Missouri
Beta- Anchor a flank at 14-17 km with bow toward the closest threat
- Avoid: Leading the push alone
Missouri Community Stats
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Missouri Community Stats
Playstyle
Overview
Missouri is the Tier VII American AA-specialist battleship with 752 AA DPS at 5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best turret traverse rate in T7 BBs (12).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.
Potato Avoidance
Leading the push alone
A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.
Signature Traits
10.56 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
752.0 AA DPS, best of T7 BBs (median 518.0).
20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.
35.0 s Surveillance Radar duration, best of T7 BBs. Keeps caps lit longer.
439.0 mm superstructure, best of T7 BBs. HE farms less.
25.3 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.
How to get Missouri
Missouri is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Doubloons.
Official WG availability sources
- Steel Badges and You! Official availability note Start: 2021-02-22 · End: open/unknown end Official WG source mentions this ship in an acquisition or ship-release context.
- Summer Update: Always Courageous 12,500 Doubloons 2023-06-15 Tier VII default; exact price not in source
Builds Beta
AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
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 Missouri sits among Tier VII BBs (39 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 29 mid-pack stats
Not standouts for Missouri -- 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 = (17378/30·(12−2)/1000 + 2)·30 = 233.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 233.8 × 0.6 = 140.3 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 233.8 × 0.344 (σ=1.8) = 80.4 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.3 × 0.344 (σ=1.8) = 48.2 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
9 broadside guns x 60 / 30 s base reload = 18.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.ƒ
51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.ƒ
9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.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 (21.7 km), where the shell has slowed to 498.4 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 498.4^1.38 = 471.8 mm.ƒ
13,500 AP damage x 9 broadside guns = 121,500.ƒ
121,500 AP full-salvo alpha x 60 / 30 s base reload = 243,000.ƒ
121,500 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.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) + (98×3.5×0.7) + (49×3.5×0.75) = 752. 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 146 = 195ƒ
Far 49 + Medium 146 + Near 98 = 293ƒ
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
Surveillance Radar2 charges · 180 s reload · 35 s active · 10.56 km radar range
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17378/30·(12−2)/1000 + 2)·30 = 233.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 233.8 × 0.6 = 140.3 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 233.8 × 0.344 (σ=1.8) = 80.4 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 140.3 × 0.344 (σ=1.8) = 48.2 mCanonical 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 (21.7 km), where the shell has slowed to 498.4 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 498.4^1.38 = 471.8 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 9 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 9 broadside guns = 51,300.13,500 AP damage x 9 broadside guns = 121,500.51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600.121,500 AP full-salvo alpha x 60 / 30 s base reload = 243,000.51,300 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 114,000.121,500 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.9 broadside guns x 60 / 30 s base reload = 18.9 broadside guns x 60 / 27 s installed Artillery reload = 20.9 HE shells x 60 / 30 s reload x 36% fire chance = 6.48.9 HE shells x 60 / 27 s installed reload x 36% fire chance = 7.2.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) + (98×3.5×0.7) + (49×3.5×0.75) = 752. 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) × 60/6 × 1800 = 180,000. 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: 5% 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 65,000, 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 |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 3,300 (5% 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) | 19 mm primary (range 16–439 mm) | 52,000 (80% of HP) | Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 6–343 mm) | 4,000 (6% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 297 mm primary (range 25–297 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 | 439 mm | 4,400 (7% 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 | 35,000 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 (40 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 | 20,500 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.
Historical context
The real USS Missouri (BB-63) that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Notable engagements
- Iwo Jima and Okinawa support (February–June 1945) — Carrier escort and shore bombardment in the final Pacific campaigns.
- Japanese surrender ceremony (2 September 1945) — Hosted the formal surrender ceremony in Tokyo Bay, ending World War II.
- Korean War shore bombardment (1950–1953) — Two deployments providing naval gunfire support.
- Operation Desert Storm (1991) — Fired Tomahawk cruise missiles and 16-inch shells in the Gulf War.
Fate
Decommissioned 1992. Now a museum ship at Pearl Harbor, Hawaii, moored near the USS Arizona Memorial — the start and end points of America's Pacific War.
Skins & permanent camouflages
Every custom exterior Missouri can equip, from in-game data.
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.
