World of Warships: Legends ship guide

Viribus Unitis

Also called: 联合力量 Beta
Pan-Europe · Tier IV · Battleship · Premium
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Push to within secondary range (~5 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
1.95 sigma accuracyStrong secondaries (5 km)High HE DPMHigh AP DPMFragileWeak AA
On this page
Community Data

Viribus Unitis Community Stats

Across 1,000+ Standard battles from 150+ players, Viribus Unitis averages a 62% win rate, 52,400 damage and 1.2 kills per battle, and survives 36% of them.

Community Data

Viribus Unitis Community Stats

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

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Playstyle

Overview

Viribus Unitis is a Tier IV European secondary battleship with top-decile secondary reach out to 5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Both shells run cohort-strong (cohort-best AP at 226,667 AP DPM and top-decile HE at 112,000 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: tight turning circle in T4 BBs (530 m, 1st of 24) and best sigma in T4 BBs (1.9, 1st of 24). The trade is hit points in T4 BBs (35,700 HP, 24th of 24).

Positioning

Push to within secondary range (~5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. She is genuinely evasive in both phases of a turn, answering the helm in 11.5 s and carving a 530 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

Extended secondary range ↗

5 km secondary range, best of T4 BBs. The auto-fire battery reaches out before you're in a knife fight, so you start chipping earlier and hold the secondary sweet spot longer.

Tight turning circle ↗

530 m turning circle, top decile of T4 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.

ELITE MAIN BATTERY ↗
  • Tight grouping
  • AP DPM machine · 226667 AP
  • HE DPM machine · 112000 HE
Best-in-class stealth ↗

12.5 km surface detect, top decile of T4 BBs. Stays dark longer.

Fragile HP pool ↗

35700 HP, bottom decile of T4 BBs. Trade hits sparingly.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Viribus Unitis

Viribus Unitis is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Fall Big Crate 0.25% Tier IV or V Premium ship Common · Fall Big Crate · 1 of 2 ships
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
Show all 7 containers (4 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.047059% Tier IV Premium ship Event · Mystic Box · 1 of 17 ships
Official WG availability sources
  • Supply Shipment: Autumn Cargo Crates Start: 2023-08-30
    • Fall Big Crate
    • Now, it includes the following six vessels:
    • Tier IV Pan-European battleship Viribus Unitis
  • 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.
  • July Update: Of Stars and Freedom Global XP Start: 2025-06-26
    • Starting July 14, visit the Store to find three Premium ships that will be available for Global XP for the first time: Pan-European Tier IV battleship Viribus Unitis, Japanese Tier V battleship Mutsu, and French Tier III battleship Turenne.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Janko Vukovich

WG official

WG official build from Through the Spy Glass: Viribus Unitis.

Source: Through the Spy Glass: Viribus Unitis

Open in Build Tool →

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

Hide ▾

Where Viribus Unitis sits among Tier IV BBs (23 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.

BestTurning circle530 m (1/24) BestSigma1.95 (1/24) BestAP DPM226,667 (1/24) BestDisplacement21,595 t (1/24) BestSecondary range5 km (1 of 3 tied) BestStern armor30 mm (1 of 2 tied) Top 10%Stealth profile12.5 km / 10.2 km (2/24 / 2/24) Top 10%Smoke fire bloom9.54 km (3/24) Top 10%HE DPM112,000 (2/24) Top 10%Repair heal rate0.66 %/s (3/24) Top 25%Rudder shift11.5 s (4/24) Top 25%Main battery reload27 s (6/24) Top 25%Secondary fire chance11% (4/23) Top 25%AP arming threshold51 mm (6/24) Top 25%AP pen at 10 km383 mm (7/24) Top 25%Effective HE DPM (incl. fire)156,355 (5/24) Bottom 25%Max speed21.5 kt (19/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Main battery range14.6 km (19/24) Bottom 25%Secondary DPM (per side)79,200 (21/24) Bottom 25%Engine power27,000 hp (22/24) Bottom 10%AA threat33 (22/23) WorstHit points35,700 HP (24/24) WorstHE fire chance23% (1 of 4 tied) WorstAA DPS11 (23/23) WorstAA range3 km (1 of 8 tied) WorstNo torpedoes (21 of 24 in cohort)
See 17 mid-pack stats

Not standouts for Viribus Unitis -- 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.

