World of Warships: Legends ship guide

Oklahoma

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

Oklahoma Community Stats

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Playstyle

Overview

Oklahoma is a Tier IV American all-rounder battleship with 356mm guns at 15.1 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.

Close-range AP brick

671.1 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.

Long DCP window

20.0 s Damage Control duration, best of T4 BBs. Stays fire / flood immune longer per activation.

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.

Wide dispersion

211.3 m max horizontal dispersion, bottom decile of T4 BBs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Oklahoma

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

Best listed chance for this ship

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 6 containers (3 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
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 Oklahoma 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%Citadel belt330 mm (3/23) Top 25%Stealth profile12.95 km / 10.36 km (6/24 / 6/24) Top 25%Main battery range15.13 km (7/24) Top 25%AP shell damage10,000 (7/24) Top 25%Secondary DPM (per side)173,143 (7/24) Top 25%AA range4.2 km (7/24) Bottom 25%Main battery reload30.6 s (21/24) Bottom 10%Main dispersion211.3 m (23/24) 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 Oklahoma -- 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 damage4,900(13/24) HE fire chance27%(13/24) Fires per minute5.29(17/24) HE DPM96,078(17/24) AP DPM196,078(13/24) HE alpha1,800(15/23) Secondary fire chance9%(13/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) HE velocity792 m/s(17/24) Displacement31,706 t(15/24) AA DPS156(12/24) AA threat443(13/23) 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 Points48,200
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 resistance16.6%
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 range15.1 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 = (15130/30·(12−2)/1000 + 2)·30 = 211.3 m
211.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.3 × 0.6 = 126.8 m
126.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.3 × 0.344 (σ=1.8) = 72.7 m
72.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 126.8 × 0.344 (σ=1.8) = 43.6 m
43.6 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 Damage4,900
HE Velocity792 m/s
Fire Chance27%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ4,900 HE damage x 10 broadside guns = 49,000.
49,000
Base HE DPM
ƒ49,000 HE full-salvo alpha x 60 / 34 s base reload = 86,471.
86,471
Base fires/min
ƒ10 HE shells x 60 / 34 s reload x 27% fire chance = 4.76.
4.76
AP shells
AP Damage10,000
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 × 2750 × 635^0.69 × 0.356^-1.07 × 792^1.38 = 713.6 mm. Matches the in-game spec card.
713.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.9 km), where the shell has slowed to 479.5 m/s: 1e-7 × 2750 × 635^0.69 × 0.356^-1.07 × 479.5^1.38 = 357 mm.
357 mm
AP full-salvo alpha
ƒ10,000 AP damage x 10 broadside guns = 100,000.
100,000
Base AP DPM
ƒ100,000 AP full-salvo alpha x 60 / 34 s base reload = 176,471.
176,471
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: (6×3.5×0.75) + (26×3.5×0.7) + (29×3.5×0.75) = 156. 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.
156
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.2 km
76.2 mm Mk104×1 76mm
12.7 mm Browning M2 mod. 28×1 13mm
127 mm Mk27 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range4.2 km
Medium aura
DPS6
Range3 km
Total DPS in Aura
ƒFar 29 + Medium 6 = 35
35
Near aura
DPS26
Range1.2 km
Total DPS in Aura
ƒFar 29 + Medium 6 + Near 26 = 61
61
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 (1)

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

HullUpgrade
  • Turret traverse3 → 9 °/s

See all derived stats

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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp211.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15130/30·(12−2)/1000 + 2)·30 = 211.3 m
Max Vert Disp126.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.3 × 0.6 = 126.8 m
Med Horiz Disp72.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.3 × 0.344 (σ=1.8) = 72.7 m
Med Vert Disp43.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 126.8 × 0.344 (σ=1.8) = 43.6 m
AP Pen Close713.6 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 × 2750 × 635^0.69 × 0.356^-1.07 × 792^1.38 = 713.6 mm. Matches the in-game spec card.
AP Pen Far357 mm
Same formula at the ship's max firing range (18.9 km), where the shell has slowed to 479.5 m/s: 1e-7 × 2750 × 635^0.69 × 0.356^-1.07 × 479.5^1.38 = 357 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 alpha49,000
4,900 HE damage x 10 broadside guns = 49,000.
AP full-salvo alpha100,000
10,000 AP damage x 10 broadside guns = 100,000.
Base HE DPM86,471
49,000 HE full-salvo alpha x 60 / 34 s base reload = 86,471.
Base AP DPM176,471
100,000 AP full-salvo alpha x 60 / 34 s base reload = 176,471.
Base shells/min17.6
10 broadside guns x 60 / 34 s base reload = 17.6.
Base fires/min4.76
10 HE shells x 60 / 34 s reload x 27% fire chance = 4.76.

AA defense

Close-range AA DPS156
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.75) + (26×3.5×0.7) + (29×3.5×0.75) = 156. 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 index443
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 range1.2 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 48,200, 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 (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship 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 Oklahoma can equip, from in-game data.

  • Oklahoma 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.