World of Warships: Legends ship guide

Puerto Rico

Also called: 波多黎各 Beta
U.S.A. · Tier ★ · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatch2.2 sigma accuracyStrong secondaries (7 km)Radar (9.9 km)Wide always-pen zoneSluggish rudder
On this page
Community Data

Puerto Rico Community Stats

Across 2,300+ Standard battles from 100+ players, Puerto Rico averages a 63% win rate, 87,400 damage and 1.0 kills per battle, and survives 42% of them.

Community Data

Puerto Rico Community Stats

Log in to GamingDiver and upload your data to see Community Data for Puerto Rico: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Puerto Rico is a Legendary American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. AA (668 AA DPS at 5.2 km, +100% Defensive AA flak burst) ranks 3 of 21 in Legendary CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: heavy AP shells in Legendary CAs (8,900, 3rd of 21) and AP overmatch threshold in Legendary CAs (21.3 mm, 5th of 21). The trade is worst rudder shift in Legendary CAs (16 s, 21st of 21).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end. Both phases of a turn are slow (16 s on the rudder, a 910 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 9.9 km for 30 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9.9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 8900 damage
  • Big-caliber AP overmatch · 21.3 mm
  • Tight grouping
High HP pool ↗

64500 HP, top decile of Legendary CAs.

Top-tier AA ↗

668 AA DPS, top decile of Legendary CAs (median 567).

Sluggish rudder ↗

16 s rudder shift, worst of Legendary CAs. Hard to dodge incoming AP; lean on island cover.

Pattern widens fast with range ↗

Shell pattern widens about 13.6 m per km of range, worst of Legendary CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Puerto Rico

Puerto Rico is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and 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.

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

Best listed chance for this ship

  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
Official WG availability sources
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 →

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 Puerto Rico sits among Legendary CAs (20 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.

BestSecondary fire chance9% (1 of 2 tied) BestAP ricochet start60° (1 of 5 tied) BestSecondary range7 km (1/14) BestCitadel belt254 mm (1/21) Top 10%Hit points64,500 HP (2/21) Top 10%Sigma2.2 (2/21) Top 10%AP shell damage8,900 (3/21) Top 10%Secondary dispersion bracket33 (2/14) Top 10%AP auto-bounce angle67.5° (3/21) Top 10%AA DPS668 (3/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE shell damage4,300 (5/19) Top 25%HE fire chance27% (5/19) Top 25%Secondary DPM (per side)216,000 (4/14) Top 25%Secondary HE alpha1,800 (4/13) Top 25%Engine power212,000 hp (6/21) Top 25%AP pen at 10 km421 mm (5/21) Top 25%Max armor310 mm (4/21) Top 25%End plates27 mm (6/21 / 6/21) Bottom 25%Smoke fire bloom10.37 km (18/21) Bottom 25%Turning circle910 m (18/21) Bottom 25%Main battery reload22 s (19/21) Bottom 25%AP velocity762 m/s (19/21) Bottom 25%Acceleration (0-12 kt)10 s (19/21) Bottom 25%AP arming threshold51 mm (17/21) WorstRudder shift16 s (21/21) WorstMain dispersion212.3 m (21/21) WorstTime to 90% speed29.5 s (21/21) WorstDisplacement49,091 t (21/21) WorstPower-to-weight4.32 hp/t (21/21) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 17 mid-pack stats

Not standouts for Puerto Rico -- 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.

