World of Warships: Legends ship guide

Orion

Also called: 俄里翁 Beta
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
343 mm AP overmatchHigh HE / fire outputImproved HE penHeavy AP shellsLong-reach AAStiff AP fuse
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Community Data

Orion Community Stats

Across 4,500+ Standard battles from 360+ players, Orion averages a 57% win rate, 43,100 damage and 1.2 kills per battle, and survives 43% of them.

Community Data

Orion Community Stats

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Playstyle

Overview

Orion is a Tier III British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best heavy AP shells in T3 BBs (9,500, 1st of 18) and best AP overmatch threshold in T3 BBs (23.9 mm, 1st of 18). The trade is worst AP arming threshold in T3 BBs (57 mm, 18th of 18).

Positioning

Anchor a flank at 10-13 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. 42,700 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. A 610 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Taking the long way round the map edge to flank

At 22 kn five minutes of sailing buys about 3.4 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

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.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 9500 damage
  • Big-caliber AP overmatch · 23.9 mm
  • High fire chance · 40%
  • High fire pressure · 8 fires/min
  • AP overmatch specialist
Long-reach AA ↗

5 km AA reach, best of T3 BBs.

Stiff AP fuse ↗

57 mm AP arming threshold, worst of T3 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Orion

Orion is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

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

Show U.K. tech-tree branch diagram
Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 25% off British Tech Tree ships: Queen Elizabeth, Tiger, Caledon, Orion

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 HoodAL NelsonAL Queen Elizabeth

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 Orion 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 caliber343 mm (1/18) BestFires per minute8 (1/18) BestAA range5 km (1/15) BestFlak damage per salvo (expected)225 (1/10) Top 25%HE shell damage4,700 (4/18) Top 25%AP DPM190,000 (4/18) Top 25%Secondary DPM (per side)215,094 (3/18) LongerAP fuse timer0.015 s (5/18) Top 25%Effective HE DPM (incl. fire)146,488 (3/18) Top 25%AA threat416 (3/15) Top 25%Max armor305 mm (5/18) Bottom 25%Air detection10.05 km (15/18) Bottom 25%Secondary HE alpha1,500 (15/17) Bottom 25%Secondary HE pen17 mm (15/17) Bottom 25%AP velocity787 m/s (16/18) Bottom 25%HE velocity787 m/s (16/18) Bottom 25%Time to 90% speed34.4 s (14/17) WorstSmoke fire bloom10.61 km (18/18) WorstAP arming threshold57 mm (18/18) WorstSecondary range3.5 km (1 of 7 tied)
See 23 mid-pack stats

