World of Warships: Legends ship guide

Nevada

Beta
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
356 mm overmatchHeavy AP pen1.8 sigma accuracySpotter planeSlow
Community Data

Nevada Community Stats

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Playstyle

Overview

Nevada is a Tier IV American all-rounder battleship with 356mm guns at 14.6 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best turret traverse rate in T4 BBs (9).

Positioning

Anchor a flank at 12-15 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

Big-caliber overmatch

24.9 mm overmatch threshold, best of T4 BBs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

361.0 mm AP pen at max range, best of T4 BBs. Threatens citadels even from range.

Close-range AP brick

666.5 mm AP pen at 1.5 km, top decile of T4 BBs. Citadels broadside cruisers up close.

Heavy armor

406.0 mm max plate, best of T4 BBs.

Stiff AP fuse

59.0 mm AP arming threshold, worst of T4 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Slow reload

30.6 s reload, bottom decile of T4 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Nevada

Nevada is available in the Heavy Battleships branch of the U.S. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 100,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Nevada sits in the Heavy Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

The heavy battleship line starts with Tennessee, focusing on maximum firepower at the cost of speed and flexibility in battle. Plan ahead, pick a position, and punish the enemy with a heavy broadside.
Advantages
Long-range main battery guns, Large main battery salvo
Disadvantages
Slow, Slow reload, Inflexible

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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.

Open in Build Tool →

Commanders frequently paired with this ship AL ColoradoAL New Jersey

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 Nevada sits among Tier IV BBs (24 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 caliber356 mm (1 of 10 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestAcceleration6 s (1 of 2 tied) BestMax armor406 mm (1 of 2 tied) Top 10%AP shell damage10,300 (3/24) Top 10%Citadel belt330 mm (3/23) Top 25%Stealth profile12.95 km / 10.36 km (6/24 / 6/24) Top 25%Secondary DPM (per side)173,143 (7/24) Top 25%HE velocity834 m/s (7/24) Top 25%AA range4.2 km (7/24) Bottom 25%Main battery range14.58 km (20/24) Bottom 25%Main battery reload30.6 s (21/24) WorstMax speed20 kt (1 of 2 tied) WorstAP arming threshold59 mm (1 of 9 tied) WorstEngine power24,800 hp (1 of 2 tied) WorstTurn-speed retention40.7 hp/m (1 of 2 tied) WorstPower-to-weight0.78 hp/t (1 of 2 tied) WorstNo torpedoes (21 of 24 in cohort)
See 24 mid-pack stats

Not standouts for Nevada -- 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 points48,200 HP(11/24) Rudder shift17.5 s(17/24) Traverse-to-turn ratio3.1 ×(12/24) Sigma1.8(11/24) HE shell damage5,000(11/24) HE fire chance30%(11/24) Fires per minute5.88(13/24) HE DPM98,039(14/24) AP DPM201,961(10/24) Main dispersion192.6 m(11/24) HE alpha1,800(15/23) Secondary fire chance9%(13/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) Displacement31,706 t(15/24) AA DPS177(8/24) AA threat577(7/23) Repair charges3(11/24) Bow armor30 mm(12/23) Stern armor30 mm(13/23) Deck armor127 mm(7/23) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)

