World of Warships: Legends ship guide

Queen Mary

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
Long torps (6 km)High fire chanceStealthy (12.1 km)Slow heal cycle
Community Data

Queen Mary Community Stats

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Playstyle

Overview

Queen Mary is a Tier IV British torpedo-equipped battleship: she carries deck torpedoes reaching 6 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. She also packs the super-heal (1.6%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait.

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Super-heal

Repair Party heals 1.6%/s, best of T4 BBs. Restores more HP per active second than peers.

Best-in-class stealth

12.14 km surface detect, top decile of T4 BBs. Stays dark longer.

High fire chance

39.0% fire chance per HE shell, top decile of T4 BBs.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Slow heal cycle

120.0 s Repair Party reload, worst of T4 BBs. Heals come off cooldown slower than peers.

Burns easily

13.3% fire resistance, bottom decile of T4 BBs. HE pressure compounds; manage DCP carefully.

Acquisition

How to get Queen Mary

Queen Mary is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Halloween '25 crate 1.333333% Tier IV Premium ship Event containers · Halloween '25 crate · 1 of 3 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery reload/accuracy, survivability, and secondary utility if you want a closer-range flavor. Keep repair and positioning discipline central.

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Cohort position

Hide

Where Queen Mary sits among Tier IV BBs (24 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestStealth profile12.14 km / 9.71 km (1/24 / 1/24) BestTorpedo reload90 s (1/3) BestRepair heal rate1.6 %/s (1 of 2 tied) Top 25%Traverse-to-turn ratio3.65 × (7/24) Top 25%Main battery reload23.4 s (4/24) Top 25%HE shell damage5,050 (7/24) Top 25%Fires per minute8 (6/24) Top 25%Main dispersion172.5 m (4/24) Bottom 25%Secondary DPM (per side)96,000 (19/24) Bottom 25%AP velocity787 m/s (19/24) Bottom 25%HE velocity787 m/s (19/24) Bottom 25%AA range3 km (19/24) Bottom 25%Max armor254 mm (20/24) Bottom 10%Acceleration9.3 s (23/24) Bottom 10%Citadel belt64 mm (22/23) WorstSigma1.6 (1 of 4 tied) WorstHE alpha1,500 (1 of 2 tied) WorstSecondary fire chance6% (1 of 4 tied) WorstSecondary HE pen17 mm (1 of 2 tied) WorstRepair charges2 (1 of 4 tied)
See 22 mid-pack stats

