Med Horiz Disp72.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.5 \cdot 0.356\;(\sigma = 1.7) = 72.9\,\text{m}$
Med Vert Disp43.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 122.7 \cdot 0.356\;(\sigma = 1.7) = 43.7\,\text{m}$
AP Pen Close756.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2945 \cdot 580^{0.69} \cdot 0.356^{-1.07} \cdot 823^{1.38} = 756.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far375.4 mm
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 495.1 m/s: $P = 10^{-7}\cdot 2945 \cdot 580^{0.69} \cdot 0.356^{-1.07} \cdot 495.1^{1.38} = 375.4\,\text{mm}$.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha57,000
4,750 HE damage x 12 broadside guns = 57,000.
AP full-salvo alpha114,000
9,500 AP damage x 12 broadside guns = 114,000.
Base HE DPM102,090
57,000 HE full-salvo alpha x 60 / 33.5 s base reload = 102,090.
Base AP DPM204,179
114,000 AP full-salvo alpha x 60 / 33.5 s base reload = 204,179.
Base shells/min21.5
12 broadside guns x 60 / 33.5 s base reload = 21.5.
Base fires/min4.73
12 HE shells x 60 / 33.5 s reload x 22% fire chance = 4.73.

AA defense

Close-range AA DPS548
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.75) + (92×3.5×0.7) + (45×3.5×0.75) = 548. 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 index1758
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 typeImproved (50%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 4 dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km165 m
5 km × 27 + 30 = 165 m.
127 mm × 6 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 6 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 127 mm (2/side) × 60/3 × 1800 = 72,000 + 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Florida R default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision