World of Warships: Legends ship guide

Indiana

Also called: 印第安纳 Beta
U.S.A. · Tier VIII · Battleship · Premium
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push toward the fight rather than kiting from the back line; Indiana wants to be inside secondary range
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7 km)Lobs over islandsSonarSpotter planeDefensive AASlow AP shells
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Community Data

Indiana Community Stats

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Playstyle

Overview

Indiana is a secondary-focused battleship: close inside secondary range and let the auto-fire battery add to the main guns. Her secondaries pen 25 mm, the best of any American battleship (the rest of the US line sits at 21 mm), so they bite through cruiser plating that shrugs off standard US secondaries; that penetration is only middle-of-the-pack against other nations, so lean on the reach and volume rather than raw punch-through. Elite maneuvering is the other half of the kit and the trait that makes the brawl survivable: the quickest acceleration and the best speed-kept-through-turns of any Tier VIII battleship, plus the second-tightest turning circle in the tier, let her rebuild speed the instant a turn ends, weave off incoming torpedoes, and dictate the fighting range even though her 27.5 kt top speed is among the slowest at the tier. Advance with the team, stay angled so the mains keep firing while the secondaries chip, use that agility to hold the sweet spot where your guns bite but enemy torpedoes fall short, and cash in with AP citadels once a target commits its broadside.

Positioning

Push toward the fight rather than kiting from the back line; Indiana wants to be inside secondary range. Move up behind cover or alongside a teammate, angle into incoming fire, and pin targets against islands or a cap where they cannot break away from your secondaries and mains.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range, and a single spread can send Indiana home. Use her elite maneuverability, the best acceleration and speed-through-turns in the tier, to weave off incoming torpedoes and stay in control of the range: hold the band where your guns and secondaries punish them while their fish still fall short, rather than hanging at maximum range where the secondaries go to waste.

Signature Traits

ELITE SECONDARIES
  • Tighter secondary dispersion · 219 m
  • Extended secondary range · 7 km
ELITE MOBILITY
  • Quick acceleration
  • Keeps speed through turns · 87.3%
  • Tight turning circle · 710 m
Long DCP window

20 s Damage Control duration, best of T8 BBs. Stays fire / flood immune longer per activation.

Slow AP shells

701 m/s AP muzzle velocity, bottom decile of T8 BBs. Lobby trajectory, more lead, easier to dodge at range.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Indiana

Indiana is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Pacific Hammer Campaign Breakdown Campaign Start: 2026-06-29 · End: 2026-08-02 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • U.S.A. 250: History-Inspired Event & New Alternative Destroyers Event/store source Start: 2026-06-26 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Through the Spy Glass: Indiana Ship feature / release Start: 2026-06-30 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds

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.

Open in Build Tool →

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Cohort position

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Where Indiana sits among Tier VIII BBs (31 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.

BestSecondary dispersion bracket27 (1/32) BestAcceleration15.8 s (1/32) BestTurn speed retained87.3% (1/32) Top 10%Displacement45,610 t (3/32) Top 25%Rudder shift15.4 s (5/32) Top 25%Main battery reload25.2 s (9/32) Top 25%AP shell damage13,100 (9/32) Top 25%Secondary range7 km (5/32) Top 25%Flak per wave (expected)1,800 (7/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor439 mm (5/32) Bottom 25%Hit points70,000 HP (25/32) Bottom 25%Max speed27.5 kt (27/32) Bottom 25%Traverse-to-turn ratio3.94 × (28/32) Bottom 25%HE velocity803 m/s (26/32) Bottom 25%Engine power130,000 hp (28/32) Bottom 25%AP pen at 10 km545 mm (27/31) Bottom 25%Citadel belt274 mm (27/30) WorstSecondary fire chance5% (1 of 4 tied) WorstAP velocity701 m/s (32/32) WorstNo torpedoes (25 of 32 in cohort)
See 28 mid-pack stats

Not standouts for Indiana -- 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.

