Maine
Also called: 缅因 Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
- Avoid: Using the 32-kn speed to push rather than to rotate
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Maine Community Stats
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Maine Community Stats
Record History
Playstyle
Overview
Maine is a Tier VIII American sniper battleship (17.7 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (777 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best DCP duration in T8 BBs (20 s) and top-decile high-arc AP shells in T8 BBs (14.7°).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 32-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
541.0 mm max plate, best of T8 BBs.
- Top-tier AA · 777.0 AA
- Long-reach AA · 5.2 km
20.0 s Damage Control duration, best of T8 BBs. Stays fire / flood immune longer per activation.
- High-arc AP shells · 14.69°
- Long gun range · 17.66 km
- Sluggish rudder · 22.3 s
- Slow acceleration
How to get Maine
Maine is available in the Fast Battleships branch of the U.S. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,000,000 credits.
Show U.S.A. tech-tree branch diagram
Maine sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. fast battleships trade some of their deep citadel protection for speed, but they remain fully-fledged battleships. Their long-range main battery and adaptability make them suitable for almost any situation.
- Advantages
- Adaptable, Long-range main battery guns
- Disadvantages
- Low-velocity shells, Poor maneuverability
Builds Beta
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.
Cohort position
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Where Maine sits among Tier VIII BBs (32 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 23 mid-pack stats
Not standouts for Maine -- 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
Show all 31 peers
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS 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
Zero upgrades: 10 broadside guns x 60 / 30 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 27 s all-upgrades reload = 22.2.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
Zero upgrades: 57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000. All upgrades (Main Battery Mod. 3 = -10% reload): 57,000 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 126,667.ƒ
Zero upgrades: 20 shells/min x 36% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 36% fire chance = 8.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: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.5 m/s: .ƒ
13,100 AP damage x 10 broadside guns = 131,000.ƒ
Zero upgrades: 131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000. All upgrades (Main Battery Mod. 3 = -10% reload): 131,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 291,111.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: (146×3.5×0.75) + (107×3.5×0.7) + (50×3.5×0.75) = 777. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.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 131 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 146 raw aura damage × 3.5 × 0.75 hit probability = 383 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 131 + Medium 383 = 514ƒ
Effective DPS: 107 raw aura damage × 3.5 × 0.7 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 131 + Medium 383 + Near 262 = 776ƒ
Each ~2 s wave fires 2 quick salvos of 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.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 waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop.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
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.ƒ
Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.7 kt of 32 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 11,200 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (80,000 HP) per second = 400 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter6 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane6 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.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.Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: 2.5% overall improvement compared to EU BB Disp.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.5 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . 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, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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.Zero upgrades: 57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000. All upgrades (Main Battery Mod. 3 = -10% reload): 57,000 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 126,667.Zero upgrades: 131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000. All upgrades (Main Battery Mod. 3 = -10% reload): 131,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 291,111.Zero upgrades: 10 broadside guns x 60 / 30 s base reload = 20. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 27 s all-upgrades reload = 22.2.Zero upgrades: 20 shells/min x 36% fire chance = 7.2. All upgrades (Main Battery Mod. 3 = -10% reload): 22.2 shells/min x 36% fire chance = 8.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (146×3.5×0.75) + (107×3.5×0.7) + (50×3.5×0.75) = 777. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.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.Ship Charts
Balance History
Balance updates affecting Maine. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Changes
- credit-earning rate increased by 11%.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- HP for stock hull increased from 70,000 to 72,000.
- Bow HP reduced from 12,500 to 3,800.
- Casemate HP reduced from 33,000 to 9,800.
- Stern HP reduced from 16,750 to 5,000.
- Hull component HP reduced from 72,200 to 54,000.
- Magazine HP reduced from 48,200 to 36,000.
- Steering gear HP reduced from 28,900 to 21,600.
- Superstructure HP reduced from 10,000 to 3,000.
- HP for upgraded hull increased from 77,000 to 80,000.
- Bow HP reduced from 12,500 to 4,200.
- +4 more official change lines in the source post.
November Update: Under the Black Flag
- "Tough" changed to "Superior AP Damage".
Skins & permanent camouflages
Every custom exterior Maine can equip, from in-game data.
DefaultThe ship’s standard exterior
Maine IndependenceDecorative
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.
