World of Warships: Legends ship guide

Nassau

Also called: 拿骚 Beta
Germany · Tier III · Battleship · Premium
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Push to within secondary range (~5 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (5 km)Improved HE penTight turning circleThickest plateFast reloadLow HE DPM
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Community Data

Nassau Community Stats

Across 4,900+ Standard battles from 96 players, Nassau averages a 67% win rate, 50,500 damage and 1.6 kills per battle, and survives 43% of them.

Community Data

Nassau Community Stats

Log in to GamingDiver and upload your data to see Community Data for Nassau: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Nassau is a Tier III German secondary battleship with top-decile secondary reach out to 5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6. Her main-battery HE volume is low on its own, but inside 5 km the secondaries join in: 13.1 fires/min combined (5th of 20 T3 BBs). In a brawl, HE keeps fires burning on the target while she works into position for an AP finish. Standout traits: heavy secondary DPM in T3 BBs (195,600, 4th of 18) and tight turning circle in T3 BBs (510 m, 3rd of 18). The trade is low HE DPM in T3 BBs (68,923, 17th of 18).

Positioning

Push to within secondary range (~5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. Once the rudder is over she turns tightly for her cohort (510 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Extended secondary range · 5 km
  • Heavy secondary DPM · 195600 secondary
  • Punch-through secondaries · 38 mm
Tight turning circle ↗

510 m turning circle, top quartile of T3 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 7/18 T3 BBs.

Thickest plate ↗

400 mm on her single heaviest plate, best of T3 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Low HE DPM ↗

68923 HE DPM, bottom quartile of T3 BBs. Don't bank on burn pressure.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Nassau

Nassau is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

  • CampaignEarned in the campaign “Wicked Waves” (Sep 2019); campaign ships can later return through other limited methods.

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 →

Commanders frequently paired with this ship AL BismarckAL Prinz HeinrichAL Scharnhorst

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 Nassau sits among Tier III 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.

BestMain battery reload22.2 s (1/18) BestSecondary HE pen38 mm (1 of 4 tied) BestAP arming threshold47 mm (1 of 2 tied) BestMax armor400 mm (1/18) Top 25%Max speed23 kt (5/18) Top 25%Stealth profile11.99 km / 9.59 km (3/18 / 3/18) Top 25%Smoke fire bloom8.61 km (3/18) Top 25%Turning circle510 m (3/18) Top 25%Secondary DPM (per side)195,600 (4/18) Top 25%Secondary fire chance10% (5/17) Top 25%AP velocity855 m/s (5/18) Top 25%Displacement20,535 t (3/18) Top 25%Secondary range5 km (3/18) Top 25%End plates22 mm (3/18 / 4/18) Bottom 25%Hit points35,400 HP (15/18) Bottom 25%Main battery range13.26 km (16/18) Bottom 25%Fires per minute4.09 (16/18) Bottom 25%HE DPM68,923 (17/18) Bottom 25%Time to 90% speed35.3 s (16/17) Bottom 25%Engine power26,200 hp (14/17) Bottom 25%AP pen at 10 km248 mm (17/18) Bottom 25%Effective HE DPM (incl. fire)95,757 (17/18) Bottom 25%AA threat24 (13/15) WorstMain battery caliber283 mm (1 of 2 tied) WorstAP shell damage7,200 (1 of 2 tied) WorstAA DPS8 (1 of 3 tied)
See 15 mid-pack stats

Not standouts for Nassau -- 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.

