Louisiana
Beta- Park 14-17 km from a contested cap with island cover within one rotation of your bow
- Avoid: Launching airstrikes at maneuvering targets
Louisiana Community Stats
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Louisiana Community Stats
Playstyle
Overview
Louisiana is the Legendary American airstrike battleship. Her right-trigger fires a line of dive bombers in place of torpedoes, which gives her a damage source that does not need line of sight on top of her main battery. Standout traits: best turret traverse rate in Legendary BBs (12) and best DCP duration in Legendary BBs (20 s).
Positioning
Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside.
Potato Avoidance
Launching airstrikes at maneuvering targets
The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.
Signature Traits
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
20.0 s Damage Control duration, best of Legendary BBs. Stays fire / flood immune longer per activation.
40.0 s Observation Seaplane duration, best of Legendary BBs. Spotting + main-battery range bonus stays up longer.
+20.0% main-battery range from Observation Seaplane, best of Legendary BBs. Outranges peers while spotter is active.
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
6.0 mm superstructure, bottom decile of Legendary BBs. HE farms harder.
How to get Louisiana
Louisiana is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Early Access.
Official WG availability sources
- Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Early Access / event Start: 2024-06-30 · End: 2024-07-31 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- July Update: Skyward Endeavors Store price varies 2024-06-27
Builds Beta
Primary Legendary premium. Joseph Reeves carries the full airstrike skill suite (range, cruise speed, torpedo speed and damage, plane HP). Pair with Jonathan Hawke (Big Game Hunter trait: more airstrike damage vs BB / CA / CV) for damage focus, or Commander Riker (Number One trait: airstrike cooldown reduction) for more strikes per match.
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Cohort position
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Where Louisiana sits among Legendary 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.
See 35 mid-pack stats
Not standouts for Louisiana -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17400/30·(12−2)/1000 + 2)·30 = 234 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 234 × 0.6 = 140.4 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 234 × 0.332 (σ=1.9) = 77.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.4 × 0.332 (σ=1.9) = 46.6 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
10 broadside guns x 60 / 32 s base reload = 18.8.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 10 broadside guns = 57,000.ƒ
57,000 HE full-salvo alpha x 60 / 32 s base reload = 106,875.ƒ
57,000 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 118,750.ƒ
10 HE shells x 60 / 32 s reload x 36% fire chance = 6.75.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 498.3 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 498.3^1.38 = 471.7 mm.ƒ
13,100 AP damage x 10 broadside guns = 131,000.ƒ
131,000 AP full-salvo alpha x 60 / 32 s base reload = 245,625.ƒ
131,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 272,917.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (197×3.5×0.75) + (52×3.5×0.7) + (49×3.5×0.75) = 773. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 49 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 49 + Medium 197 = 246ƒ
Far 49 + Medium 197 + Near 52 = 298ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · +20% main-battery range bonus
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17400/30·(12−2)/1000 + 2)·30 = 234 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 234 × 0.6 = 140.4 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 234 × 0.332 (σ=1.9) = 77.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.4 × 0.332 (σ=1.9) = 46.6 m2.5% overall improvement compared to EU BB Disp.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 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 498.3 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 498.3^1.38 = 471.7 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 10 broadside guns = 57,000.13,100 AP damage x 10 broadside guns = 131,000.57,000 HE full-salvo alpha x 60 / 32 s base reload = 106,875.131,000 AP full-salvo alpha x 60 / 32 s base reload = 245,625.57,000 HE full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 118,750.131,000 AP full-salvo alpha x 60 / 28.8 s installed reload (Main Battery Mod. 3 = -10%) = 272,917.10 broadside guns x 60 / 32 s base reload = 18.8.10 broadside guns x 60 / 28.8 s installed Artillery reload = 20.8.10 HE shells x 60 / 32 s reload x 36% fire chance = 6.75.10 HE shells x 60 / 28.8 s installed reload x 36% fire chance = 7.5.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (197×3.5×0.75) + (52×3.5×0.7) + (49×3.5×0.75) = 773. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 10×2 127 mm (10/side) × 60/4 × 1800 = 270,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.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.Armor
Hull HP 96,300, 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 |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 3,200 (3% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle 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) | 38 mm primary (range 19–541 mm) | 72,200 (75% of HP) | No common caliber overmatches38 mm: most HE shatters, standard pen from 283mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–424 mm) | 2,800 (3% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 409 mm primary (range 16–409 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). |
| Superstructure | 6 mm primary (range 6–457 mm) | 1,900 (2% 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 HP | 48,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 (76 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 28,900 module HP | Incapacitated at 0 HP | When 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 Louisiana. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
- Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Ministry of Balance: Preparing for Winter
- Main battery reload time increased from 30 to 32 seconds.
- Airstrike torpedo speed reduced from 55 to 50 knots.
November Update: Into Black Waters
- Armor.
Skins & permanent camouflages
Every custom exterior Louisiana can equip, from in-game data.
DefaultThe ship’s standard exterior
Louisiana EaDecorative- Across the Storm"Across the Storm" skin for LouisianaAcross the StormAvailable from Independence Day '25 — Independium Store
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.
