World of Warships: Legends ship guide

König Albert

Also called: 阿尔伯特国王 Beta
Germany · Tier III · Battleship · Premium
Turtleback brawlerSloped armor bounces close-range shells; brawl with secondaries inside the citadel-safe band.
Playstyle
  • Push to within secondary range (~5.5 km) so the auto-fire battery starts contributing
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (5.5 km)Improved HE penTurtleback armorStrong torpedo beltWeak AA
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Community Data

König Albert Community Stats

Across 360+ Standard battles from 61 players, König Albert averages a 66% win rate, 51,700 damage and 1.4 kills per battle, and survives 41% of them.

Community Data

König Albert Community Stats

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Playstyle

Overview

König Albert is a Tier III German turtleback brawler: her angled deck armor roofs the citadel and deflects low-angle fire up and away, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 5.5 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6. Her main-battery HE volume is low on its own, but inside 5.5 km the secondaries join in: 13.2 fires/min combined (4th of 20 T3 BBs). In a brawl, HE keeps fires burning on the target while she works into position for an AP finish. Standout traits: torpedo belt percent in T3 BBs (19, 3rd of 18) and best punch-through secondaries in T3 BBs (38 mm, 3rd of 17). The trade is AA DPS in T3 BBs (8, 14th of 15).

Positioning

Push to within secondary range (~5.5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

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, shared by 7/18 T3 BBs.

ELITE ARMOR ↗
  • Thickest plate · 350 mm
  • Strong torpedo belt · 19%
  • Torpedo belt specialist
ELITE SECONDARIES ↗
  • Punch-through secondaries · 38 mm
  • Secondary brawler BB
Weak AA ↗

8 AA DPS, bottom quartile of T3 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Thin stern plate ↗

16 mm stern, bottom quartile of T3 BBs.

Acquisition

How to get König Albert

König Albert 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

Official WG availability sources
  • Honoring the Battle of Jutland Store / event post Start: 2025-05-19
    • Aside from the three new ships, several returning ships are making their way back to the Store—some of which also took part in the Battle of Jutland.
    • German battleship König Albert with a Jutland-themed skin
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 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.

Open in Build Tool →

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

Cohort position

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Where König Albert sits among Tier III BBs (17 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 HE pen38 mm (1 of 4 tied) BestTime to 90% speed29.1 s (1/17) BestSecondary range5.5 km (1/18) Top 10%Power-to-weight2.23 hp/t (2/17) Top 25%Secondary dispersion bracket43.5 (3/18) Top 25%Secondary DPM (per side)178,200 (5/18) Top 25%Secondary fire chance10% (5/17) Top 25%AP velocity855 m/s (5/18) Top 25%Acceleration (0-12 kt)16.2 s (4/17) Top 25%Engine power55,180 hp (4/17) Top 25%Power / turn radius92 hp/m (3/17) Top 25%Max armor350 mm (3/18) Top 25%Citadel belt300 mm (4/18) Bottom 25%HE DPM72,857 (15/18) Bottom 25%Effective HE DPM (incl. fire)103,759 (15/18) Bottom 25%AA threat24 (13/15) WorstAA DPS8 (1 of 3 tied) WorstEnd plates16 mm (1 of 5 tied / 1 of 3 tied)
See 25 mid-pack stats

