World of Warships: Legends ship guide

Rio de Janeiro

Beta
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
High HE / fire outputImproved HE penHigh AP DPMLobs over islandsNo AA
Community Data

Rio de Janeiro Community Stats

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Playstyle

Overview

Rio de Janeiro is a Tier IV Pan-American battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best fires per minute in T4 BBs (9.6) and best magazine armor in T4 BBs (38 mm).

Positioning

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

Potato Avoidance

Treating the super-heal as a license to push

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

Signature Traits

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/24 T4 BBs.

HE DPM machine

156559 HE DPM, best of T4 BBs. Sustained fire pressure.

High fire pressure

9.63 fires/min, best of T4 BBs. Keeps DCP on cooldown.

Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), best of T4 BBs. Stacks fires faster than peers in a brawl.

Heavy magazine armor

38.0 mm magazine protection, best of T4 BBs. Detonation-resistant.

Wide dispersion

211.8 m max horizontal dispersion, worst of T4 BBs. Long-range salvos are noticeably wider than peers'.

Acquisition

How to get Rio de Janeiro

Rio de Janeiro is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

AL Harbin, Chen Shaokuan, and Deng Shichang are useful Pan-Asian battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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Commanders frequently paired with this ship AL Harbin

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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

BestFires per minute9.63 (1/24) BestHE DPM156,559 (1/24) BestSecondary fire chance12% (1 of 3 tied) Top 10%AP DPM243,871 (2/24) Top 10%Secondary DPM (per side)320,100 (2/24) Top 10%Acceleration6.6 s (3/24) Top 10%Repair heal rate0.66 %/s (3/24) Top 10%Deck armor229 mm (2/23) 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%Main battery caliber305 mm (19/24) Bottom 25%Sigma1.7 (19/24) WorstMain dispersion211.8 m (24/24) 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) Rudder shift17.5 s(17/24) Traverse-to-turn ratio3.1 ×(12/24) Main battery range14.88 km(10/24) Main battery reload27.9 s(17/24) HE fire chance32%(9/24) HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) HE velocity831 m/s(9/24) AP fuse timer0.01 s(16/24) Engine power34,000 hp(15/24) Turn-speed retention50.7 hp/m(16/24) Displacement31,860 t(16/24) Power-to-weight1.07 hp/t(18/24) Repair charges3(11/24) Citadel belt229 mm(12/23) Bow armor30 mm(12/23) Stern armor30 mm(13/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value)

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

Repair 3
Survivability
Hit Points48,400
Displacement31,860 t
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 64, 76, 102, 152, 229, 305 mm
Armor material/layer entries84
Fire resistance16.6%
Fire duration60 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
24,200
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
Main Battery
ModuleArtillery: 305 mm/45 QF MK XIII
Mounts / barrels7 mounts / 14 barrels
Reload time31 s
Firing range14.9 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14882/30·(12−2.2)/1000 + 2.2)·30 = 211.8 m
211.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.8 × 0.6 = 127.1 m
127.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.8 × 0.356 (σ=1.7) = 75.5 m
75.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 127.1 × 0.356 (σ=1.7) = 45.3 m
45.3 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ14 broadside guns x 60 / 31 s base reload = 27.1.
27.1
HE shells
HE Damage5,200
HE Velocity831 m/s
Fire Chance32%
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
Base HE DPM
ƒ72,800 HE full-salvo alpha x 60 / 31 s base reload = 140,903.
140,903
Base fires/min
ƒ14 HE shells x 60 / 31 s reload x 32% fire chance = 8.67.
8.67
AP shells
AP Damage8,100
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 831^1.38 = 510.9 mm. Matches the in-game spec card.
510.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.9 m/s: 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 374.9^1.38 = 170.3 mm.
170.3 mm
AP full-salvo alpha
ƒ8,100 AP damage x 14 broadside guns = 113,400.
113,400
Base 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
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 (×14)
Caliber152 mm
Reload time5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
152 mm 6in50 Mk XIII (×4)
Caliber152 mm
Reload time5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
76 mm 3in50 QF (×10)
Caliber76.2 mm
Reload time4 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 34,000 hp
Engine power34,000 hp
Maximum speed22 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.1× drags
Concealment
Detectability by sea13.05 km
Detectability by air10.44 km
Smoke firing penalty9.96 km
Detect after firing main guns13.05 km
Detect Fire Sea15.05 km
Detect Fire Air13.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse3 → 5 °/s

See all derived stats

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

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp211.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14882/30·(12−2.2)/1000 + 2.2)·30 = 211.8 m
Max Vert Disp127.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.8 × 0.6 = 127.1 m
Med Horiz Disp75.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.8 × 0.356 (σ=1.7) = 75.5 m
Med Vert Disp45.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 127.1 × 0.356 (σ=1.7) = 45.3 m
AP Pen Close510.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 831^1.38 = 510.9 mm. Matches the in-game spec card.
AP Pen Far170.3 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 374.9 m/s: 1e-7 × 2187 × 389.8^0.69 × 0.305^-1.07 × 374.9^1.38 = 170.3 mm.
HE penetration76 mm
76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
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.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha14
All 14 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha72,800
5,200 HE damage x 14 broadside guns = 72,800.
AP full-salvo alpha113,400
8,100 AP damage x 14 broadside guns = 113,400.
Base HE DPM140,903
72,800 HE full-salvo alpha x 60 / 31 s base reload = 140,903.
Base AP DPM219,484
113,400 AP full-salvo alpha x 60 / 31 s base reload = 219,484.
Base shells/min27.1
14 broadside guns x 60 / 31 s base reload = 27.1.
Base fires/min8.67
14 HE shells x 60 / 31 s reload x 32% fire chance = 8.67.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Secondary battery dispersion

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

Secondary battery firepower

Secondary DPM (per side)320,100
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 14×1 152 mm (7/side) × 60/5 × 2200 = 184,800 + 4×1 152 mm (2/side) × 60/5 × 2200 = 52,800 + 10×1 76.2 mm (5/side) × 60/4 × 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).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
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
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.

Armor

Hull HP 48,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 19–229 mm)1,900 (4% of HP)
Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–229 mm)36,300 (75% of HP)
Overmatched by 283mm+ (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 at T VAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 13–229 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure102 mm primary (range 102–305 mm)1,200 (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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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.

Shell ballistics chart

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

Skins & permanent camouflages

Every custom exterior Rio de Janeiro can equip, from in-game data.

  • 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.