World of Warships: Legends ship guide

West Virginia 44

Beta
U.S.A. · Tier VI · Battleship · West Virginia Variant
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Push to within secondary range (~6 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (6 km)Strong AALobs over islandsSpotter planeSlow
Community Data

West Virginia 44 Community Stats

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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

Strong torpedo belt

37.0% torpedo damage reduction, best of T6 BBs.

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

High-arc AP shells

25.1° impact angle at max range, best of T6 BBs. Lobs over island cover.

Fast acceleration

~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.)

Bleeds speed in turns

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.

Stiff AP fuse

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.

Acquisition

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

  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
Official WG availability sources
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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.

BestSecondary dispersion bracket33 (1 of 7 tied) BestAcceleration7 s (1/27) Top 10%Secondary range6 km (3/27) Top 10%AA DPS613 (3/27) Top 10%AA threat1,836 (2/27) Top 10%Max armor406 mm (3/27) Top 25%Stealth profile14.33 km / 11.46 km (6/27 / 7/27) Top 25%Traverse-to-turn ratio4.85 × (4/27) Top 25%AP shell damage12,400 (5/27) Top 25%HE alpha2,160 (6/26) Top 25%Secondary HE pen25 mm (6/26) Top 25%Repair heal rate0.66 %/s (7/27) Bottom 25%Main battery range15.85 km (23/27) Bottom 25%AP arming threshold68 mm (22/27) Bottom 10%Engine power30,900 hp (26/27) Bottom 10%Power-to-weight0.75 hp/t (26/27) WorstMax speed21 kt (1 of 2 tied) WorstSecondary fire chance5% (1 of 4 tied) WorstTurn-speed retention41.2 hp/m (27/27) WorstNo torpedoes (22 of 27 in cohort)
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.

Hit points62,000 HP(8/27) Rudder shift19.4 s(19/27) Main battery caliber406 mm(8/27) Main battery reload27 s(16/27) Sigma1.8(17/27) HE shell damage5,700(11/27) HE fire chance36%(9/27) Fires per minute6.4(15/27) HE DPM101,333(17/27) AP DPM220,444(15/27) Main dispersion218.5 m(17/27) Secondary DPM (per side)207,360(12/27) AP velocity768 m/s(19/27) HE velocity803 m/s(17/27) Displacement40,990 t(11/27) AA range5 km(11/27) Repair charges3(13/27) Citadel belt343 mm(9/26) Bow armor26 mm(11/26) Stern armor26 mm(11/26) Deck armor102 mm(14/26) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3Def-AAFighter
Survivability
Hit Points62,000
Displacement40,990 t
Armor range16–406 mm
Plate armor thicknesses16, 25, 26, 31, 35, 38, 40, 44, 76, 102, 114, 140, 152, 159, 165, 203, 273, 330, 343, 406 mm
Armor material/layer entries58
Fire resistance30%
Fire duration60 s
Torp Reduction37%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
29,600
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.
18,600
Main Battery
ModuleArtillery: 406 mm/45 Mk.5
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.8 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15850/30·(12−2)/1000 + 2)·30 = 218.5 m
218.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 218.5 × 0.6 = 131.1 m
131.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 218.5 × 0.344 (σ=1.8) = 75.1 m
75.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.1 × 0.344 (σ=1.8) = 45.1 m
45.1 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage5,700
HE Velocity803 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 8 broadside guns = 45,600.
45,600
Base HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
91,200
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 36% fire chance = 5.76.
5.76
AP shells
AP Damage12,400
AP Velocity768 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical 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.
806.9 mm
AP Pen Far
ƒSame 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.
336.4 mm
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
Base AP DPM
ƒ99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
198,400
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.
120
AA Defense
AA mount points70
Close-range AA DPS
ƒSum 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.
613
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk.458×1 20mm
20 mm Oerlikon Mk.241×2 20mm
20 mm Oerlikon Mk.151×4 20mm
127 mm Mk32 (DP)8×2 127mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5 km
Medium aura
DPS75
Range3.5 km
Total DPS in Aura
ƒFar 40 + Medium 75 = 115
115
Near aura
DPS127
Range2 km
Total DPS in Aura
ƒFar 40 + Medium 75 + Near 127 = 242
242
S
Secondary Battery
Mounts8
Firing range6.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time5 s
HE Damage2,160
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 6 km
ƒ6 km × 33 + 30 = 228 m.
228 m
Maneuverability
Engine moduleEngine: 30,900 hp
Engine power30,900 hp
Maximum speed21 kt
Turning circle radius750 m
Engine power multiplier speed threshold18 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea14.33 km
Detectability by air11.46 km
Smoke firing penalty13.87 km
Detect after firing main guns14.33 km
Detect Fire Sea16.33 km
Detect Fire Air14.46 km
Guaranteed Detect2 km
Consumables
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
Choose one
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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse4 → 8 °/s

See all derived stats

Show

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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp218.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15850/30·(12−2)/1000 + 2)·30 = 218.5 m
Max Vert Disp131.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 218.5 × 0.6 = 131.1 m
Med Horiz Disp75.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 218.5 × 0.344 (σ=1.8) = 75.1 m
Med Vert Disp45.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 131.1 × 0.344 (σ=1.8) = 45.1 m
AP Pen Close806.9 mm
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.
AP Pen Far336.4 mm
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.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha45,600
5,700 HE damage x 8 broadside guns = 45,600.
AP full-salvo alpha99,200
12,400 AP damage x 8 broadside guns = 99,200.
Base HE DPM91,200
45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
Base AP DPM198,400
99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min5.76
8 HE shells x 60 / 30 s reload x 36% fire chance = 5.76.

AA defense

Close-range AA DPS613
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1836
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%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km228 m
6 km × 33 + 30 = 228 m.

Secondary battery firepower

Secondary DPM (per side)207,360
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).
Max HE alpha2160
Maximum HE damage per shell across secondary HE families. Best on this ship: 2160 from the 127 mm family.
Max HE fire chance5%
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.
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 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
Bow26 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.
Stern26 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.
Citadel343 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).
Superstructure16 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 HP29,600 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 (127 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 HP18,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior West Virginia 44 can equip, from in-game data.

  • West Virginia 44 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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