South Carolina
Also called: 南卡罗来纳 Beta- Sit 12-15 km from the brawl line and exploit the range advantage
- Avoid: Taking the long way round the map edge to flank
On this page
South Carolina Community Stats
Across 820+ Standard battles from 190+ players, South Carolina averages a 54% win rate, 37,300 damage and 1.0 kills per battle, and survives 33% of them.
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
Record History
Playstyle
Overview
South Carolina is a Tier III American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: main battery range in T3 BBs (14.3 km, 3rd of 18) and heavy AP shells in T3 BBs (8,500, 3rd of 18). The trade is top speed in T3 BBs (15.8 kt, 18th of 18).
Positioning
Sit 12-15 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse. Her handling reads as a contradiction and is not one: 15 s on the rudder means she starts turning late, while a 480 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.
Potato Avoidance
Taking the long way round the map edge to flank
At 15.8 kn five minutes of sailing buys about 2.4 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
- Thickest plate · 305 mm
- Thick stern plate · 25 mm
- Heavy citadel belt · 305 mm
- Long gun range · 14.3 km
- Heavy AP shells · 8500 damage
- Deep-fuse AP · 0.03 s
20 s Damage Control duration, best of T3 BBs. Stays fire / flood immune longer per activation.
15.8 kt, bottom decile of T3 BBs. Hard to rotate flanks or disengage; commit positioning early.
Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.
How to get South Carolina
South Carolina is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Free reward.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Through the Spy Glass: USS Black, Independence, South Carolina
Free reward
Start: 2022-06-21
- To get her, complete the Dum Spiro Spero free mission before the end of July 25. You can find it in the Store from June 23 until July 18.
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Independence Day: Fireworks & BB(Q)s
Free reward
Start: 2022-06-21
- This free mission, obtainable in the Store from June 23 through July 18, provides American Tier III Premium battleship South Carolina as the final reward.
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Halloween Update: Crimson Tale
Store / event post
Start: 2024-10-10
- Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
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Summer Update: The High Roll
Free reward
Start: 2022-06-16
- Free mission with Tier III Premium battleship South Carolina as a reward
- She’s obtainable with her dedicated flag through a FREE mission that’s available for completion from June 24 through July 25. Pick it up in the Store between June 24 and July 18.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 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 19 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.
Peers in this cohort
Compare Tier III BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 136° (the most restricted aft-facing mount's arc) = 44° off bow; 180° − 138° (the most restricted forward-facing mount's arc) = 42° 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.ƒ
In practice: the baseline curve for a standard battleship -- at max range (14.3 km) shells land in an ellipse about 203 m wide and 122 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
8 broadside guns x 60 / 28 s base reload = 17.1.HE shells
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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
17.1 shells/min × 0.28 (28% fire chance) = 4.8.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 427.9 m/s: .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
Sum 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: 22×1 76.2 mm (11/side) × 60/6 s × 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).ƒ
Fires/min (per side) 4.4 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 28,868. 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.ƒ
Secondary DPM (per side) 121,000 + secondary fire DPM 28,868 = 149,868: shell damage plus fire damage against one T3 battleship, every shell hitting.ƒ
22×1 barrels / 2 sides × 60 / 6 s × 0.04 (4% fire chance) = 4.4. 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.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.ƒ
top speed / 4 + 4.9 = 15.8 / 4 + 4.9 = 8.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (14.3 kt of 15.84 kt).ƒ
Time to reach 99% of top speed (15.7 kt of 15.84 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.ƒ
With the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.0 = +0.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.48 km x 0.955 = 11.92 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.92 km.ƒ
max(main battery range, sea detectability 12.48 km) = 14.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 9.98 km + gun-firing bloom 6.1 km = 16.08 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.ƒ
Sea detectability 12.48 km + 2.0 km while burning = 14.48 km.ƒ
Air detectability 9.98 km + 3.0 km while burning = 12.98 km.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 4,900 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 35,000 HP = 4,900 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 35,000 HP = 14,700 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 35,000 HP = 175 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
The standard battleship dispersion curve.(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.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: at 0 m, at m, and at 14255 m. Below the kink: , so .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: at 0 m, at m, and at 14255 m. Above the kink: , so .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 , where 643.6 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 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 , where 508.8 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Secondary battery firepower
The only family (76.2 mm): 1100. Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.The only family (76.2 mm): 4%. 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.The only family (76.2 mm): 13 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: 13 mm from the 76.2 mm family.Ship Charts
Background
The first USN dreadnought. Due to her limited dimensions, the ship carried relatively weak armament and had low speed. Battleships of her class were the first to receive superfiring turrets. This system allowed her to fire a full broadside with all of her main battery guns.
Armor Beta
Hull HP 35,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–38 mm) | 1,600 (5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 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 16–203 mm) | 26,300 (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. |
| Stern | 25 mm primary (range 16–76 mm) | 800 (2% of HP) | Overmatch not possible in its bracketAngle 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: 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. |
| 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 | Turret knocked out | Per-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 (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 value. 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 deceleration stats; its exact meaning is not yet confirmed. |
| 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.
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.
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.
