World of Warships: Legends ship guide

Rhode Island

Also called: 罗德岛 Beta
U.S.A. · Tier ★ · Battleship · Premium
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7.5 km)High HE DPMWide always-pen zoneStrong AARadar (9.5 km)Easily spotted
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Community Data

Rhode Island Community Stats

Across 10,000+ Standard battles from 290+ players, Rhode Island averages a 63% win rate, 105,000 damage and 1.1 kills per battle, and survives 38% of them.

Community Data

Rhode Island Community Stats

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Playstyle

Overview

Rhode Island is a Legendary American secondary battleship with top-decile secondary reach out to 7.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. AA (827 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: secondary dispersion in Legendary BBs (232.5 m, 1st of 23) and heavy secondary DPM in Legendary BBs (302,400, 4th of 23). The trade is surface detection in Legendary BBs (16.1 km, 22nd of 23).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. She is genuinely evasive in both phases of a turn, answering the helm in 12.1 s and carving a 890 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 232.5 m
  • Extended secondary range · 7.5 km
  • Heavy secondary DPM · 302400 secondary
ELITE MOBILITY ↗
  • Quick acceleration
  • Tight turning circle · 890 m
Surveillance Radar

9.5 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Engine Boost

+8% speed (about +2.6 kt), 180 s duration. Engine Boost takes her to 35.6 kt, faster than 22 of 24 Legendary cruisers - enough to run down most cruisers or pull away from them, though the faster destroyers still outpace her. Uncommon in Legendary BBs.

Easily spotted ↗

16.1 km surface detect, bottom decile of Legendary BBs. Visible before you can react; position early.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Rhode Island

Rhode Island is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign 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

Official WG availability sources
  • Merry Shipmas Campaign Breakdown Campaign Start: 2025-12-01 · End: 2026-01-18
    • Complete them to receive lots of rewards and choose a ship at the end: U.S. Legendary Tier battleship Rhode Island or Soviet Legendary Tier cruiser Sevastopol.
    • You’ll be able to claim your chosen ship for free, while the other ship will be available for doubloons (you can purchase it from the campaign window after completing the campaign).
  • Holiday Update: Christmas on the Waves Campaign Start: 2025-11-27
    • Complete the new campaign with its free Admiralty Backing and choose between two Legendary Tier ships at the end: U.S. battleship Rhode Island or Soviet cruiser Sevastopol.
    • The other ship will be available for doubloons in the Campaign section once you've completed the campaign itself.
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.

William Sims

WG official

WG official build from Through the Spy Glass: Rhode Island.

Source: Through the Spy Glass: Rhode Island

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 Rhode Island sits among Legendary BBs (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload22 s (1/23) BestSecondary dispersion bracket27 (1/23) BestAP ricochet start50° (1 of 3 tied) BestAP auto-bounce angle65° (1 of 3 tied) BestPower / turn radius258.4 hp/m (1/23) BestPower-to-weight4.3 hp/t (1/23) BestAA DPS827 (1/23) BestAA threat3,577 (1/23) Top 10%Rudder shift12.1 s (2/23) Top 10%Turning circle890 m (2/23) Top 10%HE DPM163,636 (2/22) Top 10%AP arming threshold59 mm (3/23) Top 10%Engine power230,000 hp (3/23) Top 10%Effective HE DPM (incl. fire)246,838 (2/22) Top 10%Secondary range7.5 km (2/23) Top 25%Max speed33 kt (4/23) Top 25%Smoke fire bloom14.09 km (6/23) Top 25%Fires per minute10.15 (4/22) Top 25%Main dispersion192.1 m (6/23) Top 25%Secondary DPM (per side)302,400 (4/23) Top 25%AP velocity823 m/s (6/23) Top 25%HE velocity861 m/s (4/22) Top 25%Time to 90% speed33.4 s (5/23) Top 25%Acceleration (0-12 kt)12.4 s (5/23) Top 25%Displacement53,440 t (4/23) Top 25%Flak damage per salvo (expected)2,625 (5/23) Bottom 25%Main battery caliber356 mm (21/23) Bottom 25%Sigma1.7 (21/23) Bottom 25%AP shell damage9,500 (21/23) Bottom 25%Secondary HE pen21 mm (17/21) Bottom 25%AP pen at 10 km518 mm (21/23) Bottom 25%Citadel belt297 mm (19/23) Bottom 25%End plates27 mm (19/23 / 19/23) Bottom 10%Stealth profile16.12 km / 12.9 km (22/23 / 22/23) WorstSecondary fire chance5% (1 of 4 tied) WorstNo torpedoes (17 of 23 in cohort)
See 9 mid-pack stats

