World of Warships: Legends ship guide

Nevada

Also called: 内华达 Beta
Bow-tank battleshipAngle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
356 mm AP overmatchHeavy AP penSpotter planeThickest plateHeavy AP shellsSlow
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Community Data

Nevada Community Stats

Across 9,500+ Standard battles from 390+ players, Nevada averages a 59% win rate, 53,000 damage and 1.1 kills per battle, and survives 40% of them.

Community Data

Nevada Community Stats

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Playstyle

Overview

Nevada is a Tier IV 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 AP overmatch threshold in T4 BBs (24.8 mm, 5th of 24) and best heavy AP shells in T4 BBs (10,300, 3rd of 24). The trade is top speed in T4 BBs (20 kt, 23rd of 24).

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. At 20 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. Once the rudder is over she turns tightly for her cohort (610 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Taking the long way round the map edge to flank

At 20 kn five minutes of sailing buys about 3.1 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE ARMOR ↗
  • Thickest plate · 406 mm
  • Heavy citadel belt · 330 mm
ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 24.8 mm
  • Heavy AP shells · 10300 damage
  • Long-range AP brick · 402.69 mm
  • Close-range AP brick · 666.5 mm
Tighter secondary dispersion ↗

162 m secondary dispersion at max secondary range, top decile of T4 BBs. Lower is tighter: the auto-fire cone is narrower, so more of each burst lands on the target. This is DISPERSION, not sigma -- secondary sigma is the separate 'Sharp secondaries' trait.

Slow for the class ↗

20 kt, bottom decile of T4 BBs. Hard to rotate flanks or disengage; commit positioning early.

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 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. 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.

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

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

Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

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 ColoradoAL New JerseyAL Massachusetts

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

Hide ▾

Where Nevada sits among Tier IV BBs (23 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 9 tied) BestAP shell damage10,300 (1 of 4 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestMax armor406 mm (1 of 2 tied) Top 10%AP pen at 10 km474 mm (3/24) Top 10%Citadel belt330 mm (3/24) Top 25%Stealth profile12.95 km / 10.36 km (6/24 / 6/24) Top 25%Turning circle610 m (5/24) Top 25%Flak damage per salvo (expected)638 (3/18) Bottom 25%Main battery range14.58 km (20/24) Bottom 25%Main battery reload34 s (21/24) Bottom 25%Time to 90% speed36 s (19/24) WorstMax speed20 kt (1 of 2 tied) WorstAcceleration (0-12 kt)19.9 s (1 of 2 tied) WorstAP arming threshold59 mm (1 of 9 tied) WorstEngine power24,800 hp (1 of 2 tied) WorstPower / turn radius40.7 hp/m (1 of 2 tied) WorstPower-to-weight0.78 hp/t (1 of 2 tied) WorstNo torpedoes (21 of 24 in cohort)
See 28 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) Smoke fire bloom11.27 km(15/24) Rudder shift13.4 s(16/24) Sigma1.8(11/24) HE shell damage5,000(11/24) HE fire chance30%(11/24) Fires per minute5.29(14/24) HE DPM88,235(14/24) AP DPM181,765(10/24) Main dispersion205.8 m(12/24) Secondary DPM (per side)171,643(11/24) Secondary HE alpha1,800(15/23) Secondary fire chance9%(13/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) HE velocity834 m/s(8/24) Displacement31,706 t(15/24) Effective HE DPM (incl. fire)126,512(12/24) AA DPS178(8/23) AA range4.2 km(9/23) AA threat579(8/23) Repair charges3(11/24) Stern armor19 mm(12/24) NormAP fuse timer0.033 s(13 of 24 tied at this value) NormTurn speed retained81%(23 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) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit PointsInitial: 41,000 → 48,200
Displacement31,706 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.
180.1 x 32.8 m (ship-model figure)
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 resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
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 × 48,200 HP = 8,676 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 × 48,200 HP = 9,640 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.272 hull torpedo-damage coefficient / 0.333 unprotected baseline = 18%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
18%
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.
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
Effective HP
ƒBase 48,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 48,200 HP = 6,748 HP per charge, × 3 charges = 20,244 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.
53,556–68,444
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 × 1,200 = 2,400), 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.
1,200
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 × 6,200 = 12,400), 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.
6,200
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,100 = 10,200), 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.
5,100
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 × 36,200 = 72,400), 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.
36,200
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 × 700 = 1,400), 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 ×. 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.
700
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 × 1,300 = 2,600), 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 ×. 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.
1,300
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: 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
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.
2x ±150°, 2x ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
32° off bow / 30° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (14.6 km) shells land in an ellipse about 206 m wide and 124 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 =(14583.830·12−21000+2)·30=205.8m
205.8 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =205.8·0.6=123.5m
123.5 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =205.8·0.61.8=68.6m
68.6 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =123.5·0.61.8=41.2m
41.2 m at 14.6 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 34 s base reload = 17.6.
17.6
HE shells
HE alpha5,000
HE Velocity834 m/s
Fire Chance30%
HE fire DPM vs T4 BB38307
Effective HE DPM vs T4 BB126542
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
HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 34 s base reload = 88,235.
88,235
Fires/min
ƒ17.6 shells/min × 0.3 (30% fire chance) = 5.29.
5.29
AP shells
AP alpha10,300
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2604·680.40.69·0.356−1.07·7921.38=708.7mm.
708.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 525.9 m/s: P=10−7·2604·680.40.69·0.356−1.07·525.91.38=402.8mm.
402.8 mm at 14.6 km
AP full-salvo alpha
ƒ10,300 AP damage x 10 broadside guns = 103,000.
103,000
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
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk27 (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 79 from dual-purpose secondaries firing as AA in this range band.
79
Range4.2 km
Medium aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 17 raw aura damage × 3.5 × 0.75 hit probability = 45 - the same in-game units as the Close-range AA DPS headline.
45
Range3.1 km
Total DPS in Aura
ƒFar 79 + Medium 45 = 124
124
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 0.7 hit probability = 54 - the same in-game units as the Close-range AA DPS headline.
54
Range2 km
Total DPS in Aura
ƒFar 79 + Medium 45 + Near 54 = 178
178
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 170 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
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 4.2 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.
2.5-4.2 km
S
Secondary Battery
Mounts18
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 2.6 + 4.7 = 7.3. 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.
7.3
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: 10×1 127 mm (5/side) × 60/7 s × 1800 = 77,143 + 8×1 127 mm (4/side) × 60/4.571 s (4.5 s = 32 ticks) × 1800 = 94,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
171,643
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 7.3 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 52,795. 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.
52,795
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 171,643 + secondary fire DPM 52,795 = 224,438: shell damage plus fire damage against one T4 battleship, every shell hitting.
224,438
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 (10×1)
Caliber127 mm
Reload time7 s
HE alpha1,800
Muzzle Velocity960 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ10×1 barrels / 2 sides × 60 / 7 s × 0.06 (6% fire chance) = 2.6. 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.
2.6
HE Pen21 mm
Show 1 more gun family
127 mm Mk27 (8×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time4.5 s
HE alpha1,800
Muzzle Velocity657 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 4.571 s (4.5 s = 32 ticks) × 0.09 (9% fire chance) = 4.7. 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.
4.7
HE Pen21 mm
Maneuverability
Engine power24,800 hp
Maximum speed20.0 kt
Turning circle radius610 m
Rudder shift timeInitial: 20.6 s → 13.4 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 = 20 / 4 + 4.9 = 9.9 kt. Base value; speed modifiers scale it.
9.9 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.
53.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.0 kt of 20.0 kt).
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (19.8 kt of 20.0 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.
59.2 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: 3 − 3.3 = -0.3°/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 0.3°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.95 km x 0.955 = 12.37 km. Camouflage does not change detectability by air.
12.95 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.95 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.37 km.
12.37 km
Detectability by air10.36 km
Smoke firing penalty11.27 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.95 km) = 14.58 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.58 km
Detect when firing (air)
ƒAir detectability 10.36 km + gun-firing bloom 7.12 km = 17.48 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.
17.48 km
Detect when on fire (sea)
ƒSea detectability 12.95 km + 2.0 km while burning = 14.95 km.
14.95 km
Detect when on fire (air)
ƒAir detectability 10.36 km + 3.0 km while burning = 13.36 km.
13.36 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,748 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 × 48,200 HP = 6,748 HP: up to 14% of max HP restored per charge.
· 20,244 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 48,200 HP = 20,244 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 241 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 48,200 HP = 241 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 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 Seaplane3 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
Module options (3)

