Florida
Beta- Anchor a flank at 14-17 km with bow toward the closest threat
- Avoid: Leading the push alone
Florida Community Stats
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Florida Community Stats
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
20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.
178.0 mm armor deck, best of T6 BBs. Eats plunging fire and HE that peers don't.
Armor deck in the top bracket. Plunging fire and HE land for reduced damage compared to peers.
Torpedo damage reduction in the top bracket. Tanks torpedo strikes that delete peers.
22.0% fire chance per HE shell, bottom decile of T6 BBs. AP carries more weight.
5.0% best HE fire chance per secondary shell, bottom quartile of T6 BBs. Lights fewer fires in a brawl than peers.
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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Doubloons10,000 Doubloons in the Legends Store (Jun 2024).
Best listed chance for this ship
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Spectral Vault 5.0
0.4375%
Tier VI Premium ship
Event containers · Spectral Vault 5.0 · 1 of 40 ships
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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%
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Mega Santa '23
0.121212%
Tier VI Premium ship
Event containers · Mega Santa '23 · 1 of 33 ships
Show all 11 containers (8 more)
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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%
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Ultimate Crate
0.010606%
Tier VI Premium ship
Event containers · Ultimate Crate → Super Santa '23 · 1 of 33 ships
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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%
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Mystic Box
0.002273%
Tier VI Premium ship
Event containers · Mystic Box · 1 of 44 ships
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Secret Santa '23
0.000061%
Tier VI Premium ship
Event containers · Secret Santa '23 · 1 of 33 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- July Update: Skyward Endeavors 10,000 Doubloons 2024-06-27 Tier VI default; exact price not in source
- June-July Update: The Liberty Zeitgeist 10,000 Doubloons 2021-06-18 Tier VI default; exact price not in source
Show direct source rows
- Mega Santa '23 0.121212% · Tier VI Premium ship
- Mystic Box 0.002273% · Tier VI Premium ship
- Mystic Lantern 0.102273% · Tier VI Premium ship
- Secret Santa '23 0.000061% · Tier VI Premium ship
- Spectral Vault 1.0 0.00005% · Tier VI Premium ship
Builds Beta
Build for main-battery accuracy, reload/range, survivability, and fire resistance.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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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.
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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.9 × 0.6 = 109.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.9 × 0.35 (σ=1.8) = 64 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.7 × 0.35 (σ=1.8) = 38.4 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
12 broadside guns x 60 / 31 s base reload = 23.2.HE shells
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59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).ƒ
4,750 HE damage x 12 broadside guns = 57,000.ƒ
57,000 HE full-salvo alpha x 60 / 31 s base reload = 110,323.ƒ
12 HE shells x 60 / 31 s reload x 22% fire chance = 5.11.AP shells
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floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).ƒ
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.ƒ
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.ƒ
9,500 AP damage x 12 broadside guns = 114,000.ƒ
114,000 AP full-salvo alpha x 60 / 31 s base reload = 220,645.ƒ
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.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 45 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 45 + Medium 78 = 123ƒ
Far 45 + Medium 78 + Near 92 = 215ƒ
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.Show 1 more gun family
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
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
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.9 × 0.6 = 109.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.9 × 0.35 (σ=1.8) = 64 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 109.7 × 0.35 (σ=1.8) = 38.4 mCanonical 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.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.59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.4,750 HE damage x 12 broadside guns = 57,000.9,500 AP damage x 12 broadside guns = 114,000.57,000 HE full-salvo alpha x 60 / 31 s base reload = 110,323.114,000 AP full-salvo alpha x 60 / 31 s base reload = 220,645.12 broadside guns x 60 / 31 s base reload = 23.2.12 HE shells x 60 / 31 s reload x 22% fire chance = 5.11.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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 dispersion
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.Max dispersion = range (km) × 27 + 30 for this family. Slope is set per gun model in the binary.5 km × 27 + 30 = 165 m.Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model in the binary.5 km × 57 + 30 = 315 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 285 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). |
| Superstructure | 37 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 HP | 31,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 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 | 19,100 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.
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.
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.
Skins & permanent camouflages
Every custom exterior Florida can equip, from in-game data.
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.
