World of Warships: Legends ship guide

West Virginia

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
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 penSpotter planeHigh fire chanceStiff AP fuse
Community Data

West Virginia Community Stats

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Playstyle

Overview

West Virginia is a Tier V American all-rounder battleship with 406mm guns at 15.4 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.

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

Close-range AP brick

746.3 mm AP pen at 1.5 km, best of T5 BBs. Citadels broadside cruisers up close.

Long-range AP brick

424.3 mm AP pen at max range, best of T5 BBs. Threatens citadels even from range.

Big-caliber overmatch

28.4 mm overmatch threshold, top decile of T5 BBs. Punishes bow-tanking ships peers can't crack.

Heavy armor

406.0 mm max plate, best of T5 BBs.

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.

Underpowered engine

28900.0 hp engine, bottom decile of T5 BBs. Less headroom for re-accelerating from a stop and holding speed through turns.

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 containers · Super V Crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
Show all 16 containers (13 more)
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · 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 Event containers · 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 containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · 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 Event containers · 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 Event containers · 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 Event containers · 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 Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · 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 containers · Mystic Box · 1 of 25 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL ColoradoAL New Jersey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where West Virginia sits among Tier V BBs (24 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) BestMax armor406 mm (1 of 6 tied) Top 10%Stealth profile13.97 km / 11.18 km (3/24 / 3/24) Top 10%Main battery caliber406 mm (2/24) Top 10%HE fire chance36% (2/24) Top 10%Acceleration6.3 s (2/24) Top 25%Traverse-to-turn ratio4.33 × (4/24) Top 25%HE shell damage5,700 (6/24) Top 25%Displacement33,590 t (4/24) Top 25%Citadel belt343 mm (5/24) Top 25%Bow armor26 mm (7/24) Bottom 25%Hit points50,200 HP (21/24) Bottom 25%Max speed21 kt (21/24) Bottom 25%Main battery range15.42 km (21/24) Bottom 25%Main dispersion214.2 m (19/24) Bottom 25%Power-to-weight0.86 hp/t (22/24) WorstAP arming threshold68 mm (1 of 2 tied) WorstEngine power28,900 hp (24/24) WorstTurn-speed retention43.1 hp/m (24/24)
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 shift17.9 s(8/24) Main battery reload27 s(15/24) Sigma1.8(10/24) Fires per minute6.4(15/24) HE DPM101,333(17/24) AP DPM220,444(15/24) Secondary DPM (per side)173,143(15/24) HE alpha1,800(15/23) Secondary fire chance9%(11/23) Secondary HE pen21 mm(17/23) AP velocity768 m/s(18/24) HE velocity803 m/s(16/24) AA DPS156(18/24) AA range4.2 km(15/24) AA threat456(18/24) Repair charges3(12/24) Stern armor26 mm(8/24) Deck armor102 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(19 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormSecondary range4 km(16 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

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

Repair 3Fighter
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%
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.
25,100
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.
15,100
Main Battery
ModuleArtillery: 406 mm Mk5
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.4 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 = (15423/30·(12−2)/1000 + 2)·30 = 214.2 m
214.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.2 × 0.6 = 128.5 m
128.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.2 × 0.344 (σ=1.8) = 73.7 m
73.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.5 × 0.344 (σ=1.8) = 44.2 m
44.2 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 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. 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: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 490.5^1.38 = 424.3 mm.
424.3 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 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.
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)8×1 127mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range4.2 km
Medium aura
DPS8
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 8 = 36
36
Near aura
DPS25
Range1.2 km
Total DPS in Aura
ƒFar 28 + Medium 8 + Near 25 = 61
61
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)
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 moduleEngine: 28,900 hp
Engine power28,900 hp
Maximum speed21 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea13.97 km
Detectability by air11.18 km
Smoke firing penalty13.56 km
Detect after firing main guns13.97 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 · 0.5% heal per second · 14% 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 Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload 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 Disp214.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15423/30·(12−2)/1000 + 2)·30 = 214.2 m
Max Vert Disp128.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 214.2 × 0.6 = 128.5 m
Med Horiz Disp73.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 214.2 × 0.344 (σ=1.8) = 73.7 m
Med Vert Disp44.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 128.5 × 0.344 (σ=1.8) = 44.2 m
AP Pen Close787.7 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 × 2636 × 1016^0.69 × 0.406^-1.07 × 768^1.38 = 787.7 mm. 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: 1e-7 × 2636 × 1016^0.69 × 0.406^-1.07 × 490.5^1.38 = 424.3 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 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.
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

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.

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)1,900 (4% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)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)16 mm primary (range 16–343 mm)37,700 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle 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)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle 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 ×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)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.

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 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.