World of Warships: Legends ship guide

Kansas

Also called: 堪萨斯 Beta
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Spending the spotter on a target that is already dodging
Key characteristics
Spotter planeDefensive AAHardened superstructureLong DCP windowTorpedo belt specialistSlow
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Community Data

Kansas Community Stats

Across 19,000+ Standard battles from 310+ players, Kansas averages a 60% win rate, 81,400 damage and 1.1 kills per battle, and survives 43% of them.

Community Data

Kansas Community Stats

Log in to GamingDiver and upload your data to see Community Data for Kansas: community win rate, damage, survival, spotting, and your own comparison.

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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 superstructure armor in T7 BBs (32 mm, 3rd of 47) and best DCP duration in T7 BBs (20 s, 7th of 49). The trade is top speed in T7 BBs (25 kt, 47th of 49).

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. At 25 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. Once the rudder is over she turns tightly for her cohort (700 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Spending the spotter on a target that is already dodging

The extra range only converts if the shot was going to land: save it for the salvos that matter, an exposed broadside cruiser or a battleship committed to its angle, where the reach turns a maybe into a citadel. Popped over a jinking destroyer it buys you a longer look at your own shells missing.

Signature Traits

ELITE ARMOR ↗
  • Hardened superstructure · 32 mm
  • Torpedo belt specialist
Long DCP window ↗

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

Slow for the class ↗

25 kt, bottom decile of T7 BBs. Hard to rotate flanks or disengage; commit positioning early.

Short gun range ↗

16.6 km main battery reach, bottom quartile 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.

History: Early Access Jun 2024 – Jul 2024 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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
  • June-July Update: The Liberty Zeitgeist Tech tree line Start: 2021-06-18
    • USN Battleship Big Crates have higher chances of dropping one of the new ships, but if you’re not into relying on pure luck, simply wait for the next Update to research the new line up to the imposing Kansas at Tier VII!

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Kansas sits among Tier VII BBs (48 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.

BestTurning circle700 m (1 of 2 tied) Top 10%Flak damage per salvo (expected)1,815 (3/49) Top 25%Stealth profile14.95 km / 11.96 km (7/49 / 6/49) Top 25%Fires per minute7.41 (7/48) Top 25%HE DPM117,257 (10/48) Top 25%Effective HE DPM (incl. fire)172,223 (8/48) Bottom 25%Main battery range16.62 km (45/49) Bottom 25%AP shell damage11,500 (38/49) Bottom 25%Secondary DPM (per side)144,000 (44/49) Bottom 25%AP velocity768 m/s (38/49) Bottom 25%HE velocity803 m/s (37/48) Bottom 25%Max armor343 mm (41/49) Bottom 25%Citadel belt273 mm (38/48) Bottom 10%Max speed25 kt (47/49) Bottom 10%Time to 90% speed36.5 s (48/49) Bottom 10%Acceleration (0-12 kt)16.4 s (48/49) Bottom 10%Engine power68,000 hp (48/49) Bottom 10%Power / turn radius97.1 hp/m (47/49) Bottom 10%Power-to-weight1.43 hp/t (48/49) WorstMain battery reload35 s (49/49) WorstSecondary fire chance5% (1 of 11 tied) WorstSecondary HE pen21 mm (1 of 11 tied) WorstNo torpedoes (33 of 49 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(20/49) Smoke fire bloom14.43 km(27/49) Rudder shift15.8 s(31/49) Main battery caliber406 mm(17/49) Sigma1.9(17/49) HE shell damage5,700(24/48) HE fire chance36%(23/48) AP DPM236,571(16/49) Main dispersion226.2 m(22/49) Secondary HE alpha1,800(31/46) AP arming threshold68 mm(35/49) Displacement47,530 t(27/49) AP pen at 10 km553 mm(35/49) Secondary range5 km(35/49) AA DPS548(24/49) AA range5 km(19/49) AA threat1,783(21/49) Repair charges3(23/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit PointsInitial: 61,300 → 67,000
Displacement47,530 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
210.6 x 36.9 m (ship-model figure)
Armor range19–343 mm
Plate armor thicknesses19, 25, 32, 38, 50, 86, 89, 152, 203, 241, 273, 343 mm
Armor material/layer entries48
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 67,000 HP = 12,060 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 67,000 HP = 13,400 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.199 hull torpedo-damage coefficient / 0.333 unprotected baseline = 40%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
40%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 67,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 67,000 HP = 9,380 HP per charge, × 3 charges = 28,140 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
74,444–95,140
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,100 = 4,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,100
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,100 = 10,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,100
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,600 = 13,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,600
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 50,300 = 100,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
50,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,900 = 7,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,400 = 4,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 406 mm/45 Mk5
Mounts / barrels4 mounts / 12 barrels
Reload time35 s
Firing range (base)15.1 km
Firing range (top fire control)16.6 km
Turret traverse4 °/s
Turret armor457 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±146°, 2x ±144°
Guns to bear
ƒ180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
36° off bow / 34° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.6 km) shells land in an ellipse about 226 m wide and 136 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(16615.530·12−21000+2)·30=226.2m
226.2 m at 16.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =226.2·0.6=135.7m
135.7 m at 16.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =226.2·0.61.9=71.4m
71.4 m at 16.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =135.7·0.61.9=42.9m
42.9 m at 16.6 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 35 s base reload = 20.6. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 22.8.
Initial: 20.6 → 22.8
HE shells
HE alpha5,700
HE Velocity803 m/s
Fire Chance36%
HE fire DPM vs T7 BB54934
Effective HE DPM vs T7 BB172191
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
HE DPM
ƒZero upgrades: 68,400 HE full-salvo alpha x 60 / 35 s base reload = 117,257. All upgrades (Main Battery Mod. 3 = -10% reload): 68,400 HE full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 129,991.
Initial: 117,257 → 129,991
Fires/min
ƒZero upgrades: 20.6 shells/min × 0.36 (36% fire chance) = 7.41. All upgrades (Main Battery Mod. 3 = -10% reload): 22.8 shells/min × 0.36 (36% fire chance) = 8.21.
Initial: 7.41 → 8.21
AP shells
AP alpha11,500
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range453 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2636·10160.69·0.406−1.07·7681.38=787.7mm.
787.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.6 km), where the shell has slowed to 514 m/s: P=10−7·2636·10160.69·0.406−1.07·5141.38=452.6mm.
452.6 mm at 16.6 km
AP full-salvo alpha
ƒ11,500 AP damage x 12 broadside guns = 138,000.
138,000
AP DPM
ƒZero upgrades: 138,000 AP full-salvo alpha x 60 / 35 s base reload = 236,571. All upgrades (Main Battery Mod. 3 = -10% reload): 138,000 AP full-salvo alpha x 60 / 31.571 s (31.5 s = 221 ticks) all-upgrades reload (35 s × 0.9 Main Battery Mod. 3 = 31.5 s) = 262,262.
Initial: 236,571 → 262,262
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
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 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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 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 108 from dual-purpose secondaries firing as AA in this range band.
108
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒInitial: 67 × 3.5 × 0.75 = 176 → 92 × 3.5 × 0.75 = 242. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 176 → 242
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 242 = 350
350
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒInitial: 49 × 3.5 × 0.7 = 120 → 81 × 3.5 × 0.7 = 198. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 120 → 198
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 242 + Near 198 = 548
548
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 5 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 11 clouds per salvo × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 5 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
144,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 4 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 29,671. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
29,671
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 144,000 + secondary fire DPM 29,671 = 173,671: shell damage plus fire damage against one T7 battleship, every shell hitting.
173,671
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.
8×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4
HE Pen21 mm
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 power68,000 hp
Maximum speed25.0 kt
Turning circle radius700 m
Rudder shift timeInitial: 22.1 s → 15.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.
11.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
42.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25.0 kt).
36.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25.0 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.
59 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.4 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.95 km x 0.955 = 14.28 km. Camouflage does not change detectability by air.
14.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.28 km.
14.28 km
Detectability by air11.96 km
Smoke firing penalty14.43 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.95 km) = 16.62 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.62 km
Detect when firing (air)
ƒAir detectability 11.96 km + gun-firing bloom 8.12 km = 20.08 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.08 km
Detect when on fire (sea)
ƒSea detectability 14.95 km + 2.0 km while burning = 16.95 km.
16.95 km
Detect when on fire (air)
ƒAir detectability 11.96 km + 3.0 km while burning = 14.96 km.
14.96 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,380 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 67,000 HP = 9,380 HP: up to 14% of max HP restored per charge.
· 28,140 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 67,000 HP = 28,140 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 335 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 67,000 HP = 335 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 60 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 Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (3)