Fires per minute6.13(10/24) Main dispersion209.1 m(17/24) Secondary HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) AP velocity800 m/s(10/24) HE velocity800 m/s(17/24) Time to 90% speed33.7 s(12/24) Acceleration (0-12 kt)17.7 s(17/24) Power / turn radius50.9 hp/m(15/24) Power-to-weight1.25 hp/t(16/24) Repair charges3(11/24) Max armor280 mm(15/24) Citadel belt160 mm(18/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.033 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormBow armor19 mm(21 of 24 tied at this value)
Survivability
Hit Points35,700
Displacement21,595 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
153.9 x 28.2 m (ship-model figure)
Armor range13–280 mm
Plate armor thicknesses13, 19, 25, 26, 30, 36, 40, 43, 48, 50, 60, 110, 120, 130, 150, 160, 180, 225, 250, 280 mm
Armor material/layer entries71
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
16.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 35,700 HP = 6,426 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 35,700 HP = 7,140 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.272 hull torpedo-damage coefficient / 0.333 unprotected baseline = 18%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
18%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
24,500
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.
14,900
Effective HP
ƒBase 35,700 HP plus everything Repair Party can restore: 0.0066 of max HP per second (0.66%) × 28 s × 35,700 HP = 6,597 HP per charge, × 3 charges = 19,792 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
39,667–55,492
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,600 = 5,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,800 = 15,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 36,700 = 73,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
36,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,200 = 6,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm/45 Škoda K10
Mounts / barrels4 mounts / 12 barrels
Reload time27 s
Firing range14.6 km
Turret traverse4 °/s
Turret armor280 mm
Turret traverse arcs
ƒHow 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.
2x ±133°, 2x ±140°
Guns to bear
ƒ180° − 133° (the most restricted aft-facing mount's arc) = 47° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
47° off bow / 40° off stern
Shell Grouping (σ)1.95
Dispersion type
ƒIn practice: 1% wider (worse) horizontal dispersion and 1% more vertical spread at max range (14.6 km) than a standard battleship: about 209 m wide × 125 m tall, against 206 m × 124 m. Also on this curve (55): AL Vittorio Veneto, Alsace, Andrea Doria, BA Binah, BA Tirpitz, Bayern, Bismarck, Bismarck B, Brandenburg, Bretagne, Cavour, Cristoforo Colombo and 43 more.
European battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1460030·12−2.21000+2.2)·30=209.1m
209.1 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.1·0.6=125.4m
125.4 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =209.1·0.61.95=64.3m
64.3 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =125.4·0.61.95=38.6m
38.6 m at 14.6 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ12 broadside guns x 60 / 27 s base reload = 26.7.
26.7
HE shells
HE alpha4,200
HE Velocity800 m/s
Fire Chance23%
HE fire DPM vs T4 BB44379
Effective HE DPM vs T4 BB156379
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 27 s base reload = 112,000.
112,000
Fires/min
ƒ26.7 shells/min × 0.23 (23% fire chance) = 6.13.
6.13
AP shells
AP alpha8,500
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2800·4500.69·0.305−1.07·8001.38=685.4mm.
685.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 444.9 m/s: P=10−7·2800·4500.69·0.305−1.07·444.91.38=305mm.
305 mm at 14.6 km
AP full-salvo alpha
ƒ8,500 AP damage x 12 broadside guns = 102,000.
102,000
AP DPM
ƒ102,000 AP full-salvo alpha x 60 / 27 s base reload = 226,667.
226,667
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.
40
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
70 mm Škoda K104×1 70mm
Medium aura
Guns70 mm Škoda K10
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.75 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range3 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: 12×1 150 mm (6/side) × 60/10 s × 2200 = 79,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
79,200
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 4 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 28,654. 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.
28,654
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 79,200 + secondary fire DPM 28,654 = 107,854: shell damage plus fire damage against one T4 battleship, every shell hitting.
107,854
150 mm/50 Škoda K1012×1 150mm
Caliber150 mm
Reload time10 s
HE alpha2,200
Muzzle Velocity880 m/s
Fire Chance11%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 10 s × 0.11 (11% fire chance) = 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.
4
HE Pen25 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 power27,000 hp
Maximum speed21.5 kt
Turning circle radius530 m
Rudder shift time11.5 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 21.5 / 4 + 4.9 = 10.3 kt. Base value; speed modifiers scale it.
10.3 kt
Crash stop
ƒSeconds 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.
47.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.4 kt of 21.5 kt).
33.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.3 kt of 21.5 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.
54.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.4 = -0.4°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.4°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.5 km x 0.955 = 11.94 km. Camouflage does not change detectability by air.
12.5 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.5 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.94 km.
11.94 km
Detectability by air10.2 km
Smoke firing penalty9.54 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.5 km) = 14.6 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.6 km
Detect when firing (air)
ƒAir detectability 10.2 km + gun-firing bloom 6.1 km = 16.3 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.
16.3 km
Detect when on fire (sea)
ƒSea detectability 12.5 km + 2.0 km while burning = 14.5 km.
14.5 km
Detect when on fire (air)
ƒAir detectability 10.2 km + 3.0 km while burning = 13.2 km.
13.2 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,597 HP (18.5% of max HP) total heal (per charge)
ƒ0.0066 of max HP per second (0.66%) × 28 s effective active time = 0.185 of max HP × 35,700 HP = 6,597 HP: up to 18.5% of max HP restored per charge.
· 19,791 HP (55.5% of max HP) total heal (all charges)
ƒ0.185 of max HP per charge × 3 charges = 0.555 × 35,700 HP = 19,791 HP: up to 55.5% of max HP if the whole Repair Party loadout is used.
· 236 HP/s (0.66% of max HP) heal per second
ƒ0.0066 (0.66% of max HP) × 35,700 HP = 236 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