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

Repair 3Fighter
Survivability
Hit PointsInitial: 41,000 → 48,200
Displacement31,706 t
Armor range13–406 mm
Plate armor thicknesses13, 19, 25, 30, 38, 51, 76, 127, 267, 273, 330, 343, 406 mm
Armor material/layer entries51
Fire resistanceInitial: 13.3% → 16.6%
Fire duration60 s
Torp Reduction18%
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.
24,100
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.
14,500
Main Battery
ModuleArtillery: 356 mm Mk9
Mounts / barrels4 mounts / 10 barrels
Reload time34 s
Firing range (base)13.3 km
Firing range (top fire control)14.6 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13258/30·(12−2)/1000 + 2)·30 = 192.6 m
192.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 192.6 × 0.6 = 115.5 m
115.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 192.6 × 0.344 (σ=1.8) = 66.2 m
66.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115.5 × 0.344 (σ=1.8) = 39.7 m
39.7 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ10 broadside guns x 60 / 34 s base reload = 17.6.
17.6
HE shells
HE Damage5,000
HE Velocity834 m/s
Fire Chance30%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 10 broadside guns = 50,000.
50,000
Base HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 34 s base reload = 88,235.
88,235
Base fires/min
ƒ10 HE shells x 60 / 34 s reload x 30% fire chance = 5.29.
5.29
AP shells
AP Damage10,300
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 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 × 2604 × 680.4^0.69 × 0.356^-1.07 × 792^1.38 = 708.7 mm. Matches the in-game spec card.
708.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.2 km), where the shell has slowed to 485.8 m/s: 1e-7 × 2604 × 680.4^0.69 × 0.356^-1.07 × 485.8^1.38 = 361 mm.
361 mm
AP full-salvo alpha
ƒ10,300 AP damage x 10 broadside guns = 103,000.
103,000
Base AP DPM
ƒ103,000 AP full-salvo alpha x 60 / 34 s base reload = 181,765.
181,765
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.
60
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (17×3.5×0.75) + (22×3.5×0.7) + (30×3.5×0.75) = 177. 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.
177
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.2 km
28 mm Mk2 mod. 2 (upgraded hull only)4×4 28mm
20 mm Oerlikon Mk4 (upgraded hull only)8×1 20mm
76.2 mm Mk10 (stock hull only)4×1 76mm
12.7 mm Browning M2 mod. 2 (stock hull only)8×1 13mm
127 mm Mk27 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
30
Range4.2 km
Medium aura
DPS17
Range3.1 km
Total DPS in Aura
ƒFar 30 + Medium 17 = 47
47
Near aura
DPS22
Range2 km
Total DPS in Aura
ƒFar 30 + Medium 17 + Near 22 = 69
69
S
Secondary Battery
Mounts18
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 4 km
ƒ4 km × 33 + 30 = 162 m.
162 m
127 mm Mk7 (×10)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk27 (×8)
Caliber127 mm
Reload time4.5 s
HE Damage1,800
Muzzle Velocity657 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 24,800 hp
Engine power24,800 hp
Maximum speed20 kt
Turning circle radius610 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.1× drags
Concealment
Detectability by sea12.95 km
Detectability by air10.36 km
Smoke firing penalty11.27 km
Detect after firing main guns12.95 km
Detect Fire Sea14.95 km
Detect Fire Air13.36 km
Guaranteed Detect2 km
Consumables
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
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points41,000 → 48,200
  • Rudder shift26.8 → 17.5 s
  • Close-range AA DPS32 → 39
  • Maximum AA range3 → 3.1 km
  • Turret traverse3 → 9 °/s
Fire controlUpgrade
  • Main battery range13,258 → 14583.8 m

See all derived stats

Show

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp192.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13258/30·(12−2)/1000 + 2)·30 = 192.6 m
Max Vert Disp115.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 192.6 × 0.6 = 115.5 m
Med Horiz Disp66.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 192.6 × 0.344 (σ=1.8) = 66.2 m
Med Vert Disp39.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 115.5 × 0.344 (σ=1.8) = 39.7 m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close708.7 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 × 2604 × 680.4^0.69 × 0.356^-1.07 × 792^1.38 = 708.7 mm. Matches the in-game spec card.
AP Pen Far361 mm
Same formula at the ship's max firing range (18.2 km), where the shell has slowed to 485.8 m/s: 1e-7 × 2604 × 680.4^0.69 × 0.356^-1.07 × 485.8^1.38 = 361 mm.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,000
5,000 HE damage x 10 broadside guns = 50,000.
AP full-salvo alpha103,000
10,300 AP damage x 10 broadside guns = 103,000.
Base HE DPM88,235
50,000 HE full-salvo alpha x 60 / 34 s base reload = 88,235.
Base AP DPM181,765
103,000 AP full-salvo alpha x 60 / 34 s base reload = 181,765.
Base shells/min17.6
10 broadside guns x 60 / 34 s base reload = 17.6.
Base fires/min5.29
10 HE shells x 60 / 34 s reload x 30% fire chance = 5.29.

AA defense

Close-range AA DPS177
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (17×3.5×0.75) + (22×3.5×0.7) + (30×3.5×0.75) = 177. 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 range4.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index577
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 dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km162 m
4 km × 33 + 30 = 162 m.

Secondary battery firepower

Secondary DPM (per side)173,143
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: 10×1 127 mm (5/side) × 60/7 × 1800 = 77,143 + 8×1 127 mm (4/side) × 60/4.5 × 1800 = 96,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
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
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 41,00048,200 with hull upgrade, 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
Bow30 mm primary (range 19–30 mm)1,200 (2% of HP)
Overmatch not possible at T VAngle bounces 410mm30 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)51 mm primary (range 19–343 mm)36,200 (75% of HP)
No common caliber overmatches51 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–330 mm)1,300 (3% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 13–330 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).
Superstructure19 mm primary (range 19–406 mm)700 (1% 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 HP24,100 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.
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 (28 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.
Engine (module, research)engine coefficient (unconfirmed)-0.126 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. 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 decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP14,500 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 Nevada can equip, from in-game data.

  • Nevada 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.