World of Warships: Legends ship guide

Also known as Warspite Black

Warspite B

Also called: 厌战 B · Warspite (B) Beta
U.K. · Tier V · Battleship · Premium · Warspite Variant
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
381 mm AP overmatch2 sigma accuracyStrong secondaries (5 km)Spotter planeHeavy AP shellsStiff AP fuse
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Community Data

Warspite B Community Stats

Across 10,000+ Standard battles from 190+ players, Warspite B averages a 61% win rate, 67,900 damage and 1.3 kills per battle, and survives 45% of them.

Community Data

Warspite B Community Stats

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

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Playstyle

Overview

Warspite B is a Tier V British all-rounder battleship with 381mm guns at 15.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best sigma in T5 BBs (2, 3rd of 26) and heavy AP shells in T5 BBs (11,400, 5th of 26). The trade is AP arming threshold in T5 BBs (64 mm, 22nd of 26).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 23.5 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. Once the rudder is over she turns tightly for her cohort (550 m), so a committed turn costs less water than most of what she is fighting.

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

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Heavy AP shells · 11400 damage
  • Big-caliber AP overmatch · 26.6 mm
  • Flat AP trajectory
ELITE SECONDARIES ↗
  • Burny secondaries · 12%
  • Tighter secondary dispersion
Long-reach AA ↗

5 km AA reach, top decile of T5 BBs.

Super-heal ↗

Repair Party heals 0.6%/s, top decile of T5 BBs. Restores more HP per active second than peers.

Stiff AP fuse ↗

64 mm AP arming threshold, bottom decile of T5 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Warspite B

Warspite B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

History: Early Access Oct 2023 – Nov 2023 (temporary crate drops, now ended).

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

Best listed chance for this ship

Show all 6 containers (3 more)
  • Ultimate Crate 0.8824% V Warspite B Archived · Ultimate Crate → Black Friday crate
  • Piñata Chest 0.2% Tier V or VI Premium ship Event · Piñata Chest · 1 of 20 ships
  • Explorer's Chest 0.148148% One of these ships Event · Explorer's Chest · 1 of 27 ships
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.

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

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Where Warspite B sits among Tier V BBs (26 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 circle550 m (1/26) BestSigma2 (1 of 5 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1/25) Top 10%Time to 90% speed31.4 s (2/26) Top 10%Repair heal rate0.6 %/s (3/26) Top 25%Main battery caliber381 mm (5/26) Top 25%AP shell damage11,400 (5/26) Top 25%Secondary HE alpha2,200 (7/25) Top 25%Secondary HE pen25 mm (5/25) Top 25%Power / turn radius145.5 hp/m (4/26) Top 25%Secondary range5 km (5/26) Bottom 25%Smoke fire bloom13.04 km (21/26) Bottom 25%Main battery range15.5 km (21/26) Bottom 25%Fires per minute5.44 (21/26) Bottom 25%AP velocity732 m/s (23/26) Bottom 25%HE velocity732 m/s (21/26) Bottom 25%AP arming threshold64 mm (22/26) Bottom 25%Effective HE DPM (incl. fire)125,770 (21/26) Bottom 25%Flak damage per salvo (expected)255 (21/26)
See 28 mid-pack stats

Not standouts for Warspite B -- 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.