Not standouts for Queen Mary -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points48,800 HP(9/24) Max speed27.5 kt(8/24) Rudder shift17.4 s(14/24) Main battery caliber343 mm(12/24) Main battery range14.82 km(14/24) HE DPM103,590(10/24) AP shell damage9,450(15/24) AP DPM193,846(15/24) AP fuse timer0.01 s(16/24) AP arming threshold57 mm(13/24) Engine power75,000 hp(9/24) Turn-speed retention101.4 hp/m(11/24) Displacement31,486 t(13/24) Power-to-weight2.38 hp/t(9/24) AA DPS97(18/24) AA threat252(17/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) Deck armor76 mm(17/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormTorpedo damage10,000(2 of 3 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2
Survivability
Hit Points48,800
Displacement31,486 t
Armor range13–254 mm
Plate armor thicknesses13, 16, 19, 25, 30, 32, 38, 51, 64, 76, 102, 127, 152, 203, 229, 254 mm
Armor material/layer entries83
Fire resistance13.3%
Fire duration60 s
Torp Reduction8%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
24,400
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.
14,600
Main Battery
ModuleArtillery: 343 mm/45 Mk.II*
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range14.8 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14820/30·(10−1.6)/1000 + 1.6)·30 = 172.5 m
172.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 172.5 × 0.6 = 103.5 m
103.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 172.5 × 0.369 (σ=1.6) = 63.7 m
63.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 103.5 × 0.369 (σ=1.6) = 38.2 m
38.2 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage5,050
HE Velocity787 m/s
Fire Chance39%
HE penetration
ƒ57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ5,050 HE damage x 8 broadside guns = 40,400.
40,400
Base HE DPM
ƒ40,400 HE full-salvo alpha x 60 / 26 s base reload = 93,231.
93,231
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 39% fire chance = 7.2.
7.2
AP shells
AP Damage9,450
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 787^1.38 = 531 mm. Matches the in-game spec card.
531 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.5 km), where the shell has slowed to 401.7 m/s: 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 401.7^1.38 = 209.9 mm.
209.9 mm
AP full-salvo alpha
ƒ9,450 AP damage x 8 broadside guns = 75,600.
75,600
Base AP DPM
ƒ75,600 AP full-salvo alpha x 60 / 26 s base reload = 174,462.
174,462
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
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes2 launchers × 1 tubes = 2 tubes
Reload time90 s
Projectile speed53 kt
Range6 km
Maximum simulated damage9,100 (est.)
Alpha damage27,300
Torpedo detectability1.1 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
9,100
AA Defense
AA mount points10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.75) + (7×3.5×0.75) = 97. 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.
97
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/45 HA Mk IV4×1 76mm
40 mm/39 QF Mark II6×1 40mm
Outer Medium aura
DPS7
Range3 km
Inner Medium aura
DPS30
Range2.5 km
Total DPS in Aura
ƒOuter Medium 7 + Inner Medium 30 = 37
37
S
Secondary Battery
Mounts16
Firing range4.0 km
Shell Grouping (σ)1
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
102 mm/50 BL PVI (×8)
Caliber102 mm
Reload time7.5 s
HE Damage1,500
Muzzle Velocity873 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
102 mm/50 BL PVI* (×8)
Caliber102 mm
Reload time7.5 s
HE Damage1,500
Muzzle Velocity873 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed27.5 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.7× drags
Concealment
Detectability by sea12.14 km
Detectability by air9.71 km
Smoke firing penalty10.3 km
Detect after firing main guns12.14 km
Detect Fire Sea14.14 km
Detect Fire Air12.71 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.6% heal per second · 32% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4 → 3 °/s

See all derived stats

Show

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

Main battery formulas

Shell Grouping (σ)1.6
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp172.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14820/30·(10−1.6)/1000 + 1.6)·30 = 172.5 m
Max Vert Disp103.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 172.5 × 0.6 = 103.5 m
Med Horiz Disp63.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 172.5 × 0.369 (σ=1.6) = 63.7 m
Med Vert Disp38.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 103.5 × 0.369 (σ=1.6) = 38.2 m
AP Pen Close531 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 787^1.38 = 531 mm. Matches the in-game spec card.
AP Pen Far209.9 mm
Same formula at the ship's max firing range (18.5 km), where the shell has slowed to 401.7 m/s: 1e-7 × 2145 × 567^0.69 × 0.343^-1.07 × 401.7^1.38 = 209.9 mm.
HE penetration57 mm
57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha40,400
5,050 HE damage x 8 broadside guns = 40,400.
AP full-salvo alpha75,600
9,450 AP damage x 8 broadside guns = 75,600.
Base HE DPM93,231
40,400 HE full-salvo alpha x 60 / 26 s base reload = 93,231.
Base AP DPM174,462
75,600 AP full-salvo alpha x 60 / 26 s base reload = 174,462.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Base fires/min7.2
8 HE shells x 60 / 26 s reload x 39% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed53 kt
Travel time to max range43.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count2
2 launchers x 1 tubes.
Per-side salvo1 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage18,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage9,100
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS97
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (30×3.5×0.75) + (7×3.5×0.75) = 97. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index252
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)96,000
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: 8×1 102 mm (4/side) × 60/7.5 × 1500 = 48,000 + 8×1 102 mm (4/side) × 60/7.5 × 1500 = 48,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
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
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.

Armor

Hull HP 48,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–102 mm)1,800 (4% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)76 mm primary (range 16–229 mm)36,600 (75% of HP)
No common 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.
Stern30 mm primary (range 16–30 mm)900 (2% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel64 mm primary (range 19–64 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).
Superstructure13 mm primary (range 13–254 mm)1,300 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP24,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (102 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP14,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Queen Mary. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
Exteriors

Skins & permanent camouflages

Every custom exterior Queen Mary can equip, from in-game data.

  • Queen Mary default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.