World of Warships: Legends ship guide

Warspite

Also called: 厌战 Beta
U.K. · Tier V · Battleship · Premium
Super-heal battleshipA heavy Repair Party lets it stay in trades peers have to break off.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
381 mm overmatch2 sigma accuracyStrong secondaries (5 km)Spotter planeLong-reach AAStiff AP fuse
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Community Data

Warspite Community Stats

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Playstyle

Overview

Warspite is a Tier V British battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best sigma in T5 BBs (2) and best burny secondaries in T5 BBs (12).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

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
  • Big-caliber overmatch · 26.6 mm
  • Flat AP trajectory
Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), best of T5 BBs. Stacks fires faster than peers in a brawl.

Long-reach AA

5.0 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.

Holds speed in turns

145.5 hp per metre of turn radius, top decile of T5 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Stiff AP fuse

64.0 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

Warspite is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. 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.

Best listed chance for this ship

Show all 13 containers (10 more)
  • Santa Level 4 0.25% Tier V Premium ship Archived · Santa Level 4 · 1 of 24 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Champion's Box 0.047917% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • British Battleships crate 0.01% Warspite Archived · British Battleships crate
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

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Cohort position

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Where Warspite sits among Tier V BBs (25 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.

BestSigma2 (1 of 5 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1/24) Top 10%Acceleration33.1 s (2/25) Top 10%Turn-speed retention145.5 hp/m (3/25) Top 10%Repair heal rate0.6 %/s (2/25) Top 25%Main battery caliber381 mm (5/25) Top 25%AP shell damage11,400 (5/25) Top 25%HE alpha2,200 (7/24) Top 25%Secondary HE pen25 mm (5/24) Top 25%Secondary range5 km (5/25) Top 25%AA range5 km (7/25) Bottom 25%Main battery range15.5 km (20/25) Bottom 25%Fires per minute5.44 (20/25) Bottom 25%AP velocity732 m/s (21/25) Bottom 25%HE velocity732 m/s (21/25) Bottom 25%AP arming threshold64 mm (21/25) Bottom 25%Effective HE DPM (incl. fire)125,770 (20/25) WorstTraverse-to-turn ratio2.62 × (25/25)
See 28 mid-pack stats

Not standouts for Warspite -- 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(14/25) Max speed23.5 kt(18/25) Concealment14.23 km(9/25) Air detection11.38 km(9/25) Rudder shift14.2 s(13/25) Main battery reload30 s(16/25) HE shell damage5,300(11/25) HE fire chance34%(9/25) HE DPM84,800(19/25) AP DPM182,400(19/25) Main dispersion210.7 m(17/25) Secondary DPM (per side)181,395(14/25) Engine power80,000 hp(11/25) Displacement36,490 t(11/25) Power-to-weight2.19 hp/t(8/25) AP pen at 10 km425 mm(15/25) AA DPS249(10/25) AA threat685(11/25) Flak per wave (expected)255(19/25) Repair charges3(13/25) Max armor330 mm(15/25) Citadel belt330 mm(10/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) Deck armor32 mm(17/22) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value)
Survivability
Hit Points53,800
Displacement36,490 t
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 resistance23.3%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.5 km
Turret traverse3.3 °/s
AP pen max range354 mm
HE fire DPM vs T5 BB40970
Effective HE DPM vs T5 BB125770
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1550230·121.71000+1.7)·30=210.7m
210.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
126.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =210.7·0.319(σ=2)=67.3m
67.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =126.4·0.32(σ=2)=40.4m
40.4 m
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 Damage5,300
HE Velocity732 m/s
Fire Chance34%
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 x 34% fire chance = 5.44.
5.44
AP shells
AP Damage11,400
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
631.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 463.9 m/s: P=107·2330·8790.69·0.3811.07·463.91.38=336.3mm.
336.3 mm
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.75) + (34×3.5×0.7) + (16×3.5×0.75) = 249. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
249
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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 bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
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 waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
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) (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 Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 BL Mk XVI (×8)
Caliber152 mm
Reload time8.6 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius550 m
Rudder shift time14.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.2 kt of 23.5 kt), from our in-house acceleration model.
33.1 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.
52.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·23.5·0.5144550=1.26°/s, so ratio=ωturretωhull=3.31.26=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea14.23 km
Detectability by air11.38 km
Smoke firing penalty13.04 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.23 km
Detect Fire Sea16.23 km
Detect Fire Air14.38 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)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 27,114 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = 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
ƒ0.6% of max HP (53,800 HP) per second = 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 · 90 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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp210.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1550230·121.71000+1.7)·30=210.7m
Shell scatter width @ 5 km102.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km154 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
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp126.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
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.
Med Horiz Disp67.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =210.7·0.319(σ=2)=67.3m
Med Vert Disp40.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =126.4·0.32(σ=2)=40.4m
Dispersion familyWarspite Disp.
Warspite-family dispersion. JP BB Disp. is superior past 50% of max range; below that, behaves better than JP BB Disp. but worse than US/UK BB.
AP Pen Close631.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
AP Pen Far336.3 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 463.9 m/s: P=107·2330·8790.69·0.3811.07·463.91.38=336.3mm.
AP pen 5 km515 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km425 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km359 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time54.5 s
180 degrees / 3.3 deg/s traverse speed = 54.5 s.
HE full-salvo alpha42,400
5,300 HE damage x 8 broadside guns = 42,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
HE DPM84,800
42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
AP DPM182,400
91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min5.44
16 shells/min x 34% fire chance = 5.44.

AA defense

Close-range AA DPS249
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.75) + (34×3.5×0.7) + (16×3.5×0.75) = 249. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index685
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

Secondary dispersion typeImproved (40%) + Standard
This 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.
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

Secondary DPM (per side)181,395
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/8.6 × 2200 = 61,395. 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 152 mm family.
Max HE fire chance12%
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
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.

Armor Beta

Hull HP 53,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 32+ 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)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle 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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling 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.

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Ship Charts

Balance History

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

Buff ×1Torpedo ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • The armor models of Devonshire and Surrey have each received a small armor addition to their turret rings.
  • The armor model for Giulio Cesare now displays torpedo protection fully in the Armor Viewer.
  • The small upper ledge of the fore and aft citadel athwartships bulkhead has been increased in thickness from 6 to 70 mm.
Read the full official post

Historical context

The real HMS Warspite that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassQueen Elizabeth-class battleship
OperatorRoyal Navy (United Kingdom)
Era1915–1947
WarsWorld War I, World War II
BuilderDevonport Royal Dockyard
Launched26 November 1913
Commissioned8 March 1915
DeploymentsOne of the most decorated ships in Royal Navy history; saw combat in both world wars across the North Sea, Mediterranean, Indian, and Atlantic theatres.

Notable engagements

  • Battle of Jutland (31 May 1916) — Heavily damaged after her steering jammed, drawing fire from much of the German High Seas Fleet.
  • Second Battle of Narvik (13 April 1940) — Destroyed eight German destroyers in a Norwegian fjord.
  • Battle of Calabria (9 July 1940) — Long-range hit on the Italian battleship Giulio Cesare — one of the longest-range gunnery hits in naval history.
  • Battle of Cape Matapan (27–29 March 1941) — Engaged Italian cruisers at point-blank range during a night action.
  • D-Day shore bombardment (June 1944) — Supported Allied landings on the Normandy beaches.

Fate

Decommissioned 1947 and sold for scrap. Broke her tow and ran aground at Prussia Cove, Cornwall, in 1947; broken up on site over several years.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

  • Warspite 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.