Hit points53,800 HP(14/26) Max speed23.5 kt(19/26) Concealment14.23 km(10/26) Air detection11.38 km(10/26) Rudder shift14.2 s(15/26) Main battery reload30 s(17/26) HE shell damage5,300(11/26) HE fire chance34%(10/26) HE DPM84,800(20/26) AP DPM182,400(20/26) Main dispersion210.7 m(11/26) Secondary DPM (per side)180,590(15/26) Acceleration (0-12 kt)15.5 s(13/26) Engine power80,000 hp(11/26) Displacement36,490 t(12/26) Power-to-weight2.19 hp/t(9/26) AP pen at 10 km438 mm(15/26) AA DPS248(10/26) AA range5 km(8/26) AA threat684(11/26) Repair charges3(13/26) Max armor330 mm(15/26) Citadel belt330 mm(10/26) Bow armor25 mm(15/26) Stern armor25 mm(15/26) NormAP fuse timer0.033 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value)
Survivability
Hit Points53,800
Displacement36,490 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.
196.8 x 31.4 m (same hull as warspite)
Armor range16–330 mm
Plate armor thicknesses16, 25, 32, 38, 40, 44, 51, 76, 89, 102, 108, 127, 152, 177, 256, 330 mm
Armor material/layer entries80
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
23.3%
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 × 53,800 HP = 9,684 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 × 53,800 HP = 10,760 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
26,900
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.
16,100
Effective HP
ƒBase 53,800 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 53,800 HP = 9,038 HP per charge, × 3 charges = 27,115 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.
59,778–80,915
Repairable: penetration60%
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 × 2,700 = 5,400), 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.
2,700
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 × 8,800 = 17,600), 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.
8,800
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), 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.
700
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 × 40,400 = 80,800), 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 ×. 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.
40,400
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 × 2,400 = 4,800), 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.
2,400
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 × 1,700 = 3,400), 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.
1,700
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: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.5 km
Turret traverse3.3 °/s
Turret armor330 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.
±138°, ±150°, 2x ±143°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° 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.
37° off bow / 42° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 2% tighter (better) horizontal dispersion and 2% less vertical spread at max range (15.5 km) than a standard battleship: about 211 m wide × 126 m tall, against 215 m × 129 m. Also on this curve (7): AL Queen Elizabeth, Hood, Ohio, Puerto Rico, Queen Elizabeth, Royal Sovereign, Warspite.
British battleship (Queen Elizabeth / Hood)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1550230·12−1.71000+1.7)·30=210.7m
210.7 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
126.4 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =210.7·0.62=63.2m
63.2 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =126.4·0.62=37.9m
37.9 m at 15.5 km
Turret turn time
ƒ180 degrees / 3.3 deg/s traverse speed = 54.5 s.
54.5 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE alpha5,300
HE Velocity732 m/s
Fire Chance34%
HE fire DPM vs T5 BB40970
Effective HE DPM vs T5 BB125770
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,300 HE damage x 8 broadside guns = 42,400.
42,400
HE DPM
ƒ42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
84,800
Fires/min
ƒ16 shells/min × 0.34 (34% fire chance) = 5.44.
5.44
AP shells
AP alpha11,400
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP pen max range369 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2330·8790.69·0.381−1.07·7321.38=631.2mm.
631.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 496.3 m/s: P=10−7·2330·8790.69·0.381−1.07·496.31.38=369.2mm.
369.2 mm at 15.5 km
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
AP DPM
ƒ91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
182,400
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.
90
AA Defense
AA mount points17
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IV13×1 20mm
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 42 from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.75 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range2.5 km
Total DPS in Aura
ƒFar 42 + Medium 123 = 165
165
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.7 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 123 + Near 83 = 248
248
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 4.8 + 3.3 = 8.1. 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.
8.1
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: 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/8.714 s (8.6 s = 61 ticks) × 2200 = 60,590. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
180,590
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 8.1 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 61,040. 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.
61,040
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 180,590 + secondary fire DPM 61,040 = 241,630: shell damage plus fire damage against one T5 battleship, every shell hitting.
241,630
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
102 mm/45 QF Mk XIX (4×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time3 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. 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.
4.8
HE Pen17 mm
Show 1 more gun family
152 mm/50 BL Mk XVI (8×1)
Caliber152 mm
Reload time8.6 s
HE alpha2,200
Muzzle Velocity914 m/s
Fire Chance12%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 8.714 s (8.6 s = 61 ticks) × 0.12 (12% fire chance) = 3.3. 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.
3.3
HE Pen25 mm
Maneuverability
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius550 m
Rudder shift time14.2 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 = 23.5 / 4 + 4.9 = 10.8 kt. Base value; speed modifiers scale it.
10.8 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.
41 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.2 kt of 23.5 kt).
31.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (23.3 kt of 23.5 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.
49.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3.3 − 4.3 = -1.0°/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 1.0°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.23 km x 0.955 = 13.59 km. Camouflage does not change detectability by air.
14.23 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.23 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.59 km.
13.59 km
Detectability by air11.38 km
Smoke firing penalty13.04 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.23 km) = 15.5 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.5 km
Detect when firing (air)
ƒAir detectability 11.38 km + gun-firing bloom 7.62 km = 19 km. The bloom tracks main-battery caliber 381 mm × 0.020 = 7.62 km.
19 km
Detect when on fire (sea)
ƒSea detectability 14.23 km + 2.0 km while burning = 16.23 km.
16.23 km
Detect when on fire (air)
ƒAir detectability 11.38 km + 3.0 km while burning = 14.38 km.
14.38 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,038 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 53,800 HP = 9,038 HP: up to 16.8% of max HP restored per charge.
· 27,114 HP (50.4% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 3 charges = 0.504 × 53,800 HP = 27,114 HP: up to 50.4% of max HP if the whole Repair Party loadout is used.
· 323 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 53,800 HP = 323 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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