Not standouts for Rhode Island -- 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 points87,500 HP(12/23) Main battery range17.16 km(16/23) AP DPM310,909(8/23) Secondary HE alpha1,800(11/21) AA range5 km(17/23) Repair charges3(9/23) Max armor439 mm(11/23) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value)
Survivability
Hit Points87,500
Displacement53,440 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.
257.5 x 33.17 m
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 25, 27, 32, 38, 50, 58, 76, 127, 130, 142, 157, 163, 181, 184, 216, 297, 310, 343, 439 mm
Armor material/layer entries56
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 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 × 87,500 HP = 15,750 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 × 87,500 HP = 17,500 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.247 hull torpedo-damage coefficient / 0.333 unprotected baseline = 26%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
26%
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.
37,100
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.
26,300
Effective HP
ƒBase 87,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 87,500 HP = 12,250 HP per charge, × 3 charges = 36,750 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.
97,222–124,250
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,600 = 9,200), 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.
4,600
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 × 10,200 = 20,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,200
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 × 65,600 = 131,200), 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.
65,600
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 × 6,700 = 13,400), 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.
6,700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 4,700 = 9,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
4,700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 356 mm Mk.11
Mounts / barrels3 mounts / 12 barrels
Reload time22 s
Firing range17.2 km
Turret traverse5 °/s
Turret armor406 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.
3x ±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)1.7
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.2 km) than a standard battleship: about 192 m wide × 115 m tall, against 232 m × 139 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1716030·10−1.61000+1.6)·30=192.1m
192.1 m at 17.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192.1·0.6=115.3m
115.3 m at 17.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =192.1·0.61.7=67.8m
67.8 m at 17.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115.3·0.61.7=40.7m
40.7 m at 17.2 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 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 alpha5,000
HE Velocity861 m/s
Fire Chance31%
HE fire DPM vs T8 BB83164
Effective HE DPM vs T8 BB246801
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 12 broadside guns = 60,000.
60,000
HE DPM
ƒZero upgrades: 60,000 HE full-salvo alpha x 60 / 22 s base reload = 163,636. All upgrades (Main Battery Mod. 3 = -10% reload): 60,000 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) = 181,295.
Initial: 163,636 → 181,295
Fires/min
ƒZero upgrades: 32.7 shells/min × 0.31 (31% fire chance) = 10.15. All upgrades (Main Battery Mod. 3 = -10% reload): 36.3 shells/min × 0.31 (31% fire chance) = 11.24.
Initial: 10.15 → 11.24
AP shells
AP alpha9,500
AP Velocity823 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP pen max range405 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2995·5850.69·0.356−1.07·8231.38=774.3mm.
774.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.2 km), where the shell has slowed to 514 m/s: P=10−7·2995·5850.69·0.356−1.07·5141.38=404.4mm.
404.4 mm at 17.2 km
AP full-salvo alpha
ƒ9,500 AP damage x 12 broadside guns = 114,000.
114,000
AP DPM
ƒZero upgrades: 114,000 AP full-salvo alpha x 60 / 22 s base reload = 310,909. All upgrades (Main Battery Mod. 3 = -10% reload): 114,000 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) = 344,460.
Initial: 310,909 → 344,460
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.
250
AA Defense
AA mount points56
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5 km
76.2 mm Mk3314×2 76mm
76.2 mm Mk332×2 76mm
20 mm Oerlikon Mk440×1 20mm
127 mm Mk38 mod. 0 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far + Medium aura
Guns127 mm Mk38 mod. 0 (DP) + 76.2 mm Mk33
Far 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 123 from dual-purpose secondaries firing as AA in this range band.
123
Medium continuous DPS
ƒEffective DPS: 197 raw aura damage × 3.5 × 0.75 hit probability = 517 - the same in-game units as the Close-range AA DPS headline.
517
Range5 km
Total DPS in Aura
ƒFar 123 + Medium 517 = 640
640
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 76 raw aura damage × 3.5 × 0.7 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range2 km
Total DPS in Aura
ƒFar 123 + Medium 517 + Near 186 = 826
826
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.
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
Mounts10
Firing range7.5 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: 10×2 127 mm (10/side) × 60/3.571 s (3.5 s = 25 ticks) × 1800 = 302,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
302,400
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 8.4 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 68,856. 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.
68,856
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 302,400 + secondary fire DPM 68,856 = 371,256: shell damage plus fire damage against one T8 battleship, every shell hitting.
371,256
127 mm Mk38 mod. 0 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time3.5 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 3.571 s (3.5 s = 25 ticks) × 0.05 (5% fire chance) = 8.4. 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.
8.4
HE Pen21 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 7.5 km
ƒ7.5 km × 27 + 30 = 232.5 m.
232.5 m
Maneuverability
Engine power230,000 hp
Maximum speed33.0 kt
Turning circle radius890 m
Rudder shift time12.1 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 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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.
43.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
33.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
52.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.2 = +0.8°/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 (+0.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.12 km x 0.955 = 15.39 km. Camouflage does not change detectability by air.
16.12 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.12 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.39 km.
15.39 km
Detectability by air12.9 km
Smoke firing penalty14.09 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.12 km) = 17.16 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.16 km
Detect when firing (air)
ƒAir detectability 12.9 km + gun-firing bloom 7.12 km = 20.02 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.
20.02 km
Detect when on fire (sea)
ƒSea detectability 16.12 km + 2.0 km while burning = 18.12 km.
18.12 km
Detect when on fire (air)
ƒAir detectability 12.9 km + 3.0 km while burning = 15.9 km.
15.9 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,250 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 × 87,500 HP = 12,250 HP: up to 14% of max HP restored per charge.
· 36,750 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 87,500 HP = 36,750 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 438 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 87,500 HP = 438 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting II3 charges · 140 s reload · 30 s active · +50% grouping · -25% dispersion · -25% secondary reload
Choose one
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Surveillance Radar2 charges · 180 s reload · 35 s active · 9.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 317×301000=9.5 km
Catapult Fighter4 charges · 80 s reload · 60 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 Seaplane4 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping

