World of Warships: Legends ship guide

Montana

Also called: 蒙大拿 Beta
U.S.A. · Tier ★ · Battleship · Premium
Bow-tank battleshipA bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Spending the spotter on a target that is already dodging
Key characteristics
Lobs over islandsSpotter planeThickest plateLong DCP windowSecondary fire pressureSluggish rudder
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Community Data

Montana Community Stats

Across 18,000+ Standard battles from 300+ players, Montana averages a 58% win rate, 102,000 damage and 1.1 kills per battle, and survives 41% of them.

Community Data

Montana Community Stats

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Playstyle

Overview

Montana is a Legendary American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: best heavy citadel belt in Legendary BBs (541 mm, 2nd of 23) and AA DPS in Legendary BBs (776, 5th of 23). The trade is worst rudder shift in Legendary BBs (22.3 s, 23rd of 23).

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. 96,300 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. With 22.3 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Spending the spotter on a target that is already dodging

The extra range only converts if the shot was going to land: save it for the salvos that matter, an exposed broadside cruiser or a battleship committed to its angle, where the reach turns a maybe into a citadel. Popped over a jinking destroyer it buys you a longer look at your own shells missing.

Signature Traits

ELITE ARMOR ↗
  • Thickest plate · 541 mm
  • Heavy citadel belt · 541 mm
  • Heavy belt
Top-tier AA ↗

776 AA DPS, top quartile of Legendary BBs (median 647).

Long DCP window ↗

20 s Damage Control duration, best of Legendary BBs. Stays fire / flood immune longer per activation.

Secondary fire pressure ↗

13.5 secondary fires/min per side, top decile of Legendary BBs. Per-side barrels × shots/min × fire chance, summed over every secondary calibre (the same per-side basis as secondary DPM). A ceiling, not a forecast: it assumes every shell hits and ignores the four-fire cap and Fire Prevention.

Sluggish rudder ↗

22.3 s rudder shift, worst of Legendary BBs. Hard to dodge incoming AP; lean on island cover.

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get Montana

Montana is the Legendary ship of the Fast Battleships branch of the U.S.A. Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

  • Research BureauComplete the Montana Research Bureau project, which follows the Fast Battleships line.

History: Early Access Jun 2024 – Jul 2024 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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 Montana sits among Legendary BBs (22 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.

BestCitadel belt541 mm (1 of 3 tied) Top 25%AP DPM324,000 (5/23) Top 25%AA DPS776 (5/23) Top 25%Max armor541 mm (5/23) Bottom 25%Secondary HE pen21 mm (17/21) WorstRudder shift22.3 s (23/23) WorstNo torpedoes (17 of 23 in cohort)
See 42 mid-pack stats

Not standouts for Montana -- 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 points96,300 HP(7/23) Max speed30 kt(13/23) Concealment16.05 km(15/23) Smoke fire bloom15.49 km(11/23) Air detection12.84 km(15/23) Turning circle950 m(13/23) Main battery caliber406 mm(17/23) Main battery range17.42 km(8/23) Main battery reload30 s(15/23) Sigma1.9(12/23) HE shell damage5,700(13/22) HE fire chance36%(13/22) Fires per minute8.64(11/22) HE DPM136,800(7/22) AP shell damage13,500(15/23) Main dispersion234.2 m(18/23) Secondary DPM (per side)270,000(14/23) Secondary HE alpha1,800(11/21) Secondary fire chance9%(7/21) AP velocity762 m/s(15/23) HE velocity820 m/s(8/22) Time to 90% speed36.4 s(15/23) Acceleration (0-12 kt)14.2 s(13/23) AP arming threshold68 mm(7/23) Engine power172,000 hp(11/23) Power / turn radius181.1 hp/m(11/23) Displacement72,104 t(15/23) Power-to-weight2.39 hp/t(14/23) AP pen at 10 km623 mm(14/23) Effective HE DPM (incl. fire)207,624(10/22) AA range5.2 km(7/23) AA threat2,546(7/23) Flak damage per salvo (expected)2,415(10/23) Repair charges3(9/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points96,300
Displacement72,104 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.
281.2 x 36.9 m (ship-model figure)
Armor range6–541 mm
Plate armor thicknesses6, 19, 25, 32, 38, 50, 51, 105, 110, 150, 178, 180, 188, 197, 259, 324, 387, 409, 424, 432, 457, 541 mm
Armor material/layer entries67
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
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 × 96,300 HP = 17,334 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 × 96,300 HP = 19,260 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.21 hull torpedo-damage coefficient / 0.333 unprotected baseline = 37%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
37%
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.
48,200
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.
28,900
Effective HP
ƒBase 96,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 96,300 HP = 13,482 HP per charge, × 3 charges = 40,446 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.
107,000–136,746
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 × 5,000 = 10,000), 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.
5,000
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 × 13,000 = 26,000), 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.
13,000
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 × 72,200 = 144,400), 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.
72,200
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 × 3,900 = 7,800), 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 ×. 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.
3,900
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 × 6,600 = 13,200), 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.
6,600
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: 406 mm Mk7
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range17.4 km
Turret traverse4 °/s
Turret armor457 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°, ±150°, ±148°, ±147°
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
33° off bow / 35° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.4 km) shells land in an ellipse about 234 m wide and 141 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1742030·12−21000+2)·30=234.2m
234.2 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =234.2·0.6=140.5m
140.5 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =234.2·0.61.9=74m
74 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =140.5·0.61.9=44.4m
44.4 m at 17.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 30 s base reload = 24. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 26.7.
Initial: 24 → 26.7
HE shells
HE alpha5,700
HE Velocity820 m/s
Fire Chance36%
HE fire DPM vs T8 BB70824
Effective HE DPM vs T8 BB207624
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 12 broadside guns = 68,400.
68,400
HE DPM
ƒZero upgrades: 68,400 HE full-salvo alpha x 60 / 30 s base reload = 136,800. All upgrades (Main Battery Mod. 3 = -10% reload): 68,400 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 152,000.
Initial: 136,800 → 152,000
Fires/min
ƒZero upgrades: 24 shells/min × 0.36 (36% fire chance) = 8.64. All upgrades (Main Battery Mod. 3 = -10% reload): 26.7 shells/min × 0.36 (36% fire chance) = 9.6.
Initial: 8.64 → 9.6
AP shells
AP alpha13,500
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range513 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2520·12250.69·0.406−1.07·7621.38=847.6mm.
847.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 529.5 m/s: P=10−7·2520·12250.69·0.406−1.07·529.51.38=512.9mm.
512.9 mm at 17.4 km
AP full-salvo alpha
ƒ13,500 AP damage x 12 broadside guns = 162,000.
162,000
AP DPM
ƒZero upgrades: 162,000 AP full-salvo alpha x 60 / 30 s base reload = 324,000. All upgrades (Main Battery Mod. 3 = -10% reload): 162,000 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 360,000.
Initial: 324,000 → 360,000
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.
250
AA Defense
AA mount points60
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm Bofors Mk220×4 40mm
20 mm Oerlikon Mk420×1 20mm
20 mm Oerlikon Mk2020×2 20mm
127 mm Mk41 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk41 (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 131 from dual-purpose secondaries firing as AA in this range band.
131
Range5.2 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 146 raw aura damage × 3.5 × 0.75 hit probability = 383 - the same in-game units as the Close-range AA DPS headline.
383
Range3.5 km
Total DPS in Aura
ƒFar 131 + Medium 383 = 514
514
Near aura
Guns20 mm Oerlikon Mk20 + 20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.7 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.
262
Range2 km
Total DPS in Aura
ƒFar 131 + Medium 383 + Near 262 = 776
776
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 230 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, 6 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
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: 10×2 127 mm (10/side) × 60/4 s × 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).
270,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 13.5 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 110,662. 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.
110,662
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 270,000 + secondary fire DPM 110,662 = 380,662: shell damage plus fire damage against one T8 battleship, every shell hitting.
380,662
127 mm Mk41 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time4 s
HE alpha1,800
Muzzle Velocity808 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 4 s × 0.09 (9% fire chance) = 13.5. 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.
13.5
HE Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power172,000 hp
Maximum speed30.0 kt
Turning circle radius950 m
Rudder shift time22.3 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 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
50 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
58.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.3 = +0.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.05 km x 0.955 = 15.33 km. Camouflage does not change detectability by air.
16.05 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.05 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.33 km.
15.33 km
Detectability by air12.84 km
Smoke firing penalty15.49 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.05 km) = 17.42 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.42 km
Detect when firing (air)
ƒAir detectability 12.84 km + gun-firing bloom 8.12 km = 20.96 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.96 km
Detect when on fire (sea)
ƒSea detectability 16.05 km + 2.0 km while burning = 18.05 km.
18.05 km
Detect when on fire (air)
ƒAir detectability 12.84 km + 3.0 km while burning = 15.84 km.
15.84 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 13,482 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 × 96,300 HP = 13,482 HP: up to 14% of max HP restored per charge.
· 40,446 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 96,300 HP = 40,446 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 482 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 96,300 HP = 482 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter6 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane6 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

