World of Warships: Legends ship guide

Ragnarok

Beta
Japan · Tier VI · Battleship · Premium
Tank battleshipBuilt to absorb; the HP bar holds a lane long after peer battleships fold.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
410 mm AP overmatchHeavy AP penReload BoosterSpotter planeHigh HP poolStiff AP fuse
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Community Data

Ragnarok Community Stats

Across 720+ Standard battles from 71 players, Ragnarok averages a 63% win rate, 67,800 damage and 1.1 kills per battle, and survives 41% of them.

Community Data

Ragnarok Community Stats

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

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Playstyle

Overview

Ragnarok is a Tier VI Japanese tank battleship (66,500 HP): top-decile hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. Standout traits: deep effective HP in T6 BBs (103,368, 4th of 32) and torpedo belt percent in T6 BBs (25, 9th of 32). The trade is AP arming threshold in T6 BBs (68 mm, 25th of 32).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid. The helm answers quickly (12.2 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With a single charge it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

ELITE HP ↗
  • High HP pool · 66500 HP
  • Deep effective · 103368 effective
Strong torpedo belt ↗

25% torpedo damage reduction, top quartile of T6 BBs.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 28.6 mm
  • Close-range AP brick · 803.7 mm
  • Long-range AP brick · 512.81 mm
ELITE SECONDARIES ↗
  • Burny secondaries · 10%
  • Punchy HE · 2400 max
Stiff AP fuse ↗

68 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Ragnarok

Ragnarok 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.

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

Best listed chance for this ship

Official WG availability sources
  • Holiday Freebies and Special Activities! Store / event post Start: 2020-12-18
    • This means that our shop will once again feature Warhammer 40,000 themed ships, commanders, camouflages, and containers!
    • Tier VI Battleship Ragnarok and Commander Arthas Roqthar
  • Fury, WAAAGH! and Legends: Warhammer 40,000 collaboration in detail Store / event post Start: 2021-11-05
    • The first wave of the Warhammer 40,000 collaboration is also going to be available.
    • Among the included items, you’ll find bundles with valiant Justinian Lyons XIII and his Tier VI ship Ignis Purgatio, fierce Arthas the Cold at the helm of Tier VI Ragnarok, crates, patches, and more!
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

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Where Ragnarok sits among Tier VI BBs (31 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 dispersion bracket33 (1 of 7 tied) BestSecondary HE alpha2,400 (1 of 4 tied) Top 10%Hit points66,500 HP (2/32) Top 10%Rudder shift12.2 s (3/32) Top 10%Main battery caliber410 mm (3/32) Top 10%Secondary fire chance10% (4/31) Top 10%AP pen at 10 km611 mm (3/32) Top 25%Secondary DPM (per side)262,800 (7/32) Top 25%AP velocity850 m/s (5/32) Top 25%Repair heal rate0.66 %/s (9/32) Bottom 25%Smoke fire bloom14.4 km (29/32) Bottom 25%Fires per minute4.46 (28/31) Bottom 25%Time to 90% speed36.4 s (27/32) Bottom 25%Acceleration (0-12 kt)15.4 s (25/32) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement45,816 t (26/32) Bottom 25%Power-to-weight1.8 hp/t (25/32) Bottom 25%AA threat1,010 (25/32) Bottom 25%Flak damage per salvo (expected)630 (25/32) Bottom 25%End plates25 mm (27/32 / 27/32) WorstNo torpedoes (26 of 32 in cohort)
See 27 mid-pack stats

