World of Warships: Legends ship guide

West Virginia

Also called: 西维吉尼亚 Beta
U.S.A. · Tier V · Battleship · Premium
Bow-tank battleshipHold the line bow-in; top-decile plate shrugs what peers can't crack while the team trades.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
406 mm overmatchHeavy AP penStealthy (14.0 km)Spotter planeHigh fire chanceStiff AP fuse
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Community Data

West Virginia Community Stats

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Playstyle

Overview

West Virginia is a Tier V American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. A heavy Repair Party stretches the trade further. Standout traits: best close-range AP pen in T5 BBs (746.3 mm) and best long-range AP brick in T5 BBs (467.4 mm).

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.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

ELITE ARMOR
  • Thick bow plate · 26.0 mm
  • Heavy armor · 406.0 mm
ELITE MAIN BATTERY
  • Big-caliber overmatch · 28.3 mm
  • Close-range AP brick · 746.3 mm
  • Long-range AP brick · 467.43 mm
Long DCP window

20.0 s Damage Control duration, best of T5 BBs. Stays fire / flood immune longer per activation.

Stiff AP fuse

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

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get West Virginia

West Virginia 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

  • Super V crate 4.166667% One of the Tier V Premium ships Event · Super V crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Archived · Santa Level 4 · 1 of 24 ships
Show all 16 containers (13 more)
  • 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%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • 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%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • 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
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
  • 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

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

Open in Build Tool →

Commanders frequently paired with this ship AL ColoradoAL New JerseyAL Massachusetts

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Cohort position

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Where West Virginia 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.

BestAP shell damage12,400 (1 of 2 tied) BestAP pen at 10 km543 mm (1/25) BestMax armor406 mm (1 of 6 tied) BestEnd plates26 mm (5/25 / 1 of 6 tied) Top 10%Stealth profile13.97 km / 11.18 km (3/25 / 3/25) Top 10%Main battery caliber406 mm (2/25) Top 10%HE fire chance36% (2/25) Top 25%Traverse-to-turn ratio4.33 × (4/25) Top 25%HE shell damage5,700 (7/25) Top 25%Displacement33,590 t (4/25) Top 25%Citadel belt343 mm (5/25) Bottom 25%Hit points50,200 HP (22/25) Bottom 25%Max speed21 kt (22/25) Bottom 25%Main battery range15.42 km (22/25) Bottom 25%Main dispersion214.2 m (21/25) Bottom 25%Acceleration38.6 s (21/25) Bottom 25%Power-to-weight0.86 hp/t (23/25) Bottom 10%Deck armor16 mm (21/22) WorstAP arming threshold68 mm (1 of 2 tied) WorstEngine power28,900 hp (25/25) WorstTurn-speed retention43.1 hp/m (25/25)
See 24 mid-pack stats

Not standouts for West Virginia -- 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.