Not standouts for König Albert -- 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 points37,200 HP(14/18) Max speed21 kt(12/18) Concealment12.15 km(6/18) Smoke fire bloom9.29 km(6/18) Air detection9.72 km(6/18) Rudder shift12.2 s(9/18) Turning circle600 m(12/18) Main battery caliber305 mm(9/18) Main battery range13.64 km(10/18) Main battery reload28 s(7/18) Sigma1.8(6/18) HE fire chance22%(14/18) Fires per minute4.71(13/18) AP shell damage8,300(7/18) AP DPM177,857(7/18) Main dispersion199.7 m(13/18) Secondary HE alpha1,800(9/17) HE velocity850 m/s(11/18) AP arming threshold51 mm(10/18) Displacement24,740 t(9/18) AP pen at 10 km309 mm(7/18) AA range3 km(9/15) Flak damage per salvo (expected)165(5/10) Repair charges3(9/18) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points37,200
Displacement24,740 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
172.4 x 29 m (published figure)
Armor range10–350 mm
Plate armor thicknesses10, 16, 20, 25, 30, 35, 40, 50, 60, 80, 100, 120, 140, 150, 165, 170, 180, 200, 250, 265, 300, 350 mm
Armor material/layer entries74
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
10%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 37,200 HP = 6,696 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 37,200 HP = 7,440 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
20,700
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.
12,400
Effective HP
ƒBase 37,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 37,200 HP = 5,208 HP per charge, × 3 charges = 15,624 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
41,333–52,824
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,400 = 14,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 31,000 = 62,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
31,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,300 = 4,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm L/50 Drh LC/1909
Mounts / barrels5 mounts / 10 barrels
Reload time28 s
Firing range13.6 km
Turret traverse3 °/s
Turret armor300 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±145°, 2x ±147°, 283° arc, 277° arc
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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.
35° off bow / 33° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 2% wider (worse) horizontal dispersion and 2% more vertical spread at max range (13.6 km) than a standard battleship: about 200 m wide × 120 m tall, against 196 m × 118 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1364230·12−2.21000+2.2)·30=199.7m
199.7 m at 13.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =199.7·0.6=119.8m
119.8 m at 13.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =199.7·0.61.8=66.6m
66.6 m at 13.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =119.8·0.61.8=39.9m
39.9 m at 13.6 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 28 s base reload = 21.4.
21.4
HE shells
HE alpha3,400
HE Velocity850 m/s
Fire Chance22%
HE fire DPM vs T3 BB30930
Effective HE DPM vs T3 BB103788
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,400 HE damage x 10 broadside guns = 34,000.
34,000
HE DPM
ƒ34,000 HE full-salvo alpha x 60 / 28 s base reload = 72,857.
72,857
Fires/min
ƒ21.4 shells/min × 0.22 (22% fire chance) = 4.71.
4.71
AP shells
AP alpha8,300
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2311·4050.69·0.305−1.07·8551.38=576.6mm.
576.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 469.7 m/s: P=10−7·2311·4050.69·0.305−1.07·469.71.38=252.3mm.
252.3 mm at 13.6 km
AP full-salvo alpha
ƒ8,300 AP damage x 10 broadside guns = 83,000.
83,000
AP DPM
ƒ83,000 AP full-salvo alpha x 60 / 28 s base reload = 177,857.
177,857
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.
40
AA Defense
AA mount points0
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 88mm
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
3 km
Far aura
Guns88 mm L/45 MPL C/13 (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 8 from dual-purpose secondaries firing as AA in this range band.
8
Range3 km
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 110 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
110
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 3 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-3 km
S
Secondary Battery
Mounts26
Firing range5.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 4.9 + 1.2 + 0.6 + 1.8 = 8.5. 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.
8.5
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 14×1 150 mm (7/side) × 60/8.571 s (8.57 s = 60 ticks) × 1800 = 88,200 + 4×1 88 mm (2/side) × 60/4 s × 1000 = 30,000 + 2×1 88 mm (1/side) × 60/4 s × 1000 = 15,000 + 6×1 88 mm (3/side) × 60/4 s × 1000 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
178,200
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 8.5 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 55,768. 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.
55,768
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 178,200 + secondary fire DPM 55,768 = 233,968: shell damage plus fire damage against one T3 battleship, every shell hitting.
233,968
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 43.5 + 30 = 269.2 m.
269.2 m
150 mm L/45 MPL C/06 (14×1)
Caliber150 mm
Reload time8.57 s
HE alpha1,800
Muzzle Velocity835 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ14×1 barrels / 2 sides × 60 / 8.571 s (8.57 s = 60 ticks) × 0.1 (10% fire chance) = 4.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.9
HE Pen38 mm
Show 3 more gun families
88 mm L/45 MPL C/13 (4×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. 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.
1.2
HE Pen15 mm
88 mm L/45 MPL C/06 (2×1)
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ2×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 0.6. 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.
0.6
HE Pen15 mm
88 mm L/45 SK L/45 (6×1)
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ6×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.8. 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.
1.8
HE Pen15 mm
Maneuverability
Engine power55,180 hp
Maximum speed21.0 kt
Turning circle radius600 m
Rudder shift time12.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 21 / 4 + 4.9 = 10.2 kt. Base value; speed modifiers scale it.
10.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
36.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.3 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.9 kt of 21.0 kt).
29.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21.0 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.
44.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 3.9 = -0.9°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.9°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.15 km x 0.955 = 11.6 km. Camouflage does not change detectability by air.
12.15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.6 km.
11.6 km
Detectability by air9.72 km
Smoke firing penalty9.29 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.15 km) = 13.64 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.64 km
Detect when firing (air)
ƒAir detectability 9.72 km + gun-firing bloom 6.1 km = 15.82 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
15.82 km
Detect when on fire (sea)
ƒSea detectability 12.15 km + 2.0 km while burning = 14.15 km.
14.15 km
Detect when on fire (air)
ƒAir detectability 9.72 km + 3.0 km while burning = 12.72 km.
12.72 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,208 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 37,200 HP = 5,208 HP: up to 14% of max HP restored per charge.
· 15,624 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 37,200 HP = 15,624 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 186 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 37,200 HP = 186 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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

