World of Warships: Legends ship guide

King George V

Beta
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
High HE / fire outputImproved HE penHigh AP DPMSpotter plane
Community Data

King George V Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

King George V is a Tier VI British AP-DPM battleship (280,000 AP DPM): her main battery throughput is top-decile, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best fires per minute in T6 BBs (10.9).

Positioning

Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 20-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/27 T6 BBs.

High fire pressure

10.93 fires/min, best of T6 BBs. Keeps DCP on cooldown.

Heavy citadel belt

381.0 mm citadel belt, top decile of T6 BBs. Citadels through angle are rare.

HE DPM machine

162667 HE DPM, top decile of T6 BBs. Sustained fire pressure.

AP DPM machine

280000 AP DPM, top decile of T6 BBs. Punishes broadsides.

All-Weather

No stat falls into the cohort's bottom decile across T6 BBs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get King George V

King George V is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

King George V sits in the Flamethrowing Battleships branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for survivability, repair value, concealment, accuracy, and fire chance.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where King George V sits among Tier VI BBs (27 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.

BestFires per minute10.93 (1/27) Top 10%HE DPM162,667 (3/27) Top 10%AP DPM280,000 (3/27) Top 10%Citadel belt381 mm (3/26) Top 25%Main battery reload22.5 s (5/27) Top 25%AP arming threshold59 mm (7/27) Bottom 25%Rudder shift19.6 s (22/27) Bottom 25%Secondary DPM (per side)136,732 (23/27) Bottom 25%AP velocity757 m/s (23/27) Bottom 25%HE velocity757 m/s (23/27) Bottom 25%AP fuse timer0.01 s (23/27) WorstNo torpedoes (22 of 27 in cohort)
See 31 mid-pack stats

Not standouts for King George V -- 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 points60,500 HP(10/27) Max speed28 kt(13/27) Concealment14.48 km(11/27) Air detection11.58 km(12/27) Traverse-to-turn ratio3.83 ×(18/27) Main battery caliber356 mm(21/27) Main battery range15.94 km(17/27) Sigma1.8(17/27) AP shell damage10,500(19/27) Main dispersion204.9 m(10/27) HE alpha1,900(14/26) Secondary fire chance8%(17/26) Secondary HE pen22 mm(16/26) Acceleration8.4 s(14/27) Engine power111,700 hp(11/27) Turn-speed retention141.4 hp/m(13/27) Displacement42,076 t(18/27) Power-to-weight2.65 hp/t(14/27) Secondary range5 km(15/27) AA DPS385(14/27) AA range4.5 km(21/27) AA threat1,031(15/27) Repair charges3(13/27) Max armor381 mm(9/27) Bow armor26 mm(11/26) Stern armor26 mm(11/26) Deck armor114 mm(11/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Repair 3Fighter
Survivability
Hit PointsInitial: 53,900 → 60,500
Displacement42,076 t
Armor range13–381 mm
Plate armor thicknesses13, 16, 25, 26, 32, 40, 44, 51, 64, 76, 80, 102, 114, 120, 127, 152, 235, 260, 280, 310, 320, 325, 356, 381 mm
Armor material/layer entries68
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction22%
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.
30,300
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.
18,200
Main Battery
ModuleArtillery: 356 mm/45 Mk VII
Mounts / barrels3 mounts / 10 barrels
Reload time25 s
Firing range (base)14.5 km
Firing range (top fire control)15.9 km
Turret traverse4 °/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 = (14494/30·(12−2)/1000 + 2)·30 = 204.9 m
204.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.9 × 0.6 = 123 m
123 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.9 × 0.344 (σ=1.8) = 70.5 m
70.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123 × 0.344 (σ=1.8) = 42.3 m
42.3 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 25 s base reload = 24.
24
HE shells
HE Damage6,100
HE Velocity757 m/s
Fire Chance41%
HE penetration
ƒ89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
89 mm
HE full-salvo alpha
ƒ6,100 HE damage x 10 broadside guns = 61,000.
61,000
Base HE DPM
ƒ61,000 HE full-salvo alpha x 60 / 25 s base reload = 146,400.
146,400
Base fires/min
ƒ10 HE shells x 60 / 25 s reload x 41% fire chance = 9.84.
9.84
AP shells
AP Damage10,500
AP Velocity757 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 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 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
610.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 477.2 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 477.2^1.38 = 323.1 mm.
323.1 mm
AP full-salvo alpha
ƒ10,500 AP damage x 10 broadside guns = 105,000.
105,000
Base AP DPM
ƒ105,000 AP full-salvo alpha x 60 / 25 s base reload = 252,000.
252,000
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.
90
AA Defense
AA mount points26
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.75) + (48×3.5×0.7) + (24×3.5×0.75) = 385. 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.
385
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm/39 QF Mark VIIInitial: 3×4 → 2×4 40mm
40 mm/39 QF Mark VIIIInitial: 5×8 → 6×8 40mm
20 mm Oerlikon Mk IVInitial: 18×1 → 14×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)4×2 20mm
134 mm/50 QF Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range4.5 km
Medium aura
DPSInitial: 75 → 78
Range2.5 km
Total DPS in Aura
ƒFar 24 + Medium 78 = 102
102
Near aura
DPSInitial: 42 → 48
Range2 km
Total DPS in Aura
ƒFar 24 + Medium 78 + Near 48 = 150
150
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power111,700 hp
Maximum speed28 kt
Turning circle radius790 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea14.48 km
Detectability by air11.58 km
Smoke firing penalty12.54 km
Detect after firing main guns14.48 km
Detect Fire Sea16.48 km
Detect Fire Air14.58 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
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points53,900 → 60,500
  • Rudder shift27.4 → 19.6 s
  • Close-range AA DPS117 → 126
  • Turret traverse4 → 8 °/s
Fire controlUpgrade
  • Main battery range14,494 → 15943.4 m

