World of Warships: Legends ship guide

Karl XIV Johan

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push
  • Avoid: Drifting broadside to set up a torpedo launch
Key characteristics
Long torps (10 km)Sonar
Community Data

Karl XIV Johan Community Stats

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Playstyle

Overview

Karl XIV Johan is a Tier VIII European torpedo-equipped battleship: she carries deck torpedoes reaching 10 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. Standout traits: best torpedo speed in T8 BBs (86 kt) and best AA reach in T8 BBs (5.2 km).

Positioning

Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push. The torpedoes are a deterrent that closes off whole lanes (under 10 km threat); use that pressure to force enemies into your main battery, then dump torps as a finisher when they commit. Bow on between salvos to keep the citadel angled.

Potato Avoidance

Drifting broadside to set up a torpedo launch

The torpedoes are a trap that closes a lane, not a primary weapon; turn out of a launch if the angle exposes the citadel, and use the threat alone to force lane choices. A dead torpedo BB never drops a torp.

Signature Traits

Fast turret traverse

6.0°/s turret traverse, best of T8 BBs. Tracks fast-rotating targets peers can't keep up with.

Burny secondaries

13.0% best HE fire chance per secondary shell (before target resistance), best of T8 BBs. Stacks fires faster than peers in a brawl.

Fast torpedoes

86.0 kt torpedo speed, best of T8 BBs. Less reaction time for targets to dodge.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Thick bow plate

35.0 mm bow, best of T8 BBs. Harder for same-tier guns to overmatch.

Sensitive AP fuse

51.0 mm AP arming threshold, top decile of T8 BBs. Arms on thinner plates than peers; fewer over-pens against cruisers.

Acquisition

How to get Karl XIV Johan

Karl XIV Johan is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Sveriges Sällhet" Campaign Breakdown Campaign Start: 2024-03-25 · End: 2024-04-28 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.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows

Builds Beta

Janko Vukovich is a useful European battleship commander direction. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship Janko Vukovich

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Cohort position

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Where Karl XIV Johan sits among Tier VIII BBs (25 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 fire chance13% (1/23) BestAP arming threshold51 mm (1/25) BestAA range5.2 km (1 of 7 tied) BestTorpedo speed86 kt (1 of 2 tied) BestBow armor35 mm (1 of 2 tied) Top 10%Traverse-to-turn ratio5.94 × (3/25) Top 10%Main battery reload22.5 s (3/25) Top 25%Air detection12.34 km (6/25) Top 25%Fires per minute8.96 (7/25) Top 25%HE DPM139,200 (7/25) Top 25%Secondary DPM (per side)327,200 (5/25) Top 25%AP velocity865 m/s (4/25) Top 25%HE velocity865 m/s (6/25) Top 25%Secondary range6.5 km (5/25) Top 25%AA threat2,406 (5/25) Top 25%Torpedo reload86 s (2/7) Top 25%Deck armor150 mm (7/25) Bottom 25%Main dispersion230.8 m (21/25) Bottom 25%Max armor350 mm (23/25) Bottom 25%Citadel belt255 mm (23/25) WorstMain battery caliber305 mm (25/25) WorstAP shell damage8,400 (25/25) WorstTorpedo damage10,700 (1 of 2 tied)
See 23 mid-pack stats

