Pensacola
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
Pensacola Community Stats
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Pensacola Community Stats
Playstyle
Overview
Pensacola is a Tier V American heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. AA (365 AA DPS at 4.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP fuse timer in T5 CAs (0.033 s) and best AP always-pen window in T5 CAs (60°).
Positioning
Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Her citadel sits high enough that even glancing broadside shots can land citadel pens; treat island cover as a hard requirement, not a preference. Trade only when the angle keeps the citadel sides hidden.
Potato Avoidance
Open-water broadside trading
Her 203mm shells citadel cruisers on the wrong frame, and her 32,700-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
Citadel sits unusually high relative to the waterline. Broadside trades get citadelled where peers would shrug off the salvo. Stay angled and avoid full broadside even briefly.
14.2 mm overmatch threshold, top decile of T5 CAs. Punishes bow-tanking ships peers can't crack.
417.9 mm AP pen at 1.5 km, top decile of T5 CAs. Citadels broadside cruisers up close.
60.0° AP min ricochet angle, best of T5 CAs. Larger impact-angle window where shells always penetrate.
9.0% best HE fire chance per secondary shell (before target resistance), best of T5 CAs. Stacks fires faster than peers in a brawl.
34.0 mm AP arming threshold, bottom decile of T5 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Pensacola
Pensacola is available in the Bombarding Heavy Cruisers branch of the U.S. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 480,000 credits.
Show U.S.A. tech-tree branch diagram
Pensacola sits in the Bombarding Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. heavy cruisers are well suited to bombarding enemy ships with powerful, super-heavy armor-piercing shells and high-explosive shells, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
- Advantages
- Improved AP shells, Long-duration Radar starting at Tier VII
- Disadvantages
- Low-velocity shells, Poor protection
Builds Beta
Build for AP performance, reload, turret/rudder handling, concealment, and survivability.
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 Pensacola sits among Tier V CAs (28 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.
See 22 mid-pack stats
Not standouts for Pensacola -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13295/30·(8−1.1)/1000 + 1.1)·30 = 124.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.7 × 0.6 = 74.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.7 × 0.32 (σ=2) = 39.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.8 × 0.32 (σ=2) = 23.9 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
10 broadside guns x 60 / 15 s base reload = 40.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,800 HE damage x 10 broadside guns = 28,000.ƒ
28,000 HE full-salvo alpha x 60 / 15 s base reload = 112,000.ƒ
10 HE shells x 60 / 15 s reload x 14% fire chance = 5.6.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2846 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 467.2 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 351.5 m/s: 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 351.5^1.38 = 137.5 mm.ƒ
4,600 AP damage x 10 broadside guns = 46,000.ƒ
46,000 AP full-salvo alpha x 60 / 15 s base reload = 184,000.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (52×3.5×0.9) + (40×3.5×0.85) + (26×3.5×0.9) = 365. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 26 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 26 + Medium 52 = 78ƒ
Far 26 + Medium 52 + Near 40 = 118ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13295/30·(8−1.1)/1000 + 1.1)·30 = 124.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 124.7 × 0.6 = 74.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 124.7 × 0.32 (σ=2) = 39.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 74.8 × 0.32 (σ=2) = 23.9 mStandard cruiser dispersion baseline.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 × 2846 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 467.2 mm. Matches the in-game spec card.Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 351.5 m/s: 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 351.5^1.38 = 137.5 mm.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.2,800 HE damage x 10 broadside guns = 28,000.4,600 AP damage x 10 broadside guns = 46,000.28,000 HE full-salvo alpha x 60 / 15 s base reload = 112,000.46,000 AP full-salvo alpha x 60 / 15 s base reload = 184,000.10 broadside guns x 60 / 15 s base reload = 40.10 HE shells x 60 / 15 s reload x 14% fire chance = 5.6.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (52×3.5×0.9) + (40×3.5×0.85) + (26×3.5×0.9) = 365. 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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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: 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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 31,200 → 32,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 16–30 mm) | 900 (3% of HP) | Overmatch not possible at T VIAngle 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) | 25 mm primary (range 6–65 mm) | 25,700 (79% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 6–102 mm) | 2,200 (7% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 102 mm primary (range 19–102 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). |
| Superstructure | 6 mm primary (range 6–38 mm) | 2,600 (8% 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 HP | 16,400 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 9,800 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Pensacola. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Upgraded Main Battery reload speed reduced from 15 to 13 s.
- Stock Hull rudder-shift time reduced from 9.12 to 8.2 s.
- Upgraded Hull rudder-shift time reduced from 7.0 to 6.3 s.
Skins & permanent camouflages
Every custom exterior Pensacola can equip, from in-game data.
DefaultThe ship’s standard exterior
Yt PensacolaDecorative
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.