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 BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.2 km) with the same model as Max Horiz/Vert Disp: horizontal 192 / 232 m − 1 = -17%, vertical 115 / 139 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6 × 166.7 / 166.7) × 30 = 90 m (inside the 5 km taper). 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 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 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 km33.7 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=0.5·17160=8580 m, and radiusOnMax=0.6 at 17160 m. Below the kink: k=0.2+(0.5−0.2)·50008580=0.3748, so σV=σH·k=90·0.3748=33.7m.
Shell scatter height @ 10 km68.2 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=0.5·17160=8580 m, and radiusOnMax=0.6 at 17160 m. Above the kink: k=0.5+(0.6−0.5)·10000−858017160−8580=0.5166, so σV=σH·k=132·0.5166=68.2m.
Shell scatter height @ 15 km100 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=0.5·17160=8580 m, and radiusOnMax=0.6 at 17160 m. Above the kink: k=0.5+(0.6−0.5)·15000−858017160−8580=0.5748, so σV=σH·k=174·0.5748=100m.
AP pen 5 km631 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 =10−7·2995·5850.69·0.356−1.07·709.61.38=631mm, where 709.6 m/s is the shell's speed when it arrives at 5 km (from 823 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 km518 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 =10−7·2995·5850.69·0.356−1.07·615.31.38=518mm, where 615.3 m/s is the shell's speed when it arrives at 10 km (from 823 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 km433 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 =10−7·2995·5850.69·0.356−1.07·540.11.38=433mm, where 540.1 m/s is the shell's speed when it arrives at 15 km (from 823 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 km5.01 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·0.325·0.35628·578.34=2.8×10−5. That runs from a 861 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 km5.12 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·0.285·0.35628·585=2.42×10−5. That runs from a 823 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
3 mounts × 4 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,995
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 mass585 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 coefficient0.285
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity823 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity861 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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.
taperDist5,000 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 range641
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 14x2 -> 453 DPS @ 5 km; 3in50 Twin Mark 33 2x2 -> 65 DPS @ 5 km; 20mm Oerlikon MK4 40x1 -> 186 DPS @ 2 km; 5in38 Mk38 Mod0 10x2 -> 123 DPS @ 5 km.
AA DPS layered by range641 DPS @ 5 km, 827 DPS @ 2 km
@ 5 km: 453 + 65 + 123 = 641; @ 2 km: 453 + 65 + 186 + 123 = 827. 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-blank827
453 + 65 + 186 + 123 = 827 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3577
453 × 5 + 65 × 5 + 186 × 2 + 123 × 5 = 3577. 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 km165 m
Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 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 chance5%
The only family (127 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% 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

A battleship based on a 1938 "fast battleship" design variant, featuring an alternative armament configuration. The ship's main battery consists of twelve 14-inch (356 mm) guns housed in quadruple-gun turrets, initially planned for use on North Carolina-class battleships in 1937.

Armor Beta

Hull HP 87,500, 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 / citadel310 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–50 mm)4,600 (5% 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)38 mm primary (range 16–439 mm)65,600 (75% of HP)
No common AP caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 6–343 mm)4,700 (5% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel310 mm primary (range 32–297 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.
Superstructure19 mm primary (range 19–38 mm)6,700 (8% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP37,100 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 (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 HP26,300 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 Rhode Island 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.