World of Warships: Legends ship guide

Karl XIV Johan

Also called: 卡尔十四世·约翰 Beta
Bow-tank battleshipA bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
Long, fast torpedoes (10 km)SonarBurny secondariesLong-reach AAHardened superstructureBow-in or broadside-dead
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Community Data

Karl XIV Johan Community Stats

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Playstyle

Overview

Karl XIV Johan is a Tier VIII European bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Deck torpedoes punish anyone who closes. Standout traits: best burny secondaries in T8 BBs (13) and best torpedo speed in T8 BBs (86 kt).

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

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

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.

Hardened superstructure

30.0 mm superstructure, best of T8 BBs. HE farms less.

ELITE MAIN BATTERY
  • Fast turret traverse · 6.0°
  • Sensitive AP fuse · 51.0 mm
  • Flat AP shells · 865.0 m
Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

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 · Super VIII crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · 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 Archived · 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 0.045455% Tier VIII Premium ship Event · Mystic Lantern · 1 of 22 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · 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 Archived · 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

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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

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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 (32 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% (1/30) BestAP arming threshold51 mm (1/32) BestAA range5.2 km (1 of 10 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%Traverse-to-turn ratio5.94 × (4/32) Top 10%Main battery reload22.5 s (3/32) Top 10%AP velocity865 m/s (4/32) Top 10%Flak per wave (expected)1,875 (3/32) Top 25%Stealth profile15.43 km / 12.34 km (9/32 / 7/32) Top 25%Fires per minute8.96 (9/32) Top 25%HE DPM139,200 (9/32) Top 25%Secondary DPM (per side)327,200 (5/32) Top 25%HE velocity865 m/s (6/32) Top 25%Effective HE DPM (incl. fire)212,647 (5/32) Top 25%Secondary range6.5 km (8/32) Top 25%AA threat2,406 (6/32) Top 25%Torpedo reload86 s (2/7) Bottom 25%Max armor350 mm (28/32) Bottom 25%Citadel belt255 mm (27/29) Bottom 25%Deck armor30 mm (24/28) Bottom 10%AP pen at 10 km417 mm (30/31) WorstMain battery caliber305 mm (32/32) WorstAP shell damage8,400 (32/32) WorstTorpedo damage≈9,800 (1 of 2 tied)
See 25 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(21/32) Max speed30.5 kt(15/32) Rudder shift16.4 s(13/32) Main battery range17.08 km(23/32) Sigma1.8(18/32) AP DPM268,800(14/32) Main dispersion230.8 m(24/32) HE alpha2,200(9/30) Secondary HE pen25 mm(16/30) Acceleration37 s(22/32) Engine power152,000 hp(19/32) Turn-speed retention170.8 hp/m(21/32) Displacement52,500 t(12/32) Power-to-weight2.9 hp/t(17/32) AA DPS627(11/32) Torpedo range9.99 km(4/7) Repair charges3(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(29 of 32 tied at this value) NormAP auto-bounce angle60°(29 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(27 of 29 tied at this value) NormStern armor32 mm(27 of 29 tied at this value)
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%
Main Battery
ModuleArtillery: 305 mm/56 SK C/39
Mounts / barrels4 mounts / 12 barrels
Reload time25 s
Firing range17.1 km
Turret traverse6 °/s
AP pen max range318 mm
HE fire DPM vs T8 BB66102
Effective HE DPM vs T8 BB191382
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1708030·1221000+2)·30=230.8m
230.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230.8·0.6=138.5m
138.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =230.8·0.344(σ=1.8)=79.4m
79.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =138.5·0.344(σ=1.8)=47.6m
47.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 25 s base reload = 28.8. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 22.5 s all-upgrades reload = 32.
Initial: 28.8 → 32
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
HE DPM
ƒZero upgrades: 52,200 HE full-salvo alpha x 60 / 25 s base reload = 125,280. All upgrades (Main Battery Mod. 3 = -10% reload): 52,200 HE full-salvo alpha x 60 / 22.5 s all-upgrades reload = 139,200.
Initial: 125,280 → 139,200
Fires/min
ƒZero upgrades: 28.8 shells/min x 28% fire chance = 8.06. All upgrades (Main Battery Mod. 3 = -10% reload): 32 shells/min x 28% fire chance = 8.96.
Initial: 8.06 → 8.96
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: P=107·K·m0.69·d1.07·v01.38 =107·2450·4150.69·0.3051.07·8651.38=631.7mm. 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: P=107·2450·4150.69·0.3051.07·490.91.38=289.1mm.
289.1 mm
AP full-salvo alpha
ƒ8,400 AP damage x 12 broadside guns = 100,800.
100,800
AP DPM
ƒZero upgrades: 100,800 AP full-salvo alpha x 60 / 25 s base reload = 241,920. All upgrades (Main Battery Mod. 3 = -10% reload): 100,800 AP full-salvo alpha x 60 / 22.5 s all-upgrades reload = 268,800.
Initial: 241,920 → 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 damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=29,400·0.333=9,800.
≈ 9,800
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
10,700
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km86 kt×2.6=7.2 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 120mm
Far aura
Guns120 mm/50 Model 1942 (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 123 from dual-purpose secondaries firing as AA in this range band.
123
Range5.2 km
Medium aura
Guns40 mm/70 Bofors M1948
Continuous DPS
ƒEffective DPS: 192 raw aura damage × 3.5 × 0.75 hit probability = 504 - the same in-game units as the Close-range AA DPS headline.
504
Range3.5 km
Total DPS in Aura
ƒFar 123 + Medium 504 = 627
627
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.
2.5-5.2 km
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) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
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 power152,000 hp
Maximum speed30.5 kt
Turning circle radius890 m
Rudder shift time16.4 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.4 kt of 30.5 kt), from our in-house acceleration model.
37 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.2 kt of 30.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
59.9 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·30.5·0.5144890=1.01°/s, so ratio=ωturretωhull=61.01=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea15.43 km
Detectability by air12.34 km
Smoke firing penalty12.03 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.43 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 · 10,206 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 30,618 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 364 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (72,900 HP) per second = 364 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion

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
Max Horiz Disp230.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1708030·1221000+2)·30=230.8m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp138.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =230.8·0.6=138.5m
Shell scatter height @ 10 km82.7 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.
Med Horiz Disp79.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =230.8·0.344(σ=1.8)=79.4m
Med Vert Disp47.6 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =138.5·0.344(σ=1.8)=47.6m
AP Pen Close631.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·4150.69·0.3051.07·8651.38=631.7mm. 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: P=107·2450·4150.69·0.3051.07·490.91.38=289.1mm.
AP pen 5 km518 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km417 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km342 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPMInitial: 125,280 → 139,200
Zero upgrades: 52,200 HE full-salvo alpha x 60 / 25 s base reload = 125,280. All upgrades (Main Battery Mod. 3 = -10% reload): 52,200 HE full-salvo alpha x 60 / 22.5 s all-upgrades reload = 139,200.
AP DPMInitial: 241,920 → 268,800
Zero upgrades: 100,800 AP full-salvo alpha x 60 / 25 s base reload = 241,920. All upgrades (Main Battery Mod. 3 = -10% reload): 100,800 AP full-salvo alpha x 60 / 22.5 s all-upgrades reload = 268,800.
Shells/minInitial: 28.8 → 32
Zero upgrades: 12 broadside guns x 60 / 25 s base reload = 28.8. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 22.5 s all-upgrades reload = 32.
Fires/minInitial: 8.06 → 8.96
Zero upgrades: 28.8 shells/min x 28% fire chance = 8.06. All upgrades (Main Battery Mod. 3 = -10% reload): 32 shells/min 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 9,800 = 156,800.
Per-side salvo damage78,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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 dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 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 Beta

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.

Bow & stern32 mm

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

Belt / citadel330 mm

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

Farming30 mm

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

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)1,800 (2% of HP)
Overmatch not possible in its bracketAngle 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)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)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 19–255 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.
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.

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Ship Charts

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.