Rudder shift13.8 s(8/25) Main battery reload30 s(16/25) Sigma1.8(11/25) Fires per minute5.76(16/25) HE DPM91,200(18/25) AP DPM198,400(15/25) Secondary DPM (per side)173,143(15/25) HE alpha1,800(15/24) Secondary fire chance9%(12/24) Secondary HE pen21 mm(17/24) AP velocity768 m/s(19/25) HE velocity803 m/s(17/25) Effective HE DPM (incl. fire)134,580(18/25) AA DPS156(18/25) AA range4.2 km(16/25) AA threat456(19/25) Flak per wave (expected)712(8/25) Repair charges3(13/25) NormSecondary dispersion bracket57(20 of 25 tied at this value) 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) NormSecondary range4 km(17 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit Points50,200
Displacement33,590 t
Armor range6–406 mm
Plate armor thicknesses6, 16, 19, 26, 38, 40, 45, 50, 76, 89, 102, 114, 152, 160, 203, 320, 343, 406 mm
Armor material/layer entries60
Fire resistance23.3%
Fire duration60 s
Torp Reduction37%
Main Battery
ModuleArtillery: 406 mm Mk5
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.4 km
Turret traverse4 °/s
AP pen max range453 mm
HE fire DPM vs T5 BB43380
Effective HE DPM vs T5 BB134580
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1542330·1221000+2)·30=214.2m
214.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.2·0.6=128.5m
128.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =214.2·0.344(σ=1.8)=73.7m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128.5·0.344(σ=1.8)=44.2m
44.2 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
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
HE DPM
ƒ45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
91,200
Fires/min
ƒ16 shells/min 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: P=107·K·m0.69·d1.07·v01.38 =107·2636·10160.69·0.4061.07·7681.38=787.7mm. Matches the in-game spec card.
787.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 490.5 m/s: P=107·2636·10160.69·0.4061.07·490.51.38=424.3mm.
424.3 mm
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
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 points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (25×3.5×0.7) + (28×3.5×0.75) = 156. 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.
156
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.2 km
76.2 mm Mk22 mod. 24×1 76mm
12.7 mm Browning M2 mod. 28×1 13mm
127 mm Mk19 mod. 6 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 127mm
Far aura
Guns127 mm Mk19 mod. 6 (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 74 from dual-purpose secondaries firing as AA in this range band.
74
Range4.2 km
Medium aura
Guns76.2 mm Mk22 mod. 2
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.75 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range3.5 km
Total DPS in Aura
ƒFar 74 + Medium 21 = 95
95
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 25 raw aura damage × 3.5 × 0.7 hit probability = 61 - the same in-game units as the Close-range AA DPS headline.
61
Range1.2 km
Total DPS in Aura
ƒFar 74 + Medium 21 + Near 61 = 156
156
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 190 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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 4.2 km - once planes get inside the band, new waves stop.
2.5-4.2 km
S
Secondary Battery
Mounts18
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
127 mm Mk19 mod. 6 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time4.5 s
HE Damage1,800
Muzzle Velocity657 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk7 (×10)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power28,900 hp
Maximum speed21 kt
Turning circle radius670 m
Rudder shift time13.8 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 (18.9 kt of 21 kt), from our in-house acceleration model.
38.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21 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.
64.9 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·21.0·0.5144670=0.92°/s, so ratio=ωturretωhull=40.92=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea13.97 km
Detectability by air11.18 km
Smoke firing penalty13.56 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.97 km
Detect Fire Sea15.97 km
Detect Fire Air14.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,028 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 21,084 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 251 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (50,200 HP) per second = 251 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)1.8
Max Horiz Disp214.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1542330·1221000+2)·30=214.2m
Shell scatter width @ 5 km110 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 km160 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 km210 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 Disp128.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214.2·0.6=128.5m
Shell scatter height @ 10 km84.7 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 Disp73.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =214.2·0.344(σ=1.8)=73.7m
Med Vert Disp44.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128.5·0.344(σ=1.8)=44.2m
AP Pen Close787.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2636·10160.69·0.4061.07·7681.38=787.7mm. Matches the in-game spec card.
AP Pen Far424.3 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 490.5 m/s: P=107·2636·10160.69·0.4061.07·490.51.38=424.3mm.
AP pen 5 km654 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 km543 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 km459 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 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.
HE DPM91,200
45,600 HE full-salvo alpha x 60 / 30 s base reload = 91,200.
AP DPM198,400
99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min5.76
16 shells/min x 36% fire chance = 5.76.

AA defense

Close-range AA DPS156
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (25×3.5×0.7) + (28×3.5×0.75) = 156. 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 range4.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index456
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 range1.2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)173,143
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: 8×1 127 mm (4/side) × 60/4.5 × 1800 = 96,000 + 10×1 127 mm (5/side) × 60/7 × 1800 = 77,143. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 50,200, 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 & stern26 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel343 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
Bow26 mm primary (range 26–40 mm)1,900 (4% of HP)
Overmatch not possible in its bracketAngle 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)16 mm primary (range 16–343 mm)37,700 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 6–203 mm)1,300 (3% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel343 mm primary (range 26–343 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 mm primary (range 16–406 mm)1,100 (2% 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 HP25,100 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 (76 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 HP15,100 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

Exteriors

Skins & permanent camouflages

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

  • West Virginia 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.