World of Warships: Legends ship guide

Florida

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
Spotter planeLow fire chance
Community Data

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Playstyle

Overview

Florida is a Tier VI American all-rounder battleship with 356mm guns at 16.1 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best DCP duration in T6 BBs (20 s).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Long DCP window

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

Thick deck armor

178.0 mm armor deck, best of T6 BBs. Eats plunging fire and HE that peers don't.

Heavy armor deck

Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.

Torpedo belt specialist

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

Low fire chance

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

Low fire chance secondaries

5.0% best HE fire chance per secondary shell, bottom quartile of T6 BBs. Lights fewer fires in a brawl than peers.

Acquisition

How to get Florida

Florida is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Mega Santa '23 0.121212% Tier VI Premium ship Event containers · Mega Santa '23 · 1 of 33 ships
Show all 11 containers (8 more)
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Super Santa '23 0.106061% Tier VI Premium ship Event containers · Super Santa '23 · 1 of 33 ships
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Ultimate Crate 0.010606% Tier VI Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
  • Secret Santa '23 0.000061% Tier VI Premium ship Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, reload/range, survivability, and fire resistance.

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Cohort position

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Where Florida sits among Tier VI BBs (27 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.

BestDeck armor178 mm (1/26) Top 10%AA threat1,758 (3/27) Top 25%Hit points63,800 HP (6/27) Top 25%AP DPM245,161 (6/27) Top 25%Main dispersion182.9 m (4/27) Top 25%HE velocity861 m/s (7/27) Top 25%AP arming threshold59 mm (7/27) Top 25%AA DPS548 (4/27) Top 25%Repair heal rate0.66 %/s (7/27) Top 25%Max armor390 mm (6/27) Bottom 25%Rudder shift20.1 s (23/27) Bottom 25%HE shell damage4,750 (22/27) Bottom 25%Secondary HE pen21 mm (22/26) Bottom 25%Citadel belt285 mm (21/26) Bottom 25%End plates25 mm (22/26 / 22/26) Bottom 10%HE fire chance22% (26/27) WorstSecondary fire chance5% (1 of 4 tied) WorstNo torpedoes (22 of 27 in cohort)
See 25 mid-pack stats

Not standouts for Florida -- 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(19/27) Concealment14.38 km(8/27) Air detection11.5 km(9/27) Traverse-to-turn ratio3.82 ×(21/27) Main battery caliber356 mm(21/27) Main battery range16.06 km(12/27) Main battery reload27.9 s(20/27) Sigma1.75(20/27) Fires per minute5.68(19/27) HE DPM122,581(8/27) Secondary DPM (per side)180,000(17/27) HE alpha1,800(20/26) AP velocity823 m/s(9/27) Acceleration8.1 s(9/27) Engine power116,000 hp(9/27) Turn-speed retention152.6 hp/m(8/27) Displacement44,800 t(20/27) Power-to-weight2.59 hp/t(16/27) Secondary range5 km(15/27) AA range5 km(11/27) Repair charges3(13/27) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value)

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

Repair 3Fighter
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 time31 s
Firing range16.1 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16060/30·(10−1.6)/1000 + 1.6)·30 = 182.9 m
182.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.9 × 0.6 = 109.7 m
109.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.9 × 0.35 (σ=1.8) = 64 m
64 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.7 × 0.35 (σ=1.8) = 38.4 m
38.4 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 31 s base reload = 23.2.
23.2
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 / 31 s base reload = 110,323.
110,323
Base fires/min
ƒ12 HE shells x 60 / 31 s reload x 22% fire chance = 5.11.
5.11
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2945 × 580^0.69 × 0.356^-1.07 × 823^1.38 = 756.9 mm. 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: 1e-7 × 2945 × 580^0.69 × 0.356^-1.07 × 495.1^1.38 = 375.4 mm.
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 / 31 s base reload = 220,645.
220,645
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 multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea14.38 km
Detectability by air11.5 km
Smoke firing penalty12.45 km
Detect after firing main guns14.38 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
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse4 → 8 °/s

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.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp182.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16060/30·(10−1.6)/1000 + 1.6)·30 = 182.9 m
Max Vert Disp109.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.9 × 0.6 = 109.7 m
Med Horiz Disp64 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.9 × 0.35 (σ=1.8) = 64 m
Med Vert Disp38.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.7 × 0.35 (σ=1.8) = 38.4 m
AP Pen Close756.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2945 × 580^0.69 × 0.356^-1.07 × 823^1.38 = 756.9 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: 1e-7 × 2945 × 580^0.69 × 0.356^-1.07 × 495.1^1.38 = 375.4 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 DPM110,323
57,000 HE full-salvo alpha x 60 / 31 s base reload = 110,323.
Base AP DPM220,645
114,000 AP full-salvo alpha x 60 / 31 s base reload = 220,645.
Base shells/min23.2
12 broadside guns x 60 / 31 s base reload = 23.2.
Base fires/min5.11
12 HE shells x 60 / 31 s reload x 22% fire chance = 5.11.

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 in the binary.
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 in the binary.
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.

Armor

Hull HP 63,800, 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
Bow25 mm primary (range 25–40 mm)3,800 (6% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)370 mm primary (range 25–370 mm)47,900 (75% of HP)
No common caliber overmatches370 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–140 mm)4,500 (7% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel285 mm primary (range 16–285 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).
Superstructure37 mm primary (range 37–390 mm)3,300 (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 HP31,900 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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 HP19,100 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Florida. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×4
2024-09-05

Ministry of Balance: Season of Change

  • Main battery shell grouping increased by 2.9% (from 1.7 to 1.75 sigma).
  • Main battery dispersion improved by 11% (from an improved battleship dispersion curve to the battlecruiser dispersion curve).
  • AP shell mass increased from 555 kg to 580 kg (increasing AP shell penetration chance by 4.5%).
  • Main battery reload time reduced from 33.5 to 31.0 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Florida 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.