Kheper
Also called: 圣甲虫 Beta- Anchor a flank at 12-15 km with bow toward the closest threat
- Avoid: Spending the spotter on a target that is already dodging
On this page
Kheper Community Stats
Across 360+ Standard battles from 72 players, Kheper averages a 60% win rate, 69,600 damage and 1.1 kills per battle, and survives 40% of them.
Kheper Community Stats
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Kheper Community Stats
Record History
Playstyle
Overview
Kheper is a Tier VI American battleship with 406mm guns at 15.9 km on a 32-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. AA (646 AA DPS at 5 km) ranks 3 of 32 in T6 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best heavy AP shells in T6 BBs (13,100, 2nd of 32) and flat AP trajectory in T6 BBs (71.7, 3rd of 32). The trade is AP arming threshold in T6 BBs (68 mm, 25th of 32).
Positioning
Anchor a flank at 12-15 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. 58,000 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. With 17.4 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
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
- Heavy AP shells · 13100 damage
- Flat AP trajectory
- High-arc AP shells · 14.84°
- Top-tier AA · 646 AA
- AA specialist
406 mm on her single heaviest plate, top decile of T6 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.
20 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.
68 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
17.4 s rudder shift, bottom decile of T6 BBs. Hard to dodge incoming AP; lean on island cover.
How to get Kheper
Kheper is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Sunduq
4%
VI Kheper
Event · Sunduq
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Explorer's Chest
0.148148%
One of these ships
Event · Explorer's Chest · 1 of 27 ships
Official WG availability sources
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Golden Tides Arrive: New Ships and Commander Guises
Crates
Start: 2025-09-08
- Four of them—Sharki, Mahtaga, Mirage, and Kheper—are available in the Store and via Sunduq crates, while the fifth, Desert Falcon, can be obtained exclusively through the "On Golden Tides" DLC.
Show direct source rows
- Explorer's Chest 0.148148% · One of these ships
- Sunduq 4% · VI Kheper
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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
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Where Kheper sits among Tier VI BBs (31 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.
See 31 mid-pack stats
Not standouts for Kheper -- 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.
Peers in this cohort
Compare Tier VI BattleshipsShow all 31 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.ƒ
In practice: the baseline curve for a standard battleship -- at max range (15.9 km) shells land in an ellipse about 219 m wide and 131 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
9 broadside guns x 60 / 32 s base reload = 16.9.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.ƒ
16.9 shells/min × 0.36 (36% fire chance) = 6.08.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 502.9 m/s: .ƒ
13,100 AP damage x 9 broadside guns = 117,900.ƒ
117,900 AP full-salvo alpha x 60 / 32 s base reload = 221,062.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 134 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 112 raw aura damage × 3.5 × 0.75 hit probability = 294 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 134 + Medium 294 = 428ƒ
Effective DPS: 89 raw aura damage × 3.5 × 0.7 hit probability = 218 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 134 + Medium 294 + Near 218 = 646ƒ
Each ~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 × 200 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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: 10×2 127 mm (10/side) × 60/6 s × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 5 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 37,390. 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.ƒ
Secondary DPM (per side) 180,000 + secondary fire DPM 37,390 = 217,390: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
10×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 5. 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
top speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.3 kt of 27.0 kt).ƒ
Time to reach 99% of top speed (26.7 kt of 27.0 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.ƒ
With the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.8 = +0.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.41 km x 0.955 = 13.76 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.41 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.76 km.ƒ
max(main battery range, sea detectability 14.41 km) = 15.89 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.53 km + gun-firing bloom 8.12 km = 19.65 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.ƒ
Sea detectability 14.41 km + 2.0 km while burning = 16.41 km.ƒ
Air detectability 11.53 km + 3.0 km while burning = 14.53 km.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,718 HP (18.5% of max HP) total heal (per charge) ƒ
0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 58,000 HP = 10,718 HP: up to 18.5% of max HP restored per charge.ƒ
0.185 of max HP per charge × 3 charges = 0.555 × 58,000 HP = 32,154 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.ƒ
0.0066 (0.66% of max HP) × 58,000 HP = 383 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Under the hood
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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
The standard battleship dispersion curve.(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.(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.(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.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: at 0 m, at m, and at 15885.1 m. Below the kink: , so .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: at 0 m, at m, and at 15885.1 m. Above the kink: , so .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: at 0 m, at m, and at 15885.1 m. Above the kink: , so .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 , where 625.8 m/s is the shell's speed when it arrives at 5 km (from 701 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 561.7 m/s is the shell's speed when it arrives at 10 km (from 701 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 510.6 m/s is the shell's speed when it arrives at 15 km (from 701 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 701 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 15x4 -> 294 DPS @ 3.5 km; 20mm Oerlikon MK4 44x1 -> 218 DPS @ 2 km; 5in38 Mk32 Mod12 10x2 -> 134 DPS @ 5 km.@ 5 km: 134 from one family; @ 3.5 km: 294 + 134 = 428; @ 2 km: 294 + 218 + 134 = 646. 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.294 + 218 + 134 = 646 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).294 × 3.5 + 218 × 2 + 134 × 5 = 2135. 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 firepower
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.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.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.Ship Charts
Background
The first U.S. battleship of the new generation. The key advantage over her predecessors of this type was significantly increased speed. In contrast to preceding ships of the same type, she featured a thinner armor belt, but had very solid horizontal armor protection and a superior AA armament including numerous dual-purpose artillery.
Armor Beta
Hull HP 58,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 81+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–40 mm) | ≈ 2,900 (~5% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 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) | 100 mm primary (range 19–406 mm) | ≈ 43,500 (~75% of HP) | No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–378 mm) | ≈ 2,900 (~5% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 13–305 mm) | 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. |
| Superstructure | 16 mm primary (range 16–37 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Kheper can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