Rudder shift11.3 s(6/18) Sigma1.8(6/18) AP DPM155,077(14/18) Main dispersion195.9 m(7/18) Secondary HE alpha1,800(9/17) HE velocity855 m/s(9/18) Acceleration (0-12 kt)17.2 s(8/17) Power / turn radius51.4 hp/m(8/17) Power-to-weight1.28 hp/t(8/17) AA range3 km(9/15) Flak damage per salvo (expected)165(5/10) Repair charges3(9/18) Citadel belt270 mm(7/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points35,400
Displacement20,535 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.
146.1 x 26.9 m (published figure)
Armor range13–400 mm
Plate armor thicknesses13, 19, 20, 22, 25, 30, 38, 58, 80, 90, 100, 105, 120, 140, 160, 200, 210, 225, 240, 250, 270, 400 mm
Armor material/layer entries60
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. 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.
10%
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 × 35,400 HP = 6,372 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 × 35,400 HP = 7,080 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
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.
17,700
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.
10,600
Effective HP
ƒBase 35,400 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 35,400 HP = 4,956 HP per charge, × 3 charges = 14,868 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.
39,333–50,268
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 × 2,200 = 4,400), 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.
2,200
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 × 5,400 = 10,800), 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 ×. 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.
5,400
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 × 26,600 = 53,200), 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.
26,600
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 × 800 = 1,600), 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.
800
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 × 2,200 = 4,400), 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.
2,200
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: 283 mm L/45 Drh LC/1906
Mounts / barrels6 mounts / 12 barrels
Reload time22.2 s
Firing range13.3 km
Turret traverse3.5 °/s
Turret armor280 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.
±140°, 2x 173° arc, 2x 171° arc, ±141°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 141° (the most restricted forward-facing mount's arc) = 39° 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.
40° off bow / 39° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 2% wider (worse) horizontal dispersion and 2% more vertical spread at max range (13.3 km) than a standard battleship: about 196 m wide × 118 m tall, against 193 m × 116 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1325830·12−2.21000+2.2)·30=195.9m
195.9 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =195.9·0.6=117.6m
117.6 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =195.9·0.61.8=65.3m
65.3 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =117.6·0.61.8=39.2m
39.2 m at 13.3 km
Turret turn time
ƒ180 degrees / 3.5 deg/s traverse speed = 51.4 s.
51.4 s
Shells/min
ƒ8 broadside guns x 60 / 22.286 s (22.2 s = 156 ticks) base reload = 21.5.
21.5
HE shells
HE alpha3,200
HE Velocity855 m/s
Fire Chance19%
HE fire DPM vs T3 BB26850
Effective HE DPM vs T3 BB95773
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,200 HE damage x 8 broadside guns = 25,600.
25,600
HE DPM
ƒ25,600 HE full-salvo alpha x 60 / 22.286 s (22.2 s = 156 ticks) base reload = 68,923.
68,923
Fires/min
ƒ21.5 shells/min × 0.19 (19% fire chance) = 4.09.
4.09
AP shells
AP alpha7,200
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2789·3020.69·0.283−1.07·8551.38=615.7mm.
615.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 370.4 m/s: P=10−7·2789·3020.69·0.283−1.07·370.41.38=194.1mm.
194.1 mm at 13.3 km
AP full-salvo alpha
ƒ7,200 AP damage x 8 broadside guns = 57,600.
57,600
AP DPM
ƒ57,600 AP full-salvo alpha x 60 / 22.286 s (22.2 s = 156 ticks) base reload = 155,077.
155,077
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.
35
AA Defense
AA mount points0
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 88mm
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
3 km
Far aura
Guns88 mm L/45 MPL C/13 (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 8 from dual-purpose secondaries firing as AA in this range band.
8
Range3 km
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 110 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, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
110
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 3 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.
2.5-3 km
S
Secondary Battery
Mounts28
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 4.2 + 1.2 + 1.2 + 2.4 = 9. 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.
9
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: 12×1 150 mm (6/side) × 60/8.571 s (8.57 s = 60 ticks) × 1800 = 75,600 + 4×1 88 mm (2/side) × 60/4 s × 1000 = 30,000 + 4×1 88 mm (2/side) × 60/4 s × 1000 = 30,000 + 8×1 88 mm (4/side) × 60/4 s × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
195,600
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 9 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 59,049. 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.
59,049
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 195,600 + secondary fire DPM 59,049 = 254,649: shell damage plus fire damage against one T3 battleship, every shell hitting.
254,649
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
150 mm L/45 MPL C/06 (12×1)
Caliber150 mm
Reload time8.57 s
HE alpha1,800
Muzzle Velocity835 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 8.571 s (8.57 s = 60 ticks) × 0.1 (10% fire chance) = 4.2. 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.
4.2
HE Pen38 mm
Show 3 more gun families
88 mm L/45 MPL C/13 (4×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. 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.
1.2
HE Pen15 mm
88 mm L/45 MPL C/06 (4×1)
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. 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.
1.2
HE Pen15 mm
88 mm L/45 SK L/45 (8×1)
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity890 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 2.4. 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.
2.4
HE Pen15 mm
Maneuverability
Engine power26,200 hp
Maximum speed23.0 kt
Turning circle radius510 m
Rudder shift time11.3 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 = 23 / 4 + 4.9 = 10.7 kt. Base value; speed modifiers scale it.
10.7 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.
49.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23.0 kt).
35.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23.0 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.
57 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3.5 − 5.0 = -1.5°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 1.5°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.99 km x 0.955 = 11.45 km. Camouflage does not change detectability by air.
11.99 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.99 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.45 km.
11.45 km
Detectability by air9.59 km
Smoke firing penalty8.61 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.99 km) = 13.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.26 km
Detect when firing (air)
ƒAir detectability 9.59 km + gun-firing bloom 5.66 km = 15.25 km. The bloom tracks main-battery caliber 283 mm × 0.020 = 5.66 km.
15.25 km
Detect when on fire (sea)
ƒSea detectability 11.99 km + 2.0 km while burning = 13.99 km.
13.99 km
Detect when on fire (air)
ƒAir detectability 9.59 km + 3.0 km while burning = 12.59 km.
12.59 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 4,956 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 × 35,400 HP = 4,956 HP: up to 14% of max HP restored per charge.
· 14,868 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 35,400 HP = 14,868 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 177 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 35,400 HP = 177 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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 BB2% wider H · 2% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (13.3 km) with the same model as Max Horiz/Vert Disp: horizontal 196 / 193 m − 1 = +2%, vertical 118 / 116 m − 1 = +2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 height @ 5 km49 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=0.5·13258=6629 m, and radiusOnMax=0.6 at 13258 m. Below the kink: k=0.2+(0.5−0.2)·50006629=0.4263, so σV=σH·k=115·0.4263=49m.
Shell scatter height @ 10 km90.3 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=0.5·13258=6629 m, and radiusOnMax=0.6 at 13258 m. Above the kink: k=0.5+(0.6−0.5)·10000−662913258−6629=0.5509, so σV=σH·k=164·0.5509=90.3m.
AP pen 5 km386 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 =10−7·2789·3020.69·0.283−1.07·609.11.38=386mm, where 609.1 m/s is the shell's speed when it arrives at 5 km (from 855 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 km248 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 =10−7·2789·3020.69·0.283−1.07·442.21.38=248mm, where 442.2 m/s is the shell's speed when it arrives at 10 km (from 855 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 km6.04 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·0.5337·0.28328·302=5.56×10−5. That runs from a 855 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 km6.04 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·0.5337·0.28328·302=5.56×10−5. That runs from a 855 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)8
Counted from each mount's firing arc: most barrels that bear at once: 8 of 12, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,789
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 mass302 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 coefficient0.5337
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity855 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity855 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.
minRadius2.2
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.
taperDist4,500 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 range8
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 88mm45 SK L45 4x1 -> 8 DPS @ 3 km.
AA DPS layered by range8 DPS @ 3 km
@ 3 km: 8 from one family. 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-blank8
8 = 8 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index24
8 × 3 = 24. 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 firepower