vs standard BB2% wider H · 2% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (13.6 km) with the same model as Max Horiz/Vert Disp: horizontal 200 / 196 m − 1 = +2%, vertical 120 / 118 m − 1 = +2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 height @ 5 km48.3 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13642=6821 m, and radiusOnMax=0.6 at 13642 m. Below the kink: k=0.2+(0.5−0.2)·50006821=0.4199, so σV=σH·k=115·0.4199=48.3m.
Shell scatter height @ 10 km89.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13642=6821 m, and radiusOnMax=0.6 at 13642 m. Above the kink: k=0.5+(0.6−0.5)·10000−682113642−6821=0.5466, so σV=σH·k=164·0.5466=89.6m.
AP pen 5 km419 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2311·4050.69·0.305−1.07·678.41.38=419mm, where 678.4 m/s is the shell's speed when it arrives at 5 km (from 855 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km309 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2311·4050.69·0.305−1.07·543.71.38=309mm, where 543.7 m/s is the shell's speed when it arrives at 10 km (from 855 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.37 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4195·0.30528·405=3.78×10−5. That runs from a 855 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.
HE flight time @ 10 km5.38 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.414·0.30528·406=3.73×10−5. That runs from a 850 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.
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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,311
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass405 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4195
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity855 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range8
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 88mm45 SK L45 4x1 -> 8 DPS @ 3 km.
AA DPS layered by range8 DPS @ 3 km
@ 3 km: 8 from one family. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank8
8 = 8 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index24
8 × 3 = 24. 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 @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Max HE alpha1800
max(1800 (150 mm), 1000 (88 mm), 1000 (88 mm), 1000 (88 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
max(10% (150 mm), 4% (88 mm), 4% (88 mm), 4% (88 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 mm
max(38 mm (150 mm), 15 mm (88 mm), 15 mm (88 mm), 15 mm (88 mm)) = 38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Background

One of five Kaiser-class battleships - the first German dreadnoughts with turbine propulsion. König Albert took part in many operations of the High Seas Fleet during World War I, missing only the Battle of Jutland. In late 1917, the battleship was involved in Operation Albion in the Gulf of Riga. In June 1919, the ship was scuttled in Scapa Flow along with most of the other battleships of the Kaiserliche Marine.

Armor Beta

Hull HP 37,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern16 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

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

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–180 mm)≈ 1,860 (~5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)170 mm primary (range 20–350 mm)≈ 27,900 (~75% of HP)
No common AP caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–180 mm)≈ 1,860 (~5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 25–300 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.
Superstructure10 mm primary (range 10–350 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.

Balance History

Balance updates affecting König Albert. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×5Main Battery ×2
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Removed small gaps between main guns and their barbettes. This doesn't affect the ship's performance.
  • Secondary battery maximum range increased from 3.5 to 5.5 km.
  • Secondary battery dispersion improved by 22.5%.
  • Main battery maximum range increased from 12.99 to 13.64 km.
  • Main battery reload time reduced from 30 to 28 s.
  • Added the Secondary Reach ship trait and replaced the Tough ship trait with "Superior HE Pen." This doesn't affect the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior König Albert can equip.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.