Concealment15.81 km(19/32) Air detection12.65 km(17/32) Main battery caliber406 mm(18/32) Main battery range17.17 km(19/32) Sigma1.8(19/32) HE shell damage5,700(19/32) HE fire chance36%(15/32) Fires per minute7.71(13/32) HE DPM122,143(18/32) AP DPM280,714(13/32) Main dispersion231.7 m(19/32) Secondary DPM (per side)266,667(14/32) Secondary HE alpha2,000(16/30) Secondary HE pen25 mm(16/30) AP arming threshold68 mm(17/32) Turn-speed retention183.1 hp/m(12/32) Power-to-weight2.85 hp/t(18/32) Effective HE DPM (incl. fire)185,343(18/32) AA DPS627(11/32) AA range5 km(18/32) AA threat2,001(14/32) Repair charges3(13/32) Deck armor38 mm(22/29) NormAP fuse timer0.03 s(29 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) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 tied at this value)
Survivability
Hit Points70,000
Displacement45,610 t
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 22, 25, 32, 38, 50, 60, 76, 102, 121, 154, 156, 157, 168, 184, 274, 287, 305, 310, 343, 406, 439 mm
Armor material/layer entries57
Fire resistance40%
Fire duration60 s
Torp Reduction49%
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.
21,000
Effective HP
ƒBase 70,000 HP plus everything Repair Party can restore: 0.66%/s x 28 s = 12,936 HP per charge, x3 charges = 38,808 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
108,808
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time28 s
Firing range17.2 km
Turret traverse4.5 °/s
Turret armor457 mm
AP pen max range449 mm
HE fire DPM vs T8 BB56912
Effective HE DPM vs T8 BB166841
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1717230·1221000+2)·30=231.7m
231.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =231.7·0.6=139m
139 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =231.7·0.61.8=77.2m
77.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =139·0.61.8=46.3m
46.3 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 28 s base reload = 19.3. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 25.2 s all-upgrades reload = 21.4.
Initial: 19.3 → 21.4
HE shells
HE Damage5,700
HE Velocity803 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
HE DPM
ƒZero upgrades: 51,300 HE full-salvo alpha x 60 / 28 s base reload = 109,929. All upgrades (Main Battery Mod. 3 = -10% reload): 51,300 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 122,143.
Initial: 109,929 → 122,143
Fires/min
ƒZero upgrades: 19.3 shells/min x 36% fire chance = 6.94. All upgrades (Main Battery Mod. 3 = -10% reload): 21.4 shells/min x 36% fire chance = 7.71.
Initial: 6.94 → 7.71
AP shells
AP Damage13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
778.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.5 km), where the shell has slowed to 467.4 m/s: P=107·2598·12250.69·0.4061.07·467.41.38=445.1mm.
445.1 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
AP DPM
ƒZero upgrades: 117,900 AP full-salvo alpha x 60 / 28 s base reload = 252,643. All upgrades (Main Battery Mod. 3 = -10% reload): 117,900 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 280,714.
Initial: 252,643 → 280,714
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.
235
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 Mk212×4 40mm
20 mm Oerlikon Mk.452×1 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk32 (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 131 from dual-purpose secondaries firing as AA in this range band.
131
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 90 raw aura damage × 3.5 × 0.75 hit probability = 236 - the same in-game units as the Close-range AA DPS headline.
236
Range3.5 km
Total DPS in Aura
ƒFar 131 + Medium 236 = 367
367
Near aura
Guns20 mm Oerlikon Mk.4
Continuous DPS
ƒEffective DPS: 106 raw aura damage × 3.5 × 0.7 hit probability = 260 - the same in-game units as the Close-range AA DPS headline.
260
Range2 km
Total DPS in Aura
ƒFar 131 + Medium 236 + Near 260 = 627
627
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 3.5 km or past 5 km - once planes get inside the band, new waves stop.
3.5-5 km
S
Secondary Battery
Mounts10
Firing range7.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time4.5 s
HE Damage2,000
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen25 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 7 km
ƒ7 km × 27 + 30 = 219 m.
219 m
Maneuverability
Engine power130,000 hp
Maximum speed27.5 kt
Turning circle radius710 m
Rudder shift time15.4 s
Engine power-boost threshold24 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.8 kt of 27.5 kt), from our in-house acceleration model.
15.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
36.6 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·27.5·0.5144710=1.14°/s, so ratio=ωturretωhull=4.51.14=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea15.81 km
Detectability by air12.65 km
Smoke firing penalty15.25 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.81 km
Detect Fire Sea17.81 km
Detect Fire Air15.65 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,936 HP (18.5% of max HP) total heal (per charge)
ƒHeal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.
· 38,808 HP (55.5% of max HP) total heal (all charges)
ƒ18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.
· 462 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (70,000 HP) per second = 462 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion
Catapult Fighter4 charges · 80 s reload · 90 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 Seaplane4 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping

