World of Warships: Legends ship guide

Rio de Janeiro

Also called: 里约热内卢 Beta
Pan-America · Tier IV · Battleship · Premium
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
High HE / fire outputImproved HE penHigh AP DPMLobs over islandsBurny secondariesThick stern plate
On this page
Community Data

Rio de Janeiro Community Stats

Across 220+ Standard battles from 47 players, Rio de Janeiro averages a 66% win rate, 57,300 damage and 1.3 kills per battle, and survives 41% of them.

Community Data

Rio de Janeiro Community Stats

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

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Playstyle

Overview

Rio de Janeiro is a Tier IV Pan-American AP-DPM battleship (219,484 AP DPM): her main battery throughput is top-decile, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. She also puts out cohort-best HE (140,903 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best fires per minute in T4 BBs (8.7, 1st of 24) and best burny secondaries in T4 BBs (12, 2nd of 23).

Positioning

Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot. With 13.5 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Taking the long way round the map edge to flank

At 22 kn five minutes of sailing buys about 3.4 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 6/24 T4 BBs.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 140903 HE
  • AP DPM machine · 219484 AP
  • High fire pressure · 8.67 fires/min
ELITE SECONDARIES ↗
  • Burny secondaries · 12%
  • Heavy secondary DPM · 320100 secondary
Thick stern plate ↗

30 mm stern, best of T4 BBs.

ELITE REPAIR PARTY ↗
  • Fast heal cycle · 6598 HP
  • Super-heal
Acquisition

How to get Rio de Janeiro

Rio de Janeiro is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency, Doubloons, and Sale.

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

Official WG availability sources
  • 5 Years on the Waves: a Greek-Style Birthday Event currency Start: 2024-08-05
    • The second new ship is Pan-American Tier IV Premium battleship Rio de Janeiro. You can even collect enough Drachmas to obtain her without spending a single doubloon!
  • Legendary Birthday in Piñata Style Doubloons Start: 2025-08-01
    • The following bundles in the chain are available for doubloons and include Pan-American Tier IV Premium battleship Rio de Janeiro, Commander Henrique Fernandes, and Commander Progression Items.
  • Anniversary Update: Tides of Adventure Sale Start: 2026-07-30
    • It will include 30% discounts on Tier VII Premium cruisers Wichita, Plymouth, and Bayard, as well as the Shifting Winds chained bundle, featuring discounted Pan-American battleship Rio de Janeiro, French destroyer Aigle in a special permanent camouflage, and more.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL HarbinChen ShaokuanDeng Shichang

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 Rio de Janeiro sits among Tier IV BBs (23 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.

BestFires per minute8.67 (1/24) BestHE DPM140,903 (1/24) BestSecondary fire chance12% (1 of 3 tied) BestEffective HE DPM (incl. fire)203,637 (1/24) BestStern armor30 mm (1 of 2 tied) Top 10%AP DPM219,484 (2/24) Top 10%Secondary DPM (per side)320,100 (2/24) Top 10%Repair heal rate0.66 %/s (3/24) Top 25%Smoke fire bloom9.96 km (5/24) Top 25%AP velocity831 m/s (7/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Max armor305 mm (7/24) Bottom 25%Rudder shift13.5 s (19/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Sigma1.7 (19/24) Bottom 25%Main dispersion211.8 m (22/24) Bottom 25%Acceleration (0-12 kt)18.1 s (19/24) Bottom 10%AP pen at 10 km259 mm (23/24) WorstNo AA (1 of 24 in cohort) WorstNo torpedoes (21 of 24 in cohort)
See 23 mid-pack stats

