World of Warships: Legends ship guide

Kansas

Beta
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Sailing broadside while reloading
Key characteristics
Spotter planeDefensive AASlow
Community Data

Kansas Community Stats

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Playstyle

Overview

Kansas is a Tier VII American all-rounder battleship with 406mm guns at 16.6 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 T7 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

Sailing broadside while reloading

The main battery cycle is long enough that a punished broadside loses more HP than the next salvo gains; commit angles and finish reloads behind cover when the line allows.

Signature Traits

Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Fast acceleration

~7.2 s to max forward speed, top decile of T7 BBs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Torpedo belt specialist

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

Slow reload

31.5 s reload, worst of T7 BBs. Salvos punish more, but cycle is slower than peers.

Short gun range

16.62 km main battery reach, bottom decile of T7 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Kansas

Kansas is available in the Heavy Battleships branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Kansas sits in the Heavy Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

The heavy battleship line starts with Tennessee, focusing on maximum firepower at the cost of speed and flexibility in battle. Plan ahead, pick a position, and punish the enemy with a heavy broadside.
Advantages
Long-range main battery guns, Large main battery salvo
Disadvantages
Slow, Slow reload, Inflexible
Official WG availability sources

Builds Beta

Build for main-battery accuracy, reload, survivability, and concealment/positioning help. The ship rewards planned engagements.

Open in Build Tool →

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Cohort position

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Where Kansas sits among Tier VII BBs (39 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.

BestAcceleration7.2 s (1/39) Top 25%Stealth profile14.95 km / 11.96 km (6/39 / 5/39) Top 25%Fires per minute8.23 (7/38) Top 25%HE DPM130,286 (9/38) Bottom 25%Traverse-to-turn ratio3.8 × (35/39) Bottom 25%AP shell damage11,500 (31/39) Bottom 25%Secondary DPM (per side)144,000 (33/39) Bottom 25%Max armor343 mm (32/39) Bottom 25%Deck armor89 mm (30/36) Bottom 10%Max speed25 kt (37/39) Bottom 10%Main battery range16.62 km (38/39) Bottom 10%Engine power68,000 hp (38/39) Bottom 10%Turn-speed retention97.1 hp/m (37/39) Bottom 10%Power-to-weight1.43 hp/t (38/39) WorstMain battery reload31.5 s (39/39) WorstSecondary fire chance5% (1 of 8 tied) WorstSecondary HE pen21 mm (1 of 8 tied) WorstNo torpedoes (27 of 39 in cohort)
See 26 mid-pack stats

Not standouts for Kansas -- 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.

Hit points67,000 HP(17/39) Rudder shift20.5 s(25/39) Main battery caliber406 mm(15/39) Sigma1.9(15/39) HE shell damage5,700(20/38) HE fire chance36%(17/38) AP DPM262,857(14/39) Main dispersion211.1 m(16/39) HE alpha1,800(27/37) AP velocity768 m/s(29/39) HE velocity803 m/s(29/38) AP arming threshold68 mm(27/39) Displacement47,530 t(22/39) Secondary range5 km(27/39) AA DPS548(18/39) AA range5 km(15/39) AA threat1,780(16/39) Repair charges3(19/39) Citadel belt273 mm(28/37) Stern armor32 mm(15/37) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3Def-AAFighter
Survivability
Hit PointsInitial: 61,300 → 67,000
Displacement47,530 t
Armor range19–343 mm
Plate armor thicknesses19, 25, 32, 38, 50, 86, 89, 152, 203, 241, 273, 343 mm
Armor material/layer entries48
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction40%
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.
33,500
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.
20,100
Main Battery
ModuleArtillery: 406 mm/45 Mk5
Mounts / barrels4 mounts / 12 barrels
Reload time
patched
  1. baseline35
    In-game data
  2. 2021-12-1634
    Holiday Update: Chilling With the Beasts Main battery reload time decreased from 38s to 34s.
  3. 2023-11-0235
    MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES Main battery reload time increased from 34 to 35 s.
35 s
Firing range (base)15.1 km
Firing range (top fire control)16.6 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15105/30·(12−2)/1000 + 2)·30 = 211.1 m
211.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.1 × 0.6 = 126.6 m
126.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.1 × 0.332 (σ=1.9) = 70 m
70 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 126.6 × 0.332 (σ=1.9) = 42 m
42 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 35 s base reload = 20.6.
20.6
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 12 broadside guns = 68,400.
68,400
Base HE DPM
ƒ68,400 HE full-salvo alpha x 60 / 35 s base reload = 117,257.
117,257
Installed HE DPM
ƒ68,400 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 130,286.
130,286
Base fires/min
ƒ12 HE shells x 60 / 35 s reload x 36% fire chance = 7.41.
7.41
AP shells
AP Damage11,500
AP Velocity768 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. Matches the in-game spec card.
787.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.8 km), where the shell has slowed to 479.8 m/s: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 479.8^1.38 = 411.6 mm.
411.6 mm
AP full-salvo alpha
ƒ11,500 AP damage x 12 broadside guns = 138,000.
138,000
Base AP DPM
ƒ138,000 AP full-salvo alpha x 60 / 35 s base reload = 236,571.
236,571
Installed AP DPM
ƒ138,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 262,857.
262,857
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.
150
AA Defense
AA mount points35
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (92×3.5×0.75) + (81×3.5×0.7) + (41×3.5×0.75) = 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 Mk2Initial: 40 mm Bofors Mk1 (12×2) → 40 mm Bofors Mk2 (12×4)
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (23×1) → 20 mm Oerlikon Mk20 (23×2)
127 mm Mk32 (DP)8×2 127mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range5 km
Medium aura
DPSInitial: 67 → 92
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 92 = 133
133
Near aura
DPSInitial: 49 → 81
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 92 + Near 81 = 214
214
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 68,000 hp
Engine power68,000 hp
Maximum speed25 kt
Turning circle radius700 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea14.95 km
Detectability by air11.96 km
Smoke firing penalty14.43 km
Detect after firing main guns14.95 km
Detect Fire Sea16.95 km
Detect Fire Air14.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% 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
Defensive AA Fire4 charges · 120 s reload · 25 s active · +100% flak burst boost
Module options (2)