Max HE alpha1800
max(1800 (150 mm), 1000 (88 mm), 1000 (88 mm), 1000 (88 mm)) = 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
max(10% (150 mm), 4% (88 mm), 4% (88 mm), 4% (88 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 mm
max(38 mm (150 mm), 15 mm (88 mm), 15 mm (88 mm), 15 mm (88 mm)) = 38 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: 38 mm from the 150 mm family.
Open in Charting Tool

Ship Charts

Background

The lead ship in the first series of dreadnought battleships of the Imperial German Navy. This battleship was notable for reliable armor, good torpedo protection, and a powerful secondary battery. She carried 283 mm guns that in many aspects almost matched larger-caliber gun systems adopted by other navies of the world.

Armor Beta

Hull HP 35,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern22 mm

Overmatched by 16+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel270 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow22 mm primary (range 22–140 mm)2,200 (6% of HP)
Overmatched by 356mm+ AP (Heat Ray, Oklahoma)Angle bounces 305mm22 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)160 mm primary (range 30–240 mm)26,600 (75% of HP)
No common AP caliber overmatches160 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern22 mm primary (range 22–120 mm)2,200 (6% of HP)
Overmatched by 356mm+ AP (Heat Ray, Oklahoma)Angle bounces 305mm22 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel270 mm primary (range 19–270 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.
Superstructure13 mm800 (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 HP17,700 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 (150 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.
Engine (module, research)engine coefficient (unconfirmed)-0.060 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP10,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Nassau 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.