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)1.8
Max Horiz Disp231.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1717230·1221000+2)·30=231.7m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp139 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =231.7·0.6=139m
Shell scatter height @ 10 km82.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17172=8586 m, and radiusOnMax=0.6 at 17172 m. Above the kink: k=0.5+(0.60.5)·100008586171728586=0.5165, so σV=σH·k=160·0.5165=82.6m.
Med Horiz Disp77.2 m
50%-hit horizontal radius: σH,50=σH·0.6σ =231.7·0.61.8=77.2m
Med Vert Disp46.3 m
50%-hit vertical radius: σV,50=σV·0.6σ =139·0.61.8=46.3m
AP Pen Close778.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
AP Pen Far445.1 mm
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 467.4 m/s: P=107·2598·12250.69·0.4061.07·467.41.38=445.1mm.
AP pen 5 km640 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km545 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km473 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.81 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.352·0.40628·1225=1.86×105. That runs from a 701 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.3 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3452·0.40628·862=2.59×105. That runs from a 803 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius235
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
HE DPMInitial: 109,929 → 122,143
Zero upgrades: 51,300 HE full-salvo alpha x 60 / 28 s base reload = 109,929. All upgrades (Main Battery Mod. 3 = -10% reload): 51,300 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 122,143.
AP DPMInitial: 252,643 → 280,714
Zero upgrades: 117,900 AP full-salvo alpha x 60 / 28 s base reload = 252,643. All upgrades (Main Battery Mod. 3 = -10% reload): 117,900 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 280,714.
Shells/minInitial: 19.3 → 21.4
Zero upgrades: 9 broadside guns x 60 / 28 s base reload = 19.3. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 25.2 s all-upgrades reload = 21.4.
Fires/minInitial: 6.94 → 7.71
Zero upgrades: 19.3 shells/min x 36% fire chance = 6.94. All upgrades (Main Battery Mod. 3 = -10% reload): 21.4 shells/min x 36% fire chance = 7.71.

AA defense

AA DPS at max range131
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x4 -> 236 DPS @ 3.5 km; 20mm Oerlikon MK4 52x1 -> 260 DPS @ 2 km; 5in38 Mk32 Mod12 10x2 -> 131 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range131 DPS @ 5 km, 367 DPS @ 3.5 km, 627 DPS @ 2 km
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-blank627
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2001
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%, Massachusetts type)
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km219 m
7 km × 27 + 30 = 219 m.
Secondary dispersion @ 5 km165 m
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.

Secondary battery firepower

Secondary DPM (per side)266,667
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: 10×2 127 mm (10/side) × 60/4.5 × 2000 = 266,667. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 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 pen25 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: 25 mm from the 127 mm family.

Armor Beta

Hull HP 70,000, 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.

Bow & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel310 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)2,900 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 16–439 mm)48,500 (69% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–343 mm)4,800 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel310 mm primary (range 38–274 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.
Superstructure6 mm primary (range 6–406 mm)3,700 (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).
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 HP19,400 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.

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