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

HullUpgrade
  • Hit points61,300 → 67,000
  • Rudder shift28.8 → 20.5 s
  • Close-range AA DPS116 → 173
  • Turret traverse4 → 8 °/s
Fire controlUpgrade
  • Main battery range15,105 → 16615.5 m

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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp211.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15105/30·(12−2)/1000 + 2)·30 = 211.1 m
Max Vert Disp126.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.1 × 0.6 = 126.6 m
Med Horiz Disp70 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.1 × 0.332 (σ=1.9) = 70 m
Med Vert Disp42 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 126.6 × 0.332 (σ=1.9) = 42 m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close787.7 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 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. Matches the in-game spec card.
AP Pen Far411.6 mm
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 479.8 m/s: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 479.8^1.38 = 411.6 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 Radius150
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 alpha68,400
5,700 HE damage x 12 broadside guns = 68,400.
AP full-salvo alpha138,000
11,500 AP damage x 12 broadside guns = 138,000.
Base HE DPM117,257
68,400 HE full-salvo alpha x 60 / 35 s base reload = 117,257.
Base AP DPM236,571
138,000 AP full-salvo alpha x 60 / 35 s base reload = 236,571.
Installed HE DPM130,286
68,400 HE full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 130,286.
Installed AP DPM262,857
138,000 AP full-salvo alpha x 60 / 31.5 s installed reload (Main Battery Mod. 3 = -10%) = 262,857.
Base shells/min20.6
12 broadside guns x 60 / 35 s base reload = 20.6.
Installed shells/min22.9
12 broadside guns x 60 / 31.5 s installed Artillery reload = 22.9.
Base fires/min7.41
12 HE shells x 60 / 35 s reload x 36% fire chance = 7.41.
Installed fires/min8.23
12 HE shells x 60 / 31.5 s installed reload x 36% fire chance = 8.23.

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: (92×3.5×0.75) + (81×3.5×0.7) + (41×3.5×0.75) = 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 index1780
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)144,000
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: 8×2 127 mm (8/side) × 60/6 × 1800 = 144,000. 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 61,30067,000 with hull upgrade, 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
Bow32 mm primary (range 32–273 mm)2,100 (3% 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 19–343 mm)50,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)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 32–241 mm)2,400 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel273 mm primary (range 32–273 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).
Superstructure32 mm primary (range 32–89 mm)3,900 (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).
Turret (module, per magazine)separate HP pool, does not drain ship HP33,500 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP20,100 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 Kansas. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×3Rework ×1Main Battery ×4
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Kansas is a top battleship at Tier VII with exceptional firepower. The accuracy and firepower-focused playstyle of the ship is unchanged, but we're reducing her damage output to bring her in line with her peers.
  • Main battery AP shell damage reduced from 12,400 to 11,500.
  • Main battery reload time increased from 34 to 35 s.
Read the full official post
2021-12-16

Holiday Update: Chilling With the Beasts

  • Main battery reload time decreased from 38s to 34s.
  • Main battery shell grouping improved by 12%.
  • Kansas is a solid performer, but her maneuverability can be a real hindrance on occasion. Additionally, to give her a little more pep over her predecessor, North Carolina, we're upping her damage per minute with a simple gun reload buff.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.