vs standard BB2% tighter H · 2% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.5 km) with the same model as Max Horiz/Vert Disp: horizontal 211 / 215 m − 1 = -2%, vertical 126 / 129 m − 1 = -2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km102.5 m
(166.7 × (12 − 1.7) / 1000 + 1.7) × 30 = 102.5 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 km154 m
(333.3 × (12 − 1.7) / 1000 + 1.7) × 30 = 154 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 width @ 15 km205.5 m
(500 × (12 − 1.7) / 1000 + 1.7) × 30 = 205.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km40.3 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=0.5·15502=7751 m, and radiusOnMax=0.6 at 15502 m. Below the kink: k=0.2+(0.5−0.2)·50007751=0.3935, so σV=σH·k=102.5·0.3935=40.3m.
Shell scatter height @ 10 km81.5 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=0.5·15502=7751 m, and radiusOnMax=0.6 at 15502 m. Above the kink: k=0.5+(0.6−0.5)·10000−775115502−7751=0.529, so σV=σH·k=154·0.529=81.5m.
Shell scatter height @ 15 km122 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·15502=7751 m, and radiusOnMax=0.6 at 15502 m. Above the kink: k=0.5+(0.6−0.5)·15000−775115502−7751=0.5935, so σV=σH·k=205.5·0.5935=122m.
AP pen 5 km524 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 =10−7·2330·8790.69·0.381−1.07·639.51.38=524mm, where 639.5 m/s is the shell's speed when it arrives at 5 km (from 732 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 km438 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 =10−7·2330·8790.69·0.381−1.07·562.11.38=438mm, where 562.1 m/s is the shell's speed when it arrives at 10 km (from 732 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 15 km374 mm
AP penetration at a fixed 15 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 =10−7·2330·8790.69·0.381−1.07·501.31.38=374mm, where 501.3 m/s is the shell's speed when it arrives at 15 km (from 732 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 km5.69 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·0.3415·0.38128·879=2.21×10−5. That runs from a 732 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 km5.69 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·0.3415·0.38128·879=2.21×10−5. That runs from a 732 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,330
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 mass879 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 coefficient0.3415
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity732 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity732 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.
minRadius1.7
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 range42
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 123 DPS @ 2.5 km; 20mm Oerlikon MK4 13x1 -> 83 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 42 DPS @ 5 km.
AA DPS layered by range42 DPS @ 5 km, 165 DPS @ 2.5 km, 248 DPS @ 2 km
@ 5 km: 42 from one family; @ 2.5 km: 123 + 42 = 165; @ 2 km: 123 + 83 + 42 = 248. 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-blank248
123 + 83 + 42 = 248 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index684
123 × 2.5 + 83 × 2 + 42 × 5 = 684. 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.
Near aura range2 km

Secondary battery dispersion

102 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
102 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
152 mm × 8 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
152 mm × 8 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha2200
max(1500 (102 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
max(6% (102 mm), 12% (152 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
max(17 mm (102 mm), 25 mm (152 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 152 mm family.
Open in Charting Tool

Ship Charts

Background

When commissioned, she was one of the mightiest battleships in the world that outmatched all previous dreadnought classes in firepower and speed. By the outbreak of World War II, Warspite had been modernized to receive more powerful torpedo protection, reinforced horizontal armor protection, and enhanced AA capabilities.

Armor Beta

Hull HP 53,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel330 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–102 mm)2,700 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle 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)25 mm primary (range 25–256 mm)40,400 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)1,700 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 25–330 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.
Superstructure16 mm2,400 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP26,900 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 (152 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 (40 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 HP16,100 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Warspite B can equip.

  • Warspite B 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.