Max speed33.5 kt(13/21) Concealment13.56 km(14/21) Air detection8.14 km(14/21) Main battery range15.66 km(11/21) Fires per minute8.84(12/19) HE DPM140,727(13/19) AP DPM291,273(11/21) Secondary HE pen21 mm(5/13) HE velocity808 m/s(15/19) Power / turn radius233 hp/m(7/21) Effective HE DPM (incl. fire)213,190(11/19) AA range5.2 km(9/21) AA threat2,325(9/21) Flak damage per salvo (expected)3,150(7/20) NormAP fuse timer0.033 s(11 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points64,500
Displacement49,091 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.
263 x 31.85 m
Armor range16–310 mm
Plate armor thicknesses16, 19, 27, 30, 38, 40, 50, 51, 57, 76, 114, 127, 152, 216, 217, 229, 254, 279, 305, 310 mm
Armor material/layer entries66
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration45 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 45 s = 0.135 of the pool; 0.135 × 64,500 HP = 8,708 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 64,500 HP = 6,450 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
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.
32,300
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.
19,400
Effective HP
ƒBase 64,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 64,500 HP = 9,030 HP per charge, × 2 charges = 18,060 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.
71,667–82,560
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 × 2,000 = 4,000), 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.
2,000
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 × 9,500 = 19,000), 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.
9,500
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 × 48,400 = 96,800), 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.
48,400
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 × 3,500 = 7,000), 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 ×. 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.
3,500
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 × 4,400 = 8,800), 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.
4,400
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: 305 mm Mk8
Mounts / barrels4 mounts / 12 barrels
Reload time22 s
Firing range15.7 km
Turret traverse6 °/s
Turret armor325 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 ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
35° off bow / 35° off stern
Shell Grouping (σ)2.2
Dispersion type
ƒIn practice: 51% wider (worse) horizontal dispersion and 51% more vertical spread at max range (15.7 km) than a standard cruiser: about 212 m wide × 127 m tall, against 141 m × 85 m. Also on this curve (7): AL Queen Elizabeth, Hood, Ohio, Queen Elizabeth, Royal Sovereign, Warspite, Warspite B.
British battleship (Queen Elizabeth / Hood)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1566030·12−1.71000+1.7)·30=212.3m
212.3 m at 15.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =212.3·0.6=127.4m
127.4 m at 15.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =212.3·0.62.2=57.9m
57.9 m at 15.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =127.4·0.62.2=34.7m
34.7 m at 15.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 22 s base reload = 32.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 36.3.
Initial: 32.7 → 36.3
HE shells
HE alpha4,300
HE Velocity808 m/s
Fire Chance27%
HE fire DPM vs T8 BB72433
Effective HE DPM vs T8 BB213161
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 12 broadside guns = 51,600.
51,600
HE DPM
ƒZero upgrades: 51,600 HE full-salvo alpha x 60 / 22 s base reload = 140,727. All upgrades (Main Battery Mod. 3 = -10% reload): 51,600 HE full-salvo alpha x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 155,914.
Initial: 140,727 → 155,914
Fires/min
ƒZero upgrades: 32.7 shells/min × 0.27 (27% fire chance) = 8.84. All upgrades (Main Battery Mod. 3 = -10% reload): 36.3 shells/min × 0.27 (27% fire chance) = 9.79.
Initial: 8.84 → 9.79
AP shells
AP alpha8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP pen max range348 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2470·5170.69·0.305−1.07·7621.38=622.2mm.
622.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.7 km), where the shell has slowed to 500.6 m/s: P=10−7·2470·5170.69·0.305−1.07·500.61.38=348.4mm.
348.4 mm at 15.7 km
AP full-salvo alpha
ƒ8,900 AP damage x 12 broadside guns = 106,800.
106,800
AP DPM
ƒZero upgrades: 106,800 AP full-salvo alpha x 60 / 22 s base reload = 291,273. All upgrades (Main Battery Mod. 3 = -10% reload): 106,800 AP full-salvo alpha x 60 / 19.857 s (19.8 s = 139 ticks) all-upgrades reload (22 s × 0.9 Main Battery Mod. 3 = 19.8 s) = 322,705.
Initial: 291,273 → 322,705
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.
150
AA Defense
AA mount points42
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm Bofors Mk216×4 40mm
20 mm Oerlikon Mk426×1 20mm
127 mm Mk41 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Far aura
Guns127 mm Mk41 (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 132 from dual-purpose secondaries firing as AA in this range band.
132
Range5.2 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 120 raw aura damage × 3.5 × 0.9 hit probability = 378 - the same in-game units as the Close-range AA DPS headline.
378
Range3.5 km
Total DPS in Aura
ƒFar 132 + Medium 378 = 510
510
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 53 raw aura damage × 3.5 × 0.85 hit probability = 158 - the same in-game units as the Close-range AA DPS headline.
158
Range2 km
Total DPS in Aura
ƒFar 132 + Medium 378 + Near 158 = 668
668
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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.
90%
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts8
Firing range7.0 km
Shell Grouping (σ)1
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: 8×2 127 mm (8/side) × 60/4 s × 1800 = 216,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
216,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 10.8 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 88,530. 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.
88,530
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 216,000 + secondary fire DPM 88,530 = 304,530: shell damage plus fire damage against one T8 battleship, every shell hitting.
304,530
127 mm Mk41 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time4 s
HE alpha1,800
Muzzle Velocity808 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 4 s × 0.09 (9% fire chance) = 10.8. 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.
10.8
HE Pen21 mm
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 @ 7 km