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

HullUpgrade
  • Hit points61,300 → 67,000
  • Rudder shift22.1 → 15.8 s
  • Close-range AA DPS116 → 173
Fire controlUpgrade
  • Main battery range15,105 → 16615.5 m
EngineUpgrade
  • Time to 12 kt18.6 → 16.4 s

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km41.9 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·16615.5=8308 m, and radiusOnMax=0.6 at 16615.5 m. Below the kink: k=0.2+(0.5−0.2)·50008308=0.3806, so σV=σH·k=110·0.3806=41.9m.
Shell scatter height @ 10 km83.3 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=0.5·16615.5=8308 m, and radiusOnMax=0.6 at 16615.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−830816615.5−8308=0.5204, so σV=σH·k=160·0.5204=83.3m.
Shell scatter height @ 15 km121.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·16615.5=8308 m, and radiusOnMax=0.6 at 16615.5 m. Above the kink: k=0.5+(0.6−0.5)·15000−830816615.5−8308=0.5806, so σV=σH·k=210·0.5806=121.9m.
AP pen 5 km658 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·6741.38=658mm, where 674 m/s is the shell's speed when it arrives at 5 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km553 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·594.31.38=553mm, where 594.3 m/s is the shell's speed when it arrives at 10 km (from 768 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2636·10160.69·0.406−1.07·531.11.38=473mm, where 531.1 m/s is the shell's speed when it arrives at 15 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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·0.346·0.40628·861.8=2.6×10−5. 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 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.39 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·0.336·0.40628·1016=2.14×10−5. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,636
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,016 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.336
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity768 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity803 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range108
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 12x4 -> 242 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 23x2 -> 198 DPS @ 2 km; 5in38 Mk32 Mod12 8x2 -> 108 DPS @ 5 km.
AA DPS layered by range108 DPS @ 5 km, 350 DPS @ 3.5 km, 548 DPS @ 2 km
@ 5 km: 108 from one family; @ 3.5 km: 242 + 108 = 350; @ 2 km: 242 + 198 + 108 = 548. 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-blank548
242 + 198 + 108 = 548 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1783
242 × 3.5 + 198 × 2 + 108 × 5 = 1783. 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 firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. 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
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

This battleship design was used as the basis for constructing of a number of warships after World War I. She was similar to the Colorado class in many aspects, being, in fact, an enhanced version of her with more powerful armament. This warship was the crown of the developmental process of "standard" battleships in the U.S. Navy.

Armor Beta

Hull HP 61,300 → 67,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel343 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–273 mm)2,100 (3% of HP)
Overmatched by 460mm+ AP (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+ AP (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+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 32–273 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.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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 value. 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 deceleration stats; its exact meaning is not yet confirmed.
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.

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.

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.