Not standouts for Orion -- 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 points42,700 HP(7/18) Max speed22 kt(9/18) Concealment12.56 km(14/18) Rudder shift12.6 s(12/18) Turning circle610 m(14/18) Main battery range13.85 km(7/18) Main battery reload30 s(11/18) Sigma1.5(14/18) HE DPM94,000(6/18) Main dispersion198.5 m(12/18) Secondary fire chance6%(13/17) Acceleration (0-12 kt)17.6 s(10/17) Engine power33,200 hp(7/17) Power / turn radius54.4 hp/m(7/17) Displacement26,900 t(13/18) Power-to-weight1.23 hp/t(9/17) AP pen at 10 km301 mm(8/18) AA DPS122(6/15) Repair charges3(9/18) Citadel belt254 mm(9/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormSecondary dispersion bracket57(15 of 18 tied at this value)
Survivability
Hit PointsInitial: 38,600 → 42,700
Displacement26,900 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.
176.8 x 32.3 m (ship-model figure)
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 63, 76, 102, 152, 203, 229, 254, 279, 305 mm
Armor material/layer entries70
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top 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.
Initial: 6.7% → 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 × 42,700 HP = 7,686 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 × 42,700 HP = 8,540 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.
21,400
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.
12,800
Effective HP
ƒBase 42,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 42,700 HP = 5,978 HP per charge, × 3 charges = 17,934 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.
47,444–60,634
Repairable: penetration60%
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 × 2,700 = 5,400), 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.
2,700
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 × 6,000 = 12,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,000
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 × 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 ×. 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
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 × 32,000 = 64,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
32,000
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 × 1,700 = 3,400), 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.
1,700
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 × 1,700 = 3,400), 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.
1,700
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: 343 mm/45 Mk V
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range (base)12.6 km
Firing range (top fire control)13.9 km
Turret traverse2.5 °/s
Turret armor279 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.
4x ±150°, ±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)1.5
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (13.9 km) shells land in an ellipse about 199 m wide and 119 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 =(13854.530·12−21000+2)·30=198.5m
198.5 m at 13.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =198.5·0.6=119.1m
119.1 m at 13.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =198.5·0.61.5=79.4m
79.4 m at 13.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =119.1·0.61.5=47.7m
47.7 m at 13.9 km
Turret turn time
ƒ180 degrees / 2.5 deg/s traverse speed = 72 s.
72 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE alpha4,700
HE Velocity787 m/s
Fire Chance40%
HE fire DPM vs T3 BB52488
Effective HE DPM vs T3 BB146488
HE penetration
ƒ86 mm ≈ 343 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
86 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
94,000
Fires/min
ƒ20 shells/min × 0.4 (40% fire chance) = 8.
8
AP shells
AP alpha9,500
AP Velocity787 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2145·5670.69·0.343−1.07·7871.38=531mm.
531 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 454.8 m/s: P=10−7·2145·5670.69·0.343−1.07·454.81.38=249.1mm.
249.1 mm at 13.9 km
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
190,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
55
AA Defense
AA mount pointsInitial: 4 → 8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount4×1 40mm
12.7 mm Mk III (upgraded hull only)4×4 13mm
120 mm/40 QF Mk VIII (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 120mm
Far aura
Guns120 mm/40 QF Mk VIII (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 55 from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒInitial: 20 × 3.5 × 0.75 = 52 → 18 × 3.5 × 0.75 = 47. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 52 → 47
Range2.5 km
Total DPS in Aura
ƒFar 55 + Medium 47 = 102
102
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.7 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1.2 km
Total DPS in Aura
ƒFar 55 + Medium 47 + Near 20 = 122
122
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 × 150 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.
150
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts20
Firing range3.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side). Stock hull: 3.8 + 1.9 = 5.7. Upgraded hull: 4.8 + 3.8 = 8.6. 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.
5.7 → 8.6
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: Initial: 16×1 102 mm (8/side) × 60/7.571 s (7.5 s = 53 ticks) × 1500 = 95,094 + 4×1 120 mm (2/side) × 60/5 s × 1700 = 40,800 = 135,894 → 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000 + 16×1 102 mm (8/side) × 60/7.571 s (7.5 s = 53 ticks) × 1500 = 95,094 = 215,094. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 135,894 → 215,094
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 8.6 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 56,449. 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.
56,449
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 215,094 + secondary fire DPM 56,449 = 271,544: shell damage plus fire damage against one T3 battleship, every shell hitting.
271,544
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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
102 mm/50 BL Mk VII (16×1)
Caliber102 mm
Reload time7.5 s
HE alpha1,500
Muzzle Velocity873 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ16×1 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.06 (6% fire chance) = 3.8. 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.
3.8
HE Pen17 mm
Show 2 more gun families
102 mm/45 QF Mk XIX (4×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. 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.
4.8
HE Pen17 mm
120 mm/40 QF Mk VIII (4×1) (stock hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber120 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity749 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 1.9. 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.
1.9
HE Pen20 mm
Maneuverability
Engine power33,200 hp
Maximum speed22.0 kt
Turning circle radius610 m
Rudder shift timeInitial: 17.6 s → 12.6 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 = 22 / 4 + 4.9 = 10.4 kt. Base value; speed modifiers scale it.
10.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
48.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22.0 kt).
34.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22.0 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.
55.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 2.5 − 3.7 = -1.2°/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 1.2°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.56 km x 0.955 = 11.99 km. Camouflage does not change detectability by air.
12.56 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.56 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.99 km.
11.99 km
Detectability by air10.05 km
Smoke firing penalty10.61 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.56 km) = 13.85 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
13.85 km
Detect when firing (air)
ƒAir detectability 10.05 km + gun-firing bloom 6.86 km = 16.91 km. The bloom tracks main-battery caliber 343 mm × 0.020 = 6.86 km.
16.91 km
Detect when on fire (sea)
ƒSea detectability 12.56 km + 2.0 km while burning = 14.56 km.
14.56 km
Detect when on fire (air)
ƒAir detectability 10.05 km + 3.0 km while burning = 13.05 km.
13.05 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,978 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 × 42,700 HP = 5,978 HP: up to 14% of max HP restored per charge.
· 17,934 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 42,700 HP = 17,934 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 214 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 42,700 HP = 214 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
Module options (3)

