World of Warships: Legends ship guide

Marblehead

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (8 km)2 sigma accuracyHigh HE / fire outputHigh AP DPMWeak AA
Community Data

Marblehead Community Stats

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Playstyle

Overview

Marblehead is a Tier IV American light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best HE DPM in T4 CAs (167,619) and best fires per minute in T4 CAs (9.1).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 27,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Fast turret traverse

10.0°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

HE DPM machine

167619 HE DPM, best of T4 CAs. Sustained fire pressure.

High fire pressure

9.14 fires/min, best of T4 CAs. Keeps DCP on cooldown.

AP DPM machine

236190 AP DPM, top decile of T4 CAs. Punishes broadsides.

Weak AA

13.0 AA DPS, bottom decile of T4 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Weak torpedoes

6233.0 damage per torpedo, bottom decile of T4 CAs.

Acquisition

How to get Marblehead

Marblehead 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.

Best listed chance for this ship

  • Anniversary U.S.A. Crate 2.5% IV Marblehead or VI Boise* Event containers · Anniversary U.S.A. Crate · 1 of 2 ships
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
Show all 9 containers (6 more)
  • Secret Santa '21 0.1% IV Marblehead Event containers · Secret Santa '21
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Event containers · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Baltimore, AL Montpelier, and Captain Janeway are useful American cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

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Commanders frequently paired with this ship AL BaltimoreAL Montpelier

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Cohort position

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Where Marblehead sits among Tier IV CAs (21 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 minute9.14 (1 of 2 tied) BestHE DPM167,619 (1 of 2 tied) BestTorpedo reload38 s (1 of 2 tied) Top 10%Main battery reload6.3 s (3/21) Top 10%AP DPM236,190 (3/21) Top 25%Rudder shift7.5 s (5/21) Top 25%AP velocity914 m/s (5/21) Top 25%HE velocity914 m/s (5/20) Top 25%Turn-speed retention150 hp/m (5/21) Bottom 25%Main dispersion125.3 m (17/21) WorstNo secondaries (6 of 21 in cohort) WorstAA DPS13 (1 of 2 tied) WorstAA threat44 (1 of 2 tied) WorstTorpedo damage6,233 (1 of 2 tied) WorstTorpedo speed49 kt (1 of 2 tied)
See 26 mid-pack stats

Not standouts for Marblehead -- 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 points27,000 HP(7/21) Max speed34 kt(11/21) Concealment11.14 km(14/21) Air detection6.68 km(13/21) Traverse-to-turn ratio5.99 ×(8/21) Main battery caliber152 mm(13/21) Main battery range13.38 km(16/21) HE shell damage2,200(11/20) HE fire chance12%(9/20) AP shell damage3,100(11/21) Acceleration9.5 s(7/21) AP fuse timer0.03 s(12/21) AP arming threshold25 mm(9/21) Engine power90,000 hp(11/21) Displacement9,297 t(13/21) Power-to-weight9.68 hp/t(10/21) AA range3.5 km(13/21) Torpedo range8.22 km(7/20) Max armor76 mm(15/21) Citadel belt76 mm(7/20) Bow armor25 mm(8/20) Stern armor25 mm(13/20) Deck armor37 mm(11/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value)

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

Sonar 4.13 kmFighter
Survivability
Hit Points27,000
Displacement9,297 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 15, 21, 25, 37, 38, 76 mm
Armor material/layer entries36
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
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.
13,500
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.
8,100
Main Battery
ModuleArtillery: 152 mm Mk13/Mk16
Mounts / barrels10 mounts / 12 barrels
Reload time7 s
Firing range13.4 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13376/30·(8−1.1)/1000 + 1.1)·30 = 125.3 m
125.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.3 × 0.6 = 75.2 m
75.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.3 × 0.319 (σ=2) = 40 m
40 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.2 × 0.319 (σ=2) = 24 m
24 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 7 s base reload = 68.6.
68.6
HE shells
HE Damage2,200
HE Velocity914 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 7 s base reload = 150,857.
150,857
Base fires/min
ƒ8 HE shells x 60 / 7 s reload x 12% fire chance = 8.23.
8.23
AP shells
AP Damage3,100
AP Velocity914 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 1772 × 47.6^0.69 × 0.152^-1.07 × 914^1.38 = 233.1 mm. Matches the in-game spec card.
233.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 319.2 m/s: 1e-7 × 1772 × 47.6^0.69 × 0.152^-1.07 × 319.2^1.38 = 54.6 mm.
54.6 mm
AP full-salvo alpha
ƒ3,100 AP damage x 8 broadside guns = 24,800.
24,800
Base AP DPM
ƒ24,800 AP full-salvo alpha x 60 / 7 s base reload = 212,571.
212,571
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.
10
Torpedoes
ModuleMk9 mod. 1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time38 s
Projectile speed49 kt
Range8.22 km
Maximum simulated damage5,533 (est.)
Alpha damage16,600
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming151 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
16,599
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.9) = 13. 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.
13
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76.2 mm Mk22 mod. 24×1 76mm
Far aura
DPS4
Range3.5 km
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed34 kt
Turning circle radius600 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.0× slow
Concealment
Detectability by sea11.14 km
Detectability by air6.68 km
Smoke firing penalty5.15 km
Detect after firing main guns11.14 km
Detect Fire Sea13.14 km
Detect Fire Air9.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

See all derived stats

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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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp125.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13376/30·(8−1.1)/1000 + 1.1)·30 = 125.3 m
Max Vert Disp75.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.3 × 0.6 = 75.2 m
Med Horiz Disp40 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.3 × 0.319 (σ=2) = 40 m
Med Vert Disp24 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.2 × 0.319 (σ=2) = 24 m
AP Pen Close233.1 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 × 1772 × 47.6^0.69 × 0.152^-1.07 × 914^1.38 = 233.1 mm. Matches the in-game spec card.
AP Pen Far54.6 mm
Same formula at the ship's max firing range (16.7 km), where the shell has slowed to 319.2 m/s: 1e-7 × 1772 × 47.6^0.69 × 0.152^-1.07 × 319.2^1.38 = 54.6 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,800
3,100 AP damage x 8 broadside guns = 24,800.
Base HE DPM150,857
17,600 HE full-salvo alpha x 60 / 7 s base reload = 150,857.
Base AP DPM212,571
24,800 AP full-salvo alpha x 60 / 7 s base reload = 212,571.
Base shells/min68.6
8 broadside guns x 60 / 7 s base reload = 68.6.
Base fires/min8.23
8 HE shells x 60 / 7 s reload x 12% fire chance = 8.23.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed49 kt
Travel time to max range64.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,198
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage16,599
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS13
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.9) = 13. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index44
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.

Armor

Hull HP 27,000, 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
Bow25 mm primary (range 10–25 mm)3,500 (13% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)6 mm primary (range 6–38 mm)20,300 (75% of HP)
Overmatched by 127mm+ (Shenyang, Nicholas)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 10–25 mm)1,900 (7% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 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).
Superstructure10 mm primary (range 10–37 mm)1,300 (5% 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 HP13,500 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.
AA mount (76 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.
Rudder (module)separate HP pool, does not drain ship HP8,100 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.
Exteriors

Skins & permanent camouflages

Every custom exterior Marblehead can equip, from in-game data.

  • Marblehead 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.