World of Warships: Legends ship guide

Indiana

Beta
U.S.A. · Tier VIII · 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
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Community Data

Indiana Community Stats

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Playstyle

Overview

Indiana 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.

Acquisition

How to get this ship

this ship is not a regular Tech Tree unlock. Acquisition path: Premium/Event.

Official WG availability sources

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.

Open in Build Tool →

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Survivability
Hit Points64,700
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.
19,400
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time28 s
Firing range17.2 km
Turret traverse4.5 °/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, 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·GetHalfHitsRatio(σ) =231.7·0.344(σ=1.8)=79.7m
79.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =139·0.344(σ=1.8)=47.8m
47.8 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ9 broadside guns x 60 / 28 s base reload = 19.3.
19.3
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
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 28 s base reload = 109,929.
109,929
Installed HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 122,143.
122,143
Base fires/min
ƒ9 HE shells x 60 / 28 s reload x 36% fire chance = 6.94.
6.94
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
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 28 s base reload = 252,643.
252,643
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 280,714.
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (106×3.5×0.7) + (50×3.5×0.75) = 627. 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.
627
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk212×4 40mm
20 mm Oerlikon Mk.452×1 20mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range5 km
Medium aura
DPS90
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 90 = 140
140
Near aura
DPS106
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 90 + Near 106 = 246
246
S
Secondary Battery
Mounts10
Firing range7.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4.5 s
HE Damage2,000
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed27.5 kt
Turning circle radius710 m
Engine power-boost threshold24 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (24.8 kt of 27.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(130,00045,610)0.42=1.5526; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<24 ktP(t)+drag(v)v24 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=15.8s. 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.
15.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (27.2 kt of 27.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=36.6s. 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.
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 · 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
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 · +100% flak burst boost
Choose one
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% damage boost · +50% reload boost
Catapult Fighter4 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 Seaplane4 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp231.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17172}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 231.7\,\text{m}$
Max Vert Disp139 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 231.7 \cdot 0.6 = 139\,\text{m}$
Med Horiz Disp79.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 231.7 \cdot 0.344\;(\sigma = 1.8) = 79.7\,\text{m}$
Med Vert Disp47.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 139 \cdot 0.344\;(\sigma = 1.8) = 47.8\,\text{m}$
AP Pen Close778.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 701^{1.38} = 778.8\,\text{mm}$. 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: $P = 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 467.4^{1.38} = 445.1\,\text{mm}$.
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.
Base HE DPM109,929
51,300 HE full-salvo alpha x 60 / 28 s base reload = 109,929.
Base AP DPM252,643
117,900 AP full-salvo alpha x 60 / 28 s base reload = 252,643.
Installed HE DPM122,143
51,300 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 122,143.
Installed AP DPM280,714
117,900 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 280,714.
Base shells/min19.3
9 broadside guns x 60 / 28 s base reload = 19.3.
Installed shells/min21.4
9 broadside guns x 60 / 25.2 s installed Artillery reload = 21.4.
Base fires/min6.94
9 HE shells x 60 / 28 s reload x 36% fire chance = 6.94.
Installed fires/min7.71
9 HE shells x 60 / 25.2 s installed reload x 36% fire chance = 7.71.

AA defense

Close-range AA DPS627
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (106×3.5×0.7) + (50×3.5×0.75) = 627. 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 index2003
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 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 64,700, 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 ballistics 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 (75% of HP)
Overmatched by 283mm+ (Scharnhorst &#x27;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 (6% 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Indiana 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.