Not standouts for Ragnarok -- 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 speed27 kt(21/32) Concealment14.6 km(17/32) Air detection11.75 km(24/32) Turning circle770 m(17/32) Main battery range16.03 km(13/32) Main battery reload28 s(13/32) Sigma1.9(11/32) HE shell damage6,000(9/31) HE DPM102,857(11/31) AP shell damage12,000(11/32) AP DPM205,714(14/32) Main dispersion220.3 m(20/32) Secondary HE pen23 mm(13/31) HE velocity850 m/s(9/31) AP fuse timer0.028 s(23/32) Engine power82,300 hp(24/32) Power / turn radius106.9 hp/m(23/32) Effective HE DPM (incl. fire)136,209(19/31) Secondary range5 km(16/32) AA DPS302(24/32) AA range5 km(14/32) Repair charges3(15/32) Max armor356 mm(15/32) Citadel belt305 mm(17/32) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value)
Survivability
Hit Points66,500
Displacement45,816 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.
225 x 34.6 m
Armor range6–356 mm
Plate armor thicknesses6, 16, 19, 25, 38, 40, 44, 50, 70, 76, 120, 126, 152, 197, 203, 207, 229, 276, 289, 305, 356 mm
Armor material/layer entries60
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 66,500 HP = 11,970 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 × 66,500 HP = 13,300 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
33,300
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.
20,000
Effective HP
ƒBase 66,500 HP plus everything Repair Party can restore: 0.0066 of max HP per second (0.66%) × 28 s × 66,500 HP = 12,289 HP per charge, × 3 charges = 36,868 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.
73,889–103,368
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 × 3,400 = 6,800), 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.
3,400
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 × 11,900 = 23,800), 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.
11,900
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 × 49,900 = 99,800), 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.
49,900
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 × 2,200 = 4,400), 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.
2,200
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 × 2,400 = 4,800), 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.
2,400
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: 410 mm 3rd Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range16 km
Turret traverse4.5 °/s
Turret armor457 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)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (16.0 km) shells land in an ellipse about 220 m wide and 132 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 =(1602930·12−21000+2)·30=220.3m
220.3 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =220.3·0.6=132.2m
132.2 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =220.3·0.61.9=69.6m
69.6 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =132.2·0.61.9=41.7m
41.7 m at 16 km
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE alpha6,000
HE Velocity850 m/s
Fire Chance26%
HE fire DPM vs T6 BB33331
Effective HE DPM vs T6 BB136188
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,000 HE damage x 8 broadside guns = 48,000.
48,000
HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 28 s base reload = 102,857.
102,857
Fires/min
ƒ17.1 shells/min × 0.26 (26% fire chance) = 4.46.
4.46
AP shells
AP alpha12,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.028 s
Fuse Threshold68 mm
AP pen max range513 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2475·10200.69·0.41−1.07·8501.38=844.2mm.
844.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 592.4 m/s: P=10−7·2475·10200.69·0.41−1.07·592.41.38=512.9mm.
512.9 mm at 16 km
AP full-salvo alpha
ƒ12,000 AP damage x 8 broadside guns = 96,000.
96,000
AP DPM
ƒ96,000 AP full-salvo alpha x 60 / 28 s base reload = 205,714.
205,714
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 points50
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm Type96 mod. 114×3 25mm
25 mm/60 Type96 mod. 124×1 25mm
25 mm Type96 mod. 112×2 25mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 127mm
Far aura
Guns127 mm Type89 A1 (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 39 from dual-purpose secondaries firing as AA in this range band.
39
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 100 raw aura damage × 3.5 × 0.75 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.
262
Range3.1 km
Total DPS in Aura
ƒFar 39 + Medium 262 = 301
301
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 210 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, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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
Mounts22
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.8 + 6.8 = 10.6. 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.
10.6
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: 4×2 127 mm (4/side) × 60/5 s × 2100 = 100,800 + 18×1 140 mm (9/side) × 60/8 s × 2400 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
262,800
Secondary fire DPM vs T6 BB (per side)
ƒFires/min (per side) 10.6 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 79,193. 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.
79,193
Total secondary DPM vs T6 BB (per side)
ƒSecondary DPM (per side) 262,800 + secondary fire DPM 79,193 = 341,993: shell damage plus fire damage against one T6 battleship, every shell hitting.
341,993
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 A1 (4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% 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 Pen21 mm
Show 1 more gun family
140 mm 3rd Year Type (18×1)
Caliber140 mm
Reload time8 s
HE alpha2,400
Muzzle Velocity850 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ18×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 6.8. 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.
6.8
HE Pen23 mm
Maneuverability
Engine power82,300 hp
Maximum speed27.0 kt
Turning circle radius770 m
Rudder shift time12.2 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 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 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.
50.6 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27.0 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.
58.5 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 3.9 = +0.6°/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 (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.6 km x 0.955 = 13.94 km. Camouflage does not change detectability by air.
14.6 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.6 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.94 km.
13.94 km
Detectability by air11.75 km
Smoke firing penalty14.4 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.6 km) = 16.03 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.03 km
Detect when firing (air)
ƒAir detectability 11.75 km + gun-firing bloom 8.2 km = 19.95 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.
19.95 km
Detect when on fire (sea)
ƒSea detectability 14.6 km + 2.0 km while burning = 16.6 km.
16.6 km
Detect when on fire (air)
ƒAir detectability 11.75 km + 3.0 km while burning = 14.75 km.
14.75 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,289 HP (18.5% of max HP) total heal (per charge)
ƒ0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 66,500 HP = 12,289 HP: up to 18.5% of max HP restored per charge.
· 36,867 HP (55.5% of max HP) total heal (all charges)
ƒ0.185 of max HP per charge × 3 charges = 0.555 × 66,500 HP = 36,867 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.
· 439 HP/s (0.66% of max HP) heal per second
ƒ0.0066 (0.66% of max HP) × 66,500 HP = 439 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster1 charges · 150 s reload · 15 s active · +50% reload boost