Not standouts for Karl XIV Johan -- 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 points72,900 HP(17/25) Max speed30.5 kt(13/25) Concealment15.43 km(8/25) Rudder shift21.4 s(11/25) Main battery range17.08 km(17/25) Sigma1.8(15/25) AP DPM268,800(12/25) HE alpha2,200(9/23) Secondary HE pen25 mm(12/23) Acceleration9.5 s(17/25) Engine power152,000 hp(15/25) Turn-speed retention170.8 hp/m(16/25) Displacement52,500 t(9/25) Power-to-weight2.9 hp/t(14/25) AA DPS627(8/25) Torpedo range9.99 km(4/7) Repair charges3(11/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormRepair heal rate0.5 %/s(18 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Sonar 5.2 kmRepair 3
Survivability
Hit Points72,900
Displacement52,500 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 30, 32, 35, 50, 75, 95, 100, 150, 200, 220, 250, 255, 275, 300, 330, 340, 350 mm
Armor material/layer entries72
Fire resistance40%
Fire duration60 s
Torp Reduction20%
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.
36,500
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.
21,900
Main Battery
ModuleArtillery: 305 mm/56 SK C/39
Mounts / barrels4 mounts / 12 barrels
Reload time25 s
Firing range17.1 km
Turret traverse6 °/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. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17080/30·(12−2)/1000 + 2)·30 = 230.8 m
230.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 230.8 × 0.6 = 138.5 m
138.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 230.8 × 0.344 (σ=1.8) = 79.4 m
79.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 138.5 × 0.344 (σ=1.8) = 47.6 m
47.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ12 broadside guns x 60 / 25 s base reload = 28.8.
28.8
HE shells
HE Damage4,350
HE Velocity865 m/s
Fire Chance28%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,350 HE damage x 12 broadside guns = 52,200.
52,200
Base HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 25 s base reload = 125,280.
125,280
Installed HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 139,200.
139,200
Base fires/min
ƒ12 HE shells x 60 / 25 s reload x 28% fire chance = 8.06.
8.06
AP shells
AP Damage8,400
AP Velocity865 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2450 × 415^0.69 × 0.305^-1.07 × 865^1.38 = 631.7 mm. Matches the in-game spec card.
631.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 490.9 m/s: 1e-7 × 2450 × 415^0.69 × 0.305^-1.07 × 490.9^1.38 = 289.1 mm.
289.1 mm
AP full-salvo alpha
ƒ8,400 AP damage x 12 broadside guns = 100,800.
100,800
Base AP DPM
ƒ100,800 AP full-salvo alpha x 60 / 25 s base reload = 241,920.
241,920
Installed AP DPM
ƒ100,800 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 268,800.
268,800
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
Torpedoes
ModuleTorpedoes: 533 mm Quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time86 s
Projectile speed86 kt
Range9.99 km
Maximum simulated damage9,800 (est.)
Alpha damage29,400
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming265 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,400
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (192×3.5×0.75) + (47×3.5×0.75) = 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.
5.2 km
40 mm/70 Bofors M194816×1 40mm
120 mm/50 Model 1942 (DP)6×2 120mm
Far aura
DPS
ƒIncludes 47 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
47
Range5.2 km
Medium aura
DPS192
Range3.5 km
Total DPS in Aura
ƒFar 47 + Medium 192 = 239
239
S
Secondary Battery
Mounts20
Firing range6.5 km
Shell Grouping (σ)1
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 @ 6.5 km
ƒ6.5 km × 57 + 30 = 400.5 m.
400.5 m
120 mm/50 Model 1942 (×6)
Caliber120 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity850 m/s
Fire Chance7%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm/45 SK C/09 (×14)
Caliber150 mm
Reload time7.5 s
HE Damage2,200
Muzzle Velocity835 m/s
Fire Chance13%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed30.5 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.9× slow
Concealment
Detectability by sea15.43 km
Detectability by air12.34 km
Smoke firing penalty12.03 km
Detect after firing main guns15.43 km
Detect Fire Sea17.43 km
Detect Fire Air15.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 4 °/s

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp230.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17080/30·(12−2)/1000 + 2)·30 = 230.8 m
Max Vert Disp138.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 230.8 × 0.6 = 138.5 m
Med Horiz Disp79.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 230.8 × 0.344 (σ=1.8) = 79.4 m
Med Vert Disp47.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 138.5 × 0.344 (σ=1.8) = 47.6 m
AP Pen Close631.7 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 × 2450 × 415^0.69 × 0.305^-1.07 × 865^1.38 = 631.7 mm. Matches the in-game spec card.
AP Pen Far289.1 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 490.9 m/s: 1e-7 × 2450 × 415^0.69 × 0.305^-1.07 × 490.9^1.38 = 289.1 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha52,200
4,350 HE damage x 12 broadside guns = 52,200.
AP full-salvo alpha100,800
8,400 AP damage x 12 broadside guns = 100,800.
Base HE DPM125,280
52,200 HE full-salvo alpha x 60 / 25 s base reload = 125,280.
Base AP DPM241,920
100,800 AP full-salvo alpha x 60 / 25 s base reload = 241,920.
Installed HE DPM139,200
52,200 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 139,200.
Installed AP DPM268,800
100,800 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 268,800.
Base shells/min28.8
12 broadside guns x 60 / 25 s base reload = 28.8.
Installed shells/min32
12 broadside guns x 60 / 22.5 s installed Artillery reload = 32.
Base fires/min8.06
12 HE shells x 60 / 25 s reload x 28% fire chance = 8.06.
Installed fires/min8.96
12 HE shells x 60 / 22.5 s installed reload x 28% fire chance = 8.96.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time7.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range44.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,800
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,400
per-side salvo x per-torpedo simulated damage.

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: (192×3.5×0.75) + (47×3.5×0.75) = 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2406
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Secondary battery dispersion

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 @ 6.5 km400.5 m
6.5 km × 57 + 30 = 400.5 m.

Secondary battery firepower

Secondary DPM (per side)327,200
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: 6×2 120 mm (6/side) × 60/3 × 1700 = 204,000 + 14×1 150 mm (7/side) × 60/7.5 × 2200 = 123,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 150 mm family.
Max HE fire chance13%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 13% from the 150 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 150 mm family.

Armor

Hull HP 72,900, 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
Bow35 mm primary (range 32–50 mm)1,800 (2% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)150 mm primary (range 30–350 mm)54,700 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–100 mm)1,600 (2% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel255 mm primary (range 19–255 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).
Superstructure30 mm primary (range 30–340 mm)3,000 (4% 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 HP36,500 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 (150 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 HP21,900 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.
Exteriors

Skins & permanent camouflages

Every custom exterior Karl XIV Johan 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.