Ticonderoga
Also called: 提康德罗加 Beta- She is a single-target brawler, not an island camper
- Avoid: Aiming directly at the target
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Ticonderoga Community Stats
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Ticonderoga Community Stats
Record History
Playstyle
Overview
Ticonderoga is the all-rounder of the Modern Era: a high HP pool, excellent cruise missiles and excellent homing missiles, backed by the deepest consumable suite in the mode. Two cruise launchers on a 10 s reload give her the highest missile output here, and 60,000 HP with a three-charge Repair Party pays for staying out and firing. What sets her apart defensively is Missile Defense Boost: 360 degree coverage, two tracked missiles at once, out to 6.5 km, on unlimited charges. She and Nanuchka are the only ships here that cover every bearing, so she never has to point a sector at an incoming salvo the way the other four do. Pair that with EMP Wave and she carries almost every card in the book for shutting down missiles aimed at her or at an ally, which makes her one of the hardest ships in the mode to land missile hits on. She carries no torpedoes, and her only guns are secondaries.
Positioning
She is a single-target brawler, not an island camper. Her cruise missiles follow an extremely low and flat trajectory, so you need direct and clear line of sight: even a short island will eat the salvo, and cover that protects you also blocks you. Push into a target and use the HP pool and heavy cruise firepower to out-DPM it, keeping the 10 s cycle running rather than saving output. Repair Party buys back what the exposure costs; EMP Wave, two charges on a 6 km radius, answers a coordinated missile push.
Potato Avoidance
Aiming directly at the target
Her missiles fly low and flat, then swirl and drop into the reticle area, so a centred aim drops a good portion of the salvo into the water short of the target. Always aim HIGHER than the reticle, sometimes high enough that only its lower edge still intersects the target's path. The other mistake is treating her as a camper; parked behind an island her missiles just hit the terrain. Her real weaknesses are spotting and bulk: she has no Radar of her own and the worst concealment of the six at 8.5 km, and her extremely large superstructure is easy to hit with cruise missiles and with main battery shells such as Sovremenny's SAP, neither of which missile defence can realistically shoot down.
Signature Traits
- Sharp secondaries
- Heavy secondary DPM · 132000 secondary
- Punchy HE · 2200 max
- Burny secondaries · 15%
- Punch-through secondaries · 61 mm
3 Repair Party charges, best of T7 DDs. More total HP available across a match.
~32.3 s to 90% of top speed, worst of T7 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.
8.5 km surface detect, worst of T7 DDs. Visible before you can react; position early.
Playstyle notes informed by Popcorn's in-game write-up; stats and figures from in-game data.
How to get Ticonderoga
Ticonderoga is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds
Missile reload and survivability, in that order, since her damage is volume and she has to be visible to deliver it. Consumable uptime feeds the Repair Party, the EMP Wave and the 360 degree missile-defence sector together.
Elena Rojas
Tanky area denialTrades Sovremenny's reach for Safety Margin's cushion and closes on Heavy Payload, leaning on the hull rather than the range.
Recommended by Popcorn
Cohort position
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Where Ticonderoga sits among Tier VII DDs (40 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 1 mid-pack stat
Not standouts for Ticonderoga -- 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 VII DestroyersShow all 39 peers
Stats & specs
Charting Toolƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.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
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.7 kt of 32 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
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 10 s active
Repair Party3 charges · 70 s reload · 20 s active · 6,000 HP (10% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (20 s) = up to 10% of max HP restored per charge.ƒ
10% per charge x 3 charges = up to 30% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (60,000 HP) per second = 300 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
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.
AA defense
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: Mk15 Phalanx 2x1 -> 32 DPS @ 2 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.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.5 km × 57 + 30 = 315 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: 2×1 127 mm (1/side) × 60/1 × 2200 = 132,000. 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: 2200 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 15% from the 127 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: 61 mm from the 127 mm family.Armor Beta
Hull HP 60,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by 11+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 29 mm | ≈ 3,000 (~5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm29 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) | 29 mm primary (range 29–50 mm) | ≈ 45,000 (~75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm29 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 29 mm primary (range 29–50 mm) | ≈ 3,000 (~5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm29 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 70 mm primary (range 50–80 mm) | 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 | 18 mm primary (range 18–80 mm) | no cap | 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). |
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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Ticonderoga can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