Show ▾

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km40.9 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=0.5·17420=8710 m, and radiusOnMax=0.6 at 17420 m. Below the kink: k=0.2+(0.5−0.2)·50008710=0.3722, so σV=σH·k=110·0.3722=40.9m.
Shell scatter height @ 10 km82.4 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=0.5·17420=8710 m, and radiusOnMax=0.6 at 17420 m. Above the kink: k=0.5+(0.6−0.5)·10000−871017420−8710=0.5148, so σV=σH·k=160·0.5148=82.4m.
Shell scatter height @ 15 km120.2 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·17420=8710 m, and radiusOnMax=0.6 at 17420 m. Above the kink: k=0.5+(0.6−0.5)·15000−871017420−8710=0.5722, so σV=σH·k=210·0.5722=120.2m.
AP pen 5 km725 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 =10−7·2520·12250.69·0.406−1.07·680.11.38=725mm, where 680.1 m/s is the shell's speed when it arrives at 5 km (from 762 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 km623 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 =10−7·2520·12250.69·0.406−1.07·609.81.38=623mm, where 609.8 m/s is the shell's speed when it arrives at 10 km (from 762 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 15 km544 mm
AP penetration at a fixed 15 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 =10−7·2520·12250.69·0.406−1.07·552.51.38=544mm, where 552.5 m/s is the shell's speed when it arrives at 15 km (from 762 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 km5.34 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·0.352·0.40628·1225=1.86×10−5. That runs from a 762 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 km5.19 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·0.346·0.40628·862=2.6×10−5. That runs from a 820 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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,520
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 mass1,225 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 coefficient0.352
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 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
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 range131
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 20x4 -> 383 DPS @ 3.5 km; 20mm Oerlikon MK4 20x1 -> 131 DPS @ 2 km; 20mm Oerlikon MK20 Twin12 20x2 -> 131 DPS @ 2 km; 5in54 10x2 -> 131 DPS @ 5.2 km.
AA DPS layered by range131 DPS @ 5.2 km, 514 DPS @ 3.5 km, 776 DPS @ 2 km
@ 5.2 km: 131 from one family; @ 3.5 km: 383 + 131 = 514; @ 2 km: 383 + 131 + 131 + 131 = 776. 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-blank776
383 + 131 + 131 + 131 = 776 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2546
383 × 3.5 + 131 × 2 + 131 × 2 + 131 × 5.2 = 2546. 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.
Near aura range2 km

Secondary battery firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
The only family (127 mm): 9%. 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.
Max HE pen21 mm
The only family (127 mm): 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

One of the largest battleships in the world. She was slightly inferior to Iowa-class ships in terms of speed, but had more main guns and significantly stronger torpedo protection. Montana's armor was conventionally arranged and considerably reinforced.

Armor Beta

Hull HP 96,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel409 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)5,000 (5% of HP)
Overmatched by 460mm+ AP (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)6 mm primary (range 6–541 mm)72,200 (75% of HP)
Overmatched by 127mm+ AP (A. M. Sumner, Chung Mu)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–178 mm)6,600 (7% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel409 mm primary (range 25–541 mm)≈ 165,500 (effectively 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.
Superstructure19 mm3,900 (4% 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 HP48,200 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 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 HP28,900 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.

Balance History

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

Nerf ×4Buff ×3Main Battery ×2
2024-04-25

Ministry of Balance: Old Gold

  • Main battery shell grouping increased by 2.5% (from 1.85 to 1.9).
  • Main battery AP shell damage increased from 13,100 to 13,500.
  • Ship HP increased from 86,600 to 96,300:
  • Bow HP reduced from 12,500 to 5,000.
  • Casemate HP reduced from 33,000 to 13,000.
  • Stern HP reduced from 16,750 to 6,600.
  • Superstructure HP reduced from 10,000 to 3,900.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Montana 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.