Not standouts for Rio de Janeiro -- 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 points48,400 HP(10/24) Max speed22 kt(17/24) Concealment13.05 km(9/24) Air detection10.44 km(9/24) Turning circle670 m(15/24) Main battery range14.88 km(10/24) Main battery reload31 s(18/24) HE fire chance32%(9/24) Secondary HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) HE velocity831 m/s(11/24) Time to 90% speed35.7 s(17/24) AP fuse timer0.015 s(16/24) Engine power34,000 hp(15/24) Power / turn radius50.7 hp/m(16/24) Displacement31,860 t(16/24) Power-to-weight1.07 hp/t(18/24) Repair charges3(11/24) Citadel belt229 mm(13/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit Points48,400
Displacement31,860 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.
203.3 x 28.53 m
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 64, 76, 102, 152, 229, 305 mm
Armor material/layer entries84
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
16.6%
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 × 48,400 HP = 8,712 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 × 48,400 HP = 9,680 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
24,200
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.
14,500
Effective HP
ƒBase 48,400 HP plus everything Repair Party can restore: 0.0066 of max HP per second (0.66%) × 28 s × 48,400 HP = 8,944 HP per charge, × 3 charges = 26,833 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.
53,778–75,233
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 × 1,900 = 3,800), 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.
1,900
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 9,800 = 19,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
9,800
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 × 36,300 = 72,600), 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.
36,300
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 × 1,200 = 2,400), 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.
1,200
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 × 1,600 = 3,200), 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.
1,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm/45 QF MK XIII
Mounts / barrels7 mounts / 14 barrels
Reload time31 s
Firing range14.9 km
Turret traverse3 °/s
Turret armor305 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 ±148°, ±146°, 2x ±147°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
32° off bow / 34° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (14.9 km) than a standard battleship: about 212 m wide × 127 m tall, against 209 m × 125 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1488230·12−2.21000+2.2)·30=211.8m
211.8 m at 14.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =211.8·0.6=127.1m
127.1 m at 14.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =211.8·0.61.7=74.8m
74.8 m at 14.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =127.1·0.61.7=44.9m
44.9 m at 14.9 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ14 broadside guns x 60 / 31 s base reload = 27.1.
27.1
HE shells
HE alpha5,200
HE Velocity831 m/s
Fire Chance32%
HE fire DPM vs T4 BB62741
Effective HE DPM vs T4 BB203644
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ5,200 HE damage x 14 broadside guns = 72,800.
72,800
HE DPM
ƒ72,800 HE full-salvo alpha x 60 / 31 s base reload = 140,903.
140,903
Fires/min
ƒ27.1 shells/min × 0.32 (32% fire chance) = 8.67.
8.67
AP shells
AP alpha8,100
AP Velocity831 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2187·389.80.69·0.305−1.07·8311.38=510.9mm.
510.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.9 km), where the shell has slowed to 416.3 m/s: P=10−7·2187·389.80.69·0.305−1.07·416.31.38=196.8mm.
196.8 mm at 14.9 km
AP full-salvo alpha
ƒ8,100 AP damage x 14 broadside guns = 113,400.
113,400
AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 31 s base reload = 219,484.
219,484
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.
50
S
Secondary Battery
Mounts28
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 13 + 3 = 16. 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.
16
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: 18×1 152 mm (9/side) × 60/5 s × 2200 = 237,600 + 10×1 76.2 mm (5/side) × 60/4 s × 1100 = 82,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
320,100
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 16 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 115,483. 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.
115,483
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 320,100 + secondary fire DPM 115,483 = 435,583: shell damage plus fire damage against one T4 battleship, every shell hitting.
435,583
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
152 mm 6in50 Mk XIII (18×1)
Caliber152 mm
Reload time5 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ18×1 barrels / 2 sides × 60 / 5 s × 0.12 (12% fire chance) = 13. 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.
13
HE Pen25 mm
Show 1 more gun family
76 mm 3in50 QF (10×1)
Caliber76.2 mm
Reload time4 s
HE alpha1,100
Muzzle Velocity823 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ10×1 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 3. 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
HE Pen13 mm
Maneuverability
Engine power34,000 hp
Maximum speed22.0 kt
Turning circle radius670 m
Rudder shift time13.5 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 = 22 / 4 + 4.9 = 10.4 kt. Base value; speed modifiers scale it.
10.4 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.
51.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22.0 kt).
35.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22.0 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.
58.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3 − 3.6 = -0.6°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.6°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.05 km x 0.955 = 12.46 km. Camouflage does not change detectability by air.
13.05 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.05 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.46 km.
12.46 km
Detectability by air10.44 km
Smoke firing penalty9.96 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.05 km) = 14.88 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.88 km
Detect when firing (air)
ƒAir detectability 10.44 km + gun-firing bloom 6.1 km = 16.54 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
16.54 km
Detect when on fire (sea)
ƒSea detectability 13.05 km + 2.0 km while burning = 15.05 km.
15.05 km
Detect when on fire (air)
ƒAir detectability 10.44 km + 3.0 km while burning = 13.44 km.
13.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,944 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 × 48,400 HP = 8,944 HP: up to 18.5% of max HP restored per charge.
· 26,832 HP (55.5% of max HP) total heal (all charges)
ƒ0.185 of max HP per charge × 3 charges = 0.555 × 48,400 HP = 26,832 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.
· 319 HP/s (0.66% of max HP) heal per second
ƒ0.0066 (0.66% of max HP) × 48,400 HP = 319 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.9 km) with the same model as Max Horiz/Vert Disp: horizontal 212 / 209 m − 1 = +1%, vertical 127 / 125 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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 height @ 5 km46.2 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=0.5·14882=7441 m, and radiusOnMax=0.6 at 14882 m. Below the kink: k=0.2+(0.5−0.2)·50007441=0.4016, so σV=σH·k=115·0.4016=46.2m.
Shell scatter height @ 10 km87.6 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=0.5·14882=7441 m, and radiusOnMax=0.6 at 14882 m. Above the kink: k=0.5+(0.6−0.5)·10000−744114882−7441=0.5344, so σV=σH·k=164·0.5344=87.6m.
AP pen 5 km361 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 =10−7·2187·389.80.69·0.305−1.07·646.51.38=361mm, where 646.5 m/s is the shell's speed when it arrives at 5 km (from 831 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 km259 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 =10−7·2187·389.80.69·0.305−1.07·508.31.38=259mm, where 508.3 m/s is the shell's speed when it arrives at 10 km (from 831 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 km5.65 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·0.4391·0.30528·389.8=4.12×10−5. That runs from a 831 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 km5.67 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·0.4391·0.30528·386=4.16×10−5. That runs from a 831 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)14
7 mounts × 2 barrels = 14; all 14 bear on the broadside.

Model inputs

Krupp (AP)2,187
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 mass389.8 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 coefficient0.4391
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity831 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity831 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.
minRadius2.2
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.

Secondary battery firepower

Max HE alpha2200
max(2200 (152 mm), 2200 (152 mm), 1100 (76.2 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(12% (152 mm), 12% (152 mm), 4% (76.2 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
max(25 mm (152 mm), 25 mm (152 mm), 13 mm (76.2 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

A unique seven-turret dreadnought battleship built in the early 1910s in the U.K. for the Brazilian Navy.

Armor Beta

Hull HP 48,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–229 mm)1,900 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–229 mm)36,300 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–229 mm)1,600 (3% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 25–229 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.
Superstructure13 mm1,200 (2% 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 HP24,200 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 (152 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.
Rudder (module)separate HP pool, does not drain ship HP14,500 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 Rio de Janeiro can equip.

  • Rio de Janeiro 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.