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp204.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14494/30·(12−2)/1000 + 2)·30 = 204.9 m
Max Vert Disp123 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 204.9 × 0.6 = 123 m
Med Horiz Disp70.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 204.9 × 0.344 (σ=1.8) = 70.5 m
Med Vert Disp42.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 123 × 0.344 (σ=1.8) = 42.3 m
AP Pen Close610.7 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 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
AP Pen Far323.1 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 477.2 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 477.2^1.38 = 323.1 mm.
HE penetration89 mm
89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~89mm armor instead of ~59mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha61,000
6,100 HE damage x 10 broadside guns = 61,000.
AP full-salvo alpha105,000
10,500 AP damage x 10 broadside guns = 105,000.
Base HE DPM146,400
61,000 HE full-salvo alpha x 60 / 25 s base reload = 146,400.
Base AP DPM252,000
105,000 AP full-salvo alpha x 60 / 25 s base reload = 252,000.
Base shells/min24
10 broadside guns x 60 / 25 s base reload = 24.
Base fires/min9.84
10 HE shells x 60 / 25 s reload x 41% fire chance = 9.84.

AA defense

Close-range AA DPS385
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (78×3.5×0.75) + (48×3.5×0.7) + (24×3.5×0.75) = 385. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1031
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor

Hull HP 53,90060,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–325 mm)3,500 (6% of HP)
Overmatched by 380mm+ (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)16 mm primary (range 13–320 mm)45,400 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–310 mm)3,000 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 32–381 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).
Superstructure76 mm primary (range 76–114 mm)3,000 (5% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP30,300 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 (134 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)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP18,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting King George V. Cards are condensed; use each source link for full context.

Buff ×8Main Battery ×1Consumable ×4
2023-06-15

Ministry of Balance: Italian Concerto

  • After much investigation, we were able to move the citadel locations on these ships back to their original locations while keeping the updated turret model. Their armor should now perform as it used to.
  • King George V's Repair Party has been reverted to the original consumable.
Read the full official post
2023-04-06

Ministry of Balance Reports: German Commander Refit & More

  • Due to updates that were required to fix holes in their turret armor, King George V and Duke of York became more vulnerable. They have received an improved Repair Party to balance this:
  • Extra charge added (Duke of York).
  • Repair Party cooldown reduced from 80 to 60 seconds.
  • HP restoration per second increased by ~25%.
  • Ship parts have more HP restored, making them a little harder to saturate after Repair Party is used compared to the old consumable.
  • , we’ve improved the duration of Black and Orkan's radars.
  • Orkan's Radar duration increased from 15 to 20 seconds.
  • Black's Radar duration increased from 13 to 19 seconds.
  • The following ships have received minor updates to their armor models:
Read the full official post
2023-03-02

Ministry of Balance Reports: Buffs, Nerfs, and Commanders

  • As part of the bugfix to prevent Turret incapacitation from low caliber shells, the armor models of King George V, Duke of York, and Marlborough have been updated. For King George V and Duke of York, this also increases the HE resistance of the ships through thicker 26mm plating but the Citadel has been increased in size. Additional armor models may be updated in the future.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior King George V can equip, from in-game data.

  • King George V default exterior
    DefaultThe ship’s standard exterior

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.