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

HullUpgrade
  • Hit points41,000 → 48,200
  • Rudder shift20.6 → 13.4 s
  • Close-range AA DPS32 → 39
  • Maximum AA range3 → 3.1 km
Fire controlUpgrade
  • Main battery range13,258 → 14583.8 m
EngineUpgrade
  • Time to 12 kt23.6 → 19.9 s

Under the hood

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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 height @ 5 km44.6 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=0.5·14583.8=7292 m, and radiusOnMax=0.6 at 14583.8 m. Below the kink: k=0.2+(0.5−0.2)·50007292=0.4057, so σV=σH·k=110·0.4057=44.6m.
Shell scatter height @ 10 km85.9 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=0.5·14583.8=7292 m, and radiusOnMax=0.6 at 14583.8 m. Above the kink: k=0.5+(0.6−0.5)·10000−729214583.8−7292=0.5371, so σV=σH·k=160·0.5371=85.9m.
AP pen 5 km578 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 =10−7·2604·680.40.69·0.356−1.07·682.91.38=578mm, where 682.9 m/s is the shell's speed when it arrives at 5 km (from 792 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 km474 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 =10−7·2604·680.40.69·0.356−1.07·592.21.38=474mm, where 592.2 m/s is the shell's speed when it arrives at 10 km (from 792 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 km5.32 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·0.332·0.35628·680.4=2.43×10−5. That runs from a 792 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 km5.17 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·0.325·0.35628·578.34=2.8×10−5. That runs from a 834 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)10
4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,604
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 mass680.4 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 coefficient0.332
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity834 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 range79
Only families that reach 4.2 km contribute at the outer edge of the AA bubble. In-game families: 1in Mk2 Mod2 4x4 -> 45 DPS @ 3.1 km; 20mm Oerlikon MK4 8x1 -> 54 DPS @ 2 km; 5in25 Mk27 8x1 -> 79 DPS @ 4.2 km.
AA DPS layered by range79 DPS @ 4.2 km, 124 DPS @ 3.1 km, 178 DPS @ 2 km
@ 4.2 km: 79 from one family; @ 3.1 km: 45 + 79 = 124; @ 2 km: 45 + 54 + 79 = 178. 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-blank178
45 + 54 + 79 = 178 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index579
45 × 3.1 + 54 × 2 + 79 × 4.2 = 579. 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
max(1800 (127 mm), 1800 (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%
max(6% (127 mm), 9% (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
max(21 mm (127 mm), 21 mm (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

A Nevada-class battleship belonging to the first series of the U.S. Navy's Standard-type battleships. She was commissioned in March 1916, and operated in the western Atlantic and the Caribbean until mid-1918, when she went to the British Isles to commence her World War I service.

Armor Beta

Hull HP 41,000 → 48,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel343 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)1,200 (2% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
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 AP 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.
Stern19 mm primary (range 19–330 mm)1,300 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 13–330 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 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 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 (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 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 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Nevada 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.