World of Warships: Legends ship guide

Ticonderoga

Also called: 提康德罗加 Beta
U.S.A. · Tier VII · Destroyer · Premium
Missile boatNo guns and no torpedoes: everything comes from the missile launcher, so pick targets and manage the reload.
Playstyle
  • She is a single-target brawler, not an island camper
  • Avoid: Aiming directly at the target
Key characteristics
Strong secondaries (5 km)Extra heal chargesSlow
On this page
Community Data

Ticonderoga Community Stats

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

Log in & upload to see Community Data

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

ELITE SECONDARIES
  • Sharp secondaries
  • Heavy secondary DPM · 132000 secondary
  • Punchy HE · 2200 max
  • Burny secondaries · 15%
  • Punch-through secondaries · 61 mm
Extra heal charges

3 Repair Party charges, best of T7 DDs. More total HP available across a match.

Slow acceleration

~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.

Easily spotted

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.

Acquisition

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 denial
LegendaryHeavy Payload

Trades 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

Hide

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.

BestSecondary DPM (per side)132,000 (1/7) BestSecondary HE alpha2,200 (1 of 3 tied) BestSecondary fire chance15% (1 of 2 tied) BestSecondary HE pen61 mm (1 of 3 tied) BestSecondary sigma2 (1 of 2 tied) BestSecondary range5 km (1 of 2 tied) BestRepair charges3 (1 of 2 tied) BestDeck armor80 mm (1/34) Top 10%Hit points60,000 HP (2/41) Top 10%Max armor80 mm (2/41) Top 10%Citadel belt80 mm (2/41) Top 10%End plates29 mm (2/41 / 2/41) Top 25%Rudder shift3.5 s (11/41) Bottom 25%Max speed32 kt (37/41) Bottom 25%AA DPS32 (35/41) Bottom 25%AA threat64 (36/41) WorstStealth profile8.5 km / 4.55 km (41/41 / 1 of 4 tied) WorstAcceleration32.3 s (41/41) WorstEngine power23,000 hp (1 of 6 tied) WorstTurn-speed retention41.1 hp/m (1 of 2 tied) WorstDisplacement9,800 t (41/41) WorstPower-to-weight2.35 hp/t (41/41) WorstAA range2 km (1 of 7 tied) WorstNo torpedoes (4 of 41 in cohort) WorstRepair heal rate0.5 %/s (1 of 3 tied)
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.

NormTurn speed retained81%(39 of 41 tied at this value)

Stats & specs

Charting Tool
Survivability
Hit Points60,000
Displacement9,800 t
Armor range18–80 mm
Plate armor thicknesses18, 29, 50, 70, 80 mm
Armor material/layer entries26
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
60,000
Effective HP
ƒBase 60,000 HP plus everything Repair Party can restore: 0.5%/s x 20 s = 6,000 HP per charge, x3 charges = 18,000 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
78,000
Repairable: penetration50%
Repairable: steering gear50%
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
20 mm Mk.15 Phalanx CIWS2×1 20mm
Medium aura
Guns20 mm Mk.15 Phalanx CIWS
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
S
Secondary Battery
Mounts2
Firing range5.0 km
Shell Grouping (σ)2
127 mm/54 Mk.452×1 127mm
Caliber127 mm
Reload time1 s
HE Damage2,200
Muzzle Velocity825 m/s
Fire Chance15%
Armor Pen61 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power23,000 hp
Maximum speed32 kt
Turning circle radius560 m
Rudder shift time3.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
32.3 s
Acceleration 0-99%
ƒTime 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.
58.5 s
Concealment
Detectability by sea8.5 km
Detectability by air4.55 km
Smoke firing penalty3.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.5 km
Detect Fire Sea10.5 km
Detect Fire Air7.55 km
Guaranteed Detect2 km
Consumables
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)
ƒHeal per second (0.5%) x effective active time (20 s) = up to 10% of max HP restored per charge.
· 18,000 HP (30% of max HP) total heal (all charges)
ƒ10% per charge x 3 charges = up to 30% of max HP if the whole Repair Party loadout is used.
· 300 HP/s (0.5% of max HP) heal per second
ƒ0.5% 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.
EMP Wave2 charges · 180 s reload · 6 s active
Missile Defense Boost∞ charges · 30 s reload · 10 s active

See all derived stats

Show

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

AA DPS at max range32
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.
Maximum AA range2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range32 DPS @ 2 km
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.
AA DPS at point-blank32
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index64
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

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)132,000
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).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 127 mm family.
Max HE fire chance15%
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.
Max HE pen61 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: 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.

Bow & stern29 mm

Overmatched by 11+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming18 mm

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
Bow29 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.
Stern29 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.
Citadel70 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.
Superstructure18 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Ticonderoga can equip, from in-game data.

  • Ticonderoga default exterior
    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.

Source status No high-context source card yet Filtered for precision