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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 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 km42.6 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=0.5·16029=8014 m, and radiusOnMax=0.6 at 16029 m. Below the kink: k=0.2+(0.5−0.2)·50008014=0.3872, so σV=σH·k=110·0.3872=42.6m.
Shell scatter height @ 10 km84 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=0.5·16029=8014 m, and radiusOnMax=0.6 at 16029 m. Above the kink: k=0.5+(0.6−0.5)·10000−801416029−8014=0.5248, so σV=σH·k=160·0.5248=84m.
Shell scatter height @ 15 km123.3 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=0.5·16029=8014 m, and radiusOnMax=0.6 at 16029 m. Above the kink: k=0.5+(0.6−0.5)·15000−801416029−8014=0.5872, so σV=σH·k=210·0.5872=123.3m.
AP pen 5 km717 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 =10−7·2475·10200.69·0.41−1.07·754.91.38=717mm, where 754.9 m/s is the shell's speed when it arrives at 5 km (from 850 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 km611 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 =10−7·2475·10200.69·0.41−1.07·672.81.38=611mm, where 672.8 m/s is the shell's speed when it arrives at 10 km (from 850 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 km528 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 =10−7·2475·10200.69·0.41−1.07·604.71.38=528mm, where 604.7 m/s is the shell's speed when it arrives at 15 km (from 850 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 km4.8 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·0.3·0.4128·1020=1.94×10−5. That runs from a 850 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 km4.85 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·0.3·0.4128·938.5=2.11×10−5. That runs from a 850 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,475
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 mass1,020 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 coefficient0.3
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 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.
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 range39
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 14x3 -> 74 DPS @ 3.1 km; 25mm Type96 single 24x1 -> 126 DPS @ 3.1 km; 25mm Type96 double 12x2 -> 63 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 39 DPS @ 5 km.
AA DPS layered by range39 DPS @ 5 km, 302 DPS @ 3.1 km
@ 5 km: 39 from one family; @ 3.1 km: 74 + 126 + 63 + 39 = 302. 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-blank302
74 + 126 + 63 + 39 = 302 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1010
74 × 3.1 + 126 × 3.1 + 63 × 3.1 + 39 × 5 = 1010. 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

127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 18 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 18 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha2400
max(2100 (127 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
max(8% (127 mm), 10% (140 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 mm
max(21 mm (127 mm), 23 mm (140 mm)) = 23 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: 23 mm from the 140 mm family.
Open in Charting Tool

Ship Charts

Background

The vessel is immeasurably ancient. It was built in the shipyards orbiting a world of proud and fearsome warriors. Though the citizens adhered to the Imperial creed and paid their tithes, secret cabals on the planet's surface worshipped Khorne, the Lord of Rage. At the appointed hour, they rose up and tried to overthrow their loyalist masters. They failed. They were defeated in a long, bloody war and all, to a man, perished in flames. But the fickle whims of the Warp decreed that their vengeful spirits would forever haunt the vessel Ragnarok, whose hull was being constructed in the docks above the planet's surface. To this day, Ragnarok and all aboard it cry, “Vengeance! Death! Blood for the Blood God!”

Armor Beta

Hull HP 66,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 81+ 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.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–76 mm)3,400 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 16–305 mm)49,900 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–120 mm)2,400 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 25–305 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 mm2,200 (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 HP33,300 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 (140 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 (25 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 HP20,000 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.

Balance History

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

Nerf ×2Buff ×16Main Battery ×4Concealment ×3Consumable ×2
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Main battery AP shell damage increased from 11,000 to 12,000.
  • Main battery AP shell fuse timer reduced from 0.033 to 0.028.
  • Ship HP increased from 50,000 to 66,500:
  • Engine HP increased from 50,000 to 66,500.
  • Bow HP increased from 2,600 to 3,400.
  • Casemate HP increased from 9,000 to 11,900.
  • Stern HP increased from 1,800 to 2,400.
  • Hull HP increased from 36,500 to 49,900.
  • Magazine HP increased from 25,000 to 33,300.
  • Steering gear HP increased from 15,000 to 20,000.
  • Superstructure HP increased from 1,600 to 2,200.
  • Detectability range by sea reduced from 14.84 to 14.6km.
  • Detectability range by air reduced from 11.87 to 11.75.
  • Detectability range while firing in smoke reduced from 14.45 to 14.4.
  • Catapult Fighter consumable duration increased from 90 to 100 seconds.
  • Ship traits updated:
  • Removed "Sure Shot".
  • Added "Surgical Shells".
Read the full official post
2021-04-08

Two Years Strong: The April Update

  • Citadel armor belt is now 126 mm instead of 76 mm, making the citadel a bit less vulnerable.
  • Repair Party now restores 32% more HP per second over the same duration.
  • A single charge of Main Battery Reload Booster has been added to the third consumable slot.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Ragnarok can equip.

  • Ragnarok 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.