West Virginia 44
Beta- Push to within secondary range (~6 km) so the secondary battery starts contributing damage
- Avoid: Holding mid-range AP lines like a standard BB
West Virginia 44 Community Stats
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West Virginia 44 Community Stats
Playstyle
Overview
West Virginia 44 is a Tier VI American secondary battleship with top-decile secondary reach out to 6 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. AA (613 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best torpedo belt percent in T6 BBs (37) and best DCP duration in T6 BBs (20 s).
Positioning
Push to within secondary range (~6 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.
Potato Avoidance
Holding mid-range AP lines like a standard BB
The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.
Signature Traits
37.0% torpedo damage reduction, best of T6 BBs.
20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.
25.1° impact angle at max range, best of T6 BBs. Lobs over island cover.
~7.0 s to max forward speed, top decile of T6 BBs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)
41.2 hp per metre of turn radius, bottom decile of T6 BBs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.
68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get West Virginia 44
West Virginia 44 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.
Best listed chance for this ship
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Mystic Lantern
0.02%
Superprize: Premium Ship
Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- 5 Years Strong: Loyalty Reward for All Captains! Event/store source Start: 2024-03-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows
- Mystic Lantern 0.02% · Superprize: Premium Ship
Builds Beta
Build for main-battery accuracy, reload/range, survivability, and fire resistance.
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Cohort position
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Where West Virginia 44 sits among Tier VI BBs (27 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 24 mid-pack stats
Not standouts for West Virginia 44 -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15850/30·(12−2)/1000 + 2)·30 = 218.5 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 218.5 × 0.6 = 131.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 218.5 × 0.344 (σ=1.8) = 75.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.1 × 0.344 (σ=1.8) = 45.1 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
8 broadside guns x 60 / 30 s base reload = 16.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 8 broadside guns = 45,600.ƒ
45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.ƒ
8 HE shells x 60 / 30 s reload x 36% fire chance = 5.76.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2700 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 806.9 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 407.4 m/s: 1e-7 × 2700 × 1016^0.69 × 0.406^-1.07 × 407.4^1.38 = 336.4 mm.ƒ
12,400 AP damage x 8 broadside guns = 99,200.ƒ
99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (75×3.5×0.75) + (127×3.5×0.7) + (40×3.5×0.75) = 613. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 40 + Medium 75 = 115ƒ
Far 40 + Medium 75 + Near 127 = 242ƒ
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 33 + 30 = 228 m.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.66% heal per second · 18.5% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% damage boost · +50% reload boost
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15850/30·(12−2)/1000 + 2)·30 = 218.5 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 218.5 × 0.6 = 131.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 218.5 × 0.344 (σ=1.8) = 75.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.1 × 0.344 (σ=1.8) = 45.1 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2700 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 806.9 mm. Matches the in-game spec card.Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 407.4 m/s: 1e-7 × 2700 × 1016^0.69 × 0.406^-1.07 × 407.4^1.38 = 336.4 mm.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 8 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 8 broadside guns = 45,600.12,400 AP damage x 8 broadside guns = 99,200.45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.8 broadside guns x 60 / 30 s base reload = 16.8 HE shells x 60 / 30 s reload x 36% fire chance = 5.76.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (75×3.5×0.75) + (127×3.5×0.7) + (40×3.5×0.75) = 613. 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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6 km × 33 + 30 = 228 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×2 127 mm (8/side) × 60/5 × 2160 = 207,360. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2160 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 127 mm family.Armor
Hull HP 62,000, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–40 mm) | 2,100 (3% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 114 mm primary (range 25–343 mm) | 46,500 (75% of HP) | No common caliber overmatches114 mm: standard HE shatters; improved HE (DE / FR BB) pens from 460mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–203 mm) | 1,400 (2% of HP) | Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 343 mm primary (range 35–343 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 16 mm primary (range 16–406 mm) | 3,900 (6% 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 HP | 29,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 18,600 module HP | Incapacitated at 0 HP | When 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior West Virginia 44 can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