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

HullTrade-off
  • Hit points38,600 → 42,700
  • Rudder shift17.6 → 12.6 s
  • AA mounts4 → 8
  • Close-range AA DPS20 → 26
  • Secondary battery reload7.5 → 3 s
  • Total secondary DPM135,894 → 215,094
  • Max HE alpha1,700 → 1,500
  • Max HE fire chance8 → 6 %
  • Max HE pen20 → 17 mm
Fire controlUpgrade
  • Main battery range12,595 → 13854.5 m
EngineUpgrade
  • Time to 12 kt20.1 → 17.6 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 km45.8 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=0.5·13854.5=6927 m, and radiusOnMax=0.6 at 13854.5 m. Below the kink: k=0.2+(0.5−0.2)·50006927=0.4165, so σV=σH·k=110·0.4165=45.8m.
Shell scatter height @ 10 km87.1 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=0.5·13854.5=6927 m, and radiusOnMax=0.6 at 13854.5 m. Above the kink: k=0.5+(0.6−0.5)·10000−692713854.5−6927=0.5444, so σV=σH·k=160·0.5444=87.1m.
AP pen 5 km397 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 =10−7·2145·5670.69·0.343−1.07·637.41.38=397mm, where 637.4 m/s is the shell's speed when it arrives at 5 km (from 787 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 km301 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 =10−7·2145·5670.69·0.343−1.07·521.71.38=301mm, where 521.7 m/s is the shell's speed when it arrives at 10 km (from 787 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 km5.72 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·0.4232·0.34328·567=3.45×10−5. That runs from a 787 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 km5.72 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·0.4232·0.34328·567=3.45×10−5. That runs from a 787 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 ~85mm armor instead of ~57mm. 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)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,145
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 mass567 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 coefficient0.4232
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity787 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity787 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.
taperDist3,500 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 range55
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 4x1 -> 47 DPS @ 2.5 km; 12mm62 HI 4x4 -> 20 DPS @ 1.2 km; 4in45 QF Mk XIX 4x2 -> 55 DPS @ 5 km.
AA DPS layered by range55 DPS @ 5 km, 102 DPS @ 2.5 km, 122 DPS @ 1.2 km
@ 5 km: 55 from one family; @ 2.5 km: 47 + 55 = 102; @ 1.2 km: 47 + 20 + 55 = 122. 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-blank122
47 + 20 + 55 = 122 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index416
47 × 2.5 + 20 × 1.2 + 55 × 5 = 416. 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 firepower

Max HE alpha1500
max(1500 (102 mm), 1500 (102 mm)) = 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
max(6% (102 mm), 6% (102 mm)) = 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
max(17 mm (102 mm), 17 mm (102 mm)) = 17 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: 17 mm from the 102 mm family.
Open in Charting Tool

Ship Charts

Background

The first dreadnought ship in the world to carry 343 mm main guns; she was superior to all battleships built before her in terms of firepower. Besides this, in contrast to her British predecessors, the ship had reinforced side armor and a more advanced arrangement of artillery guns.

Armor Beta

Hull HP 38,600 → 42,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 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
Bow19 mm primary (range 19–152 mm)2,700 (6% 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)25 mm primary (range 19–305 mm)32,000 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–254 mm)1,700 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 25–254 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 mm primary (range 13–279 mm)1,700 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP21,400 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 (120 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.100 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 HP12,800 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 Orion can equip.

  • Orion default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision