South Carolina
Beta- 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
South Carolina Community Stats
Log in to GamingDiver and upload your data to see Community Data for South Carolina: community win rate, damage, survival, spotting, and your own comparison.
South Carolina Community Stats
Playstyle
Overview
South Carolina is a Tier III 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. Standout traits: best AP fuse timer in T3 BBs (0.033 s) and best DCP duration in T3 BBs (20 s).
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
0.03 s AP fuse timer, best of T3 BBs. Shells travel deeper before detonating; citadels through belt armor more reliably.
20.0 s Damage Control duration, best of T3 BBs. Stays fire / flood immune longer per activation.
~5.4 s to max forward speed, top decile of T3 BBs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
305.0 mm citadel belt, top decile of T3 BBs. Citadels through angle are rare.
18.0 kt, bottom decile of T3 BBs. Hard to rotate flanks or disengage; commit positioning early.
202.6 m max horizontal dispersion, bottom decile of T3 BBs. Long-range salvos are noticeably wider than peers'.
How to get South Carolina
South Carolina is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Builds Beta
Build for main-battery accuracy/reload, survivability, and fire resistance. The ship rewards steady salvo discipline.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where South Carolina sits among Tier III BBs (17 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.
See 15 mid-pack stats
Not standouts for South Carolina -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14255/30·(12−2)/1000 + 2)·30 = 202.6 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 202.6 × 0.6 = 121.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 202.6 × 0.344 (σ=1.8) = 69.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 121.5 × 0.344 (σ=1.8) = 41.8 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
8 broadside guns x 60 / 28 s base reload = 17.1.HE shells
ƒ
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,500 HE damage x 8 broadside guns = 36,000.ƒ
36,000 HE full-salvo alpha x 60 / 28 s base reload = 77,143.ƒ
8 HE shells x 60 / 28 s reload x 28% fire chance = 4.8.AP shells
ƒ
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 2408 × 394.6^0.69 × 0.305^-1.07 × 823^1.38 = 559.8 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 384.1 m/s: 1e-7 × 2408 × 394.6^0.69 × 0.305^-1.07 × 384.1^1.38 = 195.6 mm.ƒ
8,500 AP damage x 8 broadside guns = 68,000.ƒ
68,000 AP full-salvo alpha x 60 / 28 s base reload = 145,714.ƒ
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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
▾
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14255/30·(12−2)/1000 + 2)·30 = 202.6 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 202.6 × 0.6 = 121.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 202.6 × 0.344 (σ=1.8) = 69.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 121.5 × 0.344 (σ=1.8) = 41.8 mCanonical 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 × 2408 × 394.6^0.69 × 0.305^-1.07 × 823^1.38 = 559.8 mm. Matches the in-game spec card.Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 384.1 m/s: 1e-7 × 2408 × 394.6^0.69 × 0.305^-1.07 × 384.1^1.38 = 195.6 mm.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.4,500 HE damage x 8 broadside guns = 36,000.8,500 AP damage x 8 broadside guns = 68,000.36,000 HE full-salvo alpha x 60 / 28 s base reload = 77,143.68,000 AP full-salvo alpha x 60 / 28 s base reload = 145,714.8 broadside guns x 60 / 28 s base reload = 17.1.8 HE shells x 60 / 28 s reload x 28% fire chance = 4.8.AA defense
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).Longest-reaching aura across AA-only + dual-purpose auras.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 22×1 76.2 mm (11/side) × 60/6 × 1100 = 121,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.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: 13 mm from the 76.2 mm family.Armor
Hull HP 35,000, 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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 16–38 mm) | 1,600 (5% of HP) | Overmatch not possible at T IVAngle 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) | 19 mm primary (range 16–203 mm) | 26,300 (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. |
| Stern | 25 mm primary (range 16–76 mm) | 800 (2% of HP) | Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 16–305 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). |
| Superstructure | 10 mm primary (range 10–305 mm) | 1,100 (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 HP | 14,500 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (76.2 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.120 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder. |
| Rudder (module) | separate HP pool, does not drain ship HP | 10,500 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting South Carolina. Cards are condensed; use each source link for full context.
Ministry of Balance: Back to the Naval Academy
- Ship HP increased from 29,000 to 35,000.
- Main battery firing range increased from 13.1 to 14.25 km.
- Main battery reload time reduced from 30 to 28 seconds.
- Main battery HE shell damage increased from 4,100 to 4,500.
- Main battery HE fire-setting chances increased from 20 to 28%.
- Main battery maximum AP shell damage increased from 8,100 to 8,500.
- Added the Reloader ship trait.
Skins & permanent camouflages
Every custom exterior South Carolina can equip, from in-game data.
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.