ƒ7 km × 33 + 30 = 261 m.
261 m
Maneuverability
Engine power212,000 hp
Maximum speed33.5 kt
Turning circle radius910 m
Rudder shift time16 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 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.
35.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
29.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
48.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.5 = +1.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.56 km x 0.955 = 12.95 km. Camouflage does not change detectability by air.
13.56 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.56 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.95 km.
12.95 km
Detectability by air8.14 km
Smoke firing penalty10.37 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.56 km) = 15.66 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.66 km
Detect when firing (air)
ƒAir detectability 8.14 km + gun-firing bloom 6.1 km = 14.24 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
14.24 km
Detect when on fire (sea)
ƒSea detectability 13.56 km + 2.0 km while burning = 15.56 km.
15.56 km
Detect when on fire (air)
ƒAir detectability 8.14 km + 3.0 km while burning = 11.14 km.
11.14 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km
Catapult Fighter4 charges · 80 s reload · 70 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
Repair Party2 charges · 80 s reload · 28 s active · 9,030 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 × 64,500 HP = 9,030 HP: up to 14% of max HP restored per charge.
· 18,060 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 64,500 HP = 18,060 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 322 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 64,500 HP = 322 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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 cruiser51% wider H · 51% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.7 km) with the same model as Max Horiz/Vert Disp: horizontal 212 / 141 m − 1 = +51%, vertical 127 / 85 m − 1 = +51%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km102.5 m
(166.7 × (12 − 1.7) / 1000 + 1.7) × 30 = 102.5 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 km154 m
(333.3 × (12 − 1.7) / 1000 + 1.7) × 30 = 154 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 width @ 15 km205.5 m
(500 × (12 − 1.7) / 1000 + 1.7) × 30 = 205.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km40.1 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=0.5·15660=7830 m, and radiusOnMax=0.6 at 15660 m. Below the kink: k=0.2+(0.5−0.2)·50007830=0.3916, so σV=σH·k=102.5·0.3916=40.1m.
Shell scatter height @ 10 km81.3 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=0.5·15660=7830 m, and radiusOnMax=0.6 at 15660 m. Above the kink: k=0.5+(0.6−0.5)·10000−783015660−7830=0.5277, so σV=σH·k=154·0.5277=81.3m.
Shell scatter height @ 15 km121.6 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15660=7830 m, and radiusOnMax=0.6 at 15660 m. Above the kink: k=0.5+(0.6−0.5)·15000−783015660−7830=0.5916, so σV=σH·k=205.5·0.5916=121.6m.
AP pen 5 km510 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 =10−7·2470·5170.69·0.305−1.07·659.61.38=510mm, where 659.6 m/s is the shell's speed when it arrives at 5 km (from 762 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 km421 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 =10−7·2470·5170.69·0.305−1.07·574.41.38=421mm, where 574.4 m/s is the shell's speed when it arrives at 10 km (from 762 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 15 km356 mm
AP penetration at a fixed 15 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 =10−7·2470·5170.69·0.305−1.07·508.21.38=356mm, where 508.2 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.31 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·0.3433·0.30528·462.3=2.71×10−5. That runs from a 808 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.
AP flight time @ 10 km5.51 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·0.3343·0.30528·517=2.36×10−5. That runs from a 762 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)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,470
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 mass517 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 coefficient0.3343
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity808 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.
minRadius1.7
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 range132
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 16x4 -> 378 DPS @ 3.5 km; 20mm Oerlikon MK4 26x1 -> 158 DPS @ 2 km; 5in54 8x2 -> 132 DPS @ 5.2 km.
AA DPS layered by range132 DPS @ 5.2 km, 510 DPS @ 3.5 km, 668 DPS @ 2 km
@ 5.2 km: 132 from one family; @ 3.5 km: 378 + 132 = 510; @ 2 km: 378 + 158 + 132 = 668. 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-blank668
378 + 158 + 132 = 668 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2325
378 × 3.5 + 158 × 2 + 132 × 5.2 = 2325. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha1800
The only family (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%
The only family (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
The only family (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

After the failure of the Second London Naval Treaty and rumors of large Japanese cruisers, the U.S. began preliminary designs for their own large cruisers. Aiming to counter any other cruiser, they drafted a cruiser larger than treaty battleships and armed with twelve 12-inch (305 mm) main battery guns. This design, known as CA2-D, evolved into the Alaska class.

Armor Beta

Hull HP 64,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 45+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel254 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)2,000 (3% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm27 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)76 mm primary (range 19–310 mm)48,400 (75% of HP)
No common AP caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–217 mm)4,400 (7% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel254 mm primary (range 19–254 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.
Superstructure16 mm primary (range 16–38 mm)no cap
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 HP32,300 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 (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.
Rudder (module)separate HP pool, does not drain ship HP19,400 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 Puerto Rico 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.