Show ▾

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

vs standard BB1% wider H · 1% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.6 km) with the same model as Max Horiz/Vert Disp: horizontal 209 / 206 m − 1 = +1%, vertical 125 / 124 m − 1 = +1%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (12 − 2.2) / 1000 + 2.2) × 30 = 115 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.
Shell scatter width @ 10 km164 m
(333.3 × (12 − 2.2) / 1000 + 2.2) × 30 = 164 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.
Shell scatter height @ 5 km46.6 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14600=7300 m, and radiusOnMax=0.6 at 14600 m. Below the kink: k=0.2+(0.5−0.2)·50007300=0.4055, so σV=σH·k=115·0.4055=46.6m.
Shell scatter height @ 10 km88.1 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14600=7300 m, and radiusOnMax=0.6 at 14600 m. Above the kink: k=0.5+(0.6−0.5)·10000−730014600−7300=0.537, so σV=σH·k=164·0.537=88.1m.
AP pen 5 km509 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2800·4500.69·0.305−1.07·644.81.38=509mm, where 644.8 m/s is the shell's speed when it arrives at 5 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km383 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2800·4500.69·0.305−1.07·524.91.38=383mm, where 524.9 m/s is the shell's speed when it arrives at 10 km (from 800 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.65 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.435·0.30528·450=3.53×10−5. That runs from a 800 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.
AP flight time @ 10 km5.65 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.435·0.30528·450=3.53×10−5. That runs from a 800 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.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,800
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass450 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.435
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity800 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity800 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.2
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range11
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 66 50 K10 Skoda 4x1 -> 11 DPS @ 3 km.
AA DPS layered by range11 DPS @ 3 km
@ 3 km: 11 from one family. 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-blank11
11 = 11 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index33
11 × 3 = 33. 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 firepower

Max HE alpha2200
The only family (150 mm): 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 150 mm family.
Max HE fire chance11%
The only family (150 mm): 11%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 11% from the 150 mm family.
Max HE pen25 mm
The only family (150 mm): 25 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 150 mm family.
Open in Charting Tool

Ship Charts

Background

The lead ship of the sole series of the Austro-Hungarian Navy dreadnoughts. By applying a rather heavy arrangement, the designers were able to create a well-armored battleship of a relatively small size, with powerful weapons consisting of twelve 305 mm main battery guns.

Armor Beta

Hull HP 35,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel280 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–160 mm)2,600 (7% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)30 mm primary (range 19–280 mm)36,700 (103% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–280 mm)3,200 (9% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel280 mm primary (range 19–160 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.
Superstructure13 mm900 (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 HP24,500 magazine HPTurret knocked outPer-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 (150 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.
AA mount (70 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP14,900 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.

Balance History

Balance updates affecting Viribus Unitis. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3Consumable ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • Viribus Unitis struggles in other areas compared to Myōgi, largely due to her poor survivability. We're improving this through her Repair Party and also leaning into her glass-cannon nature by improving her main battery performance.
  • Main battery gun maximum range increased from 14.3 to 14.6 km.
  • Main battery gun reload time reduced from 30 to 27 s.
  • HP restored by Repair Party increased from 0.5% to 0.66% per second (maximum of restored HP per usage increased from 14% to 18.5%).
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Viribus Unitis can equip.

  • Viribus Unitis 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.