World of Warships: Legends ship guide

Orion

Also called: 俄里翁 Beta
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
343 mm AP overmatchHigh HE / fire outputImproved HE penLong-reach AAStiff AP fuse
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Community Data

Orion Community Stats

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Playstyle

Overview

Orion is a Tier III British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best fires per minute in T3 BBs (8) and best AA reach in T3 BBs (5 km).

Positioning

Anchor a flank at 10-13 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. 42,700 HP is what a rotation started too late costs, and it is spent before the guns that punished it come off cooldown. A 610 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Taking the long way round the map edge to flank

At 22 kn five minutes of sailing buys about 3.4 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 7/18 T3 BBs.

ELITE MAIN BATTERY
  • High fire chance · 40%
  • High fire pressure · 8 fires
  • Big-caliber AP overmatch · 23.9 mm
  • AP overmatch specialist
Long-reach AA

5 km AA reach, best of T3 BBs.

Stiff AP fuse

57 mm AP arming threshold, worst of T3 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Orion

Orion is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Orion sits in the Flamethrowing Battleships branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds

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

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Commanders frequently paired with this ship AL HoodAL NelsonAL Queen Elizabeth

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Cohort position

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Where Orion sits among Tier III BBs (17 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.

BestMain battery caliber343 mm (1/18) BestFires per minute8 (1/18) BestAA range5 km (1/15) BestFlak per wave (expected)240 (1/10) Top 25%HE shell damage4,700 (4/18) Top 25%AP DPM190,000 (4/18) Top 25%AP fuse timer0.01 s (5/18) Top 25%Effective HE DPM (incl. fire)146,488 (3/18) Top 25%AA threat416 (3/15) Top 25%Max armor305 mm (5/18) Bottom 25%Air detection10.05 km (15/18) Bottom 25%AP velocity787 m/s (16/18) Bottom 25%HE velocity787 m/s (16/18) Bottom 25%Acceleration36.4 s (14/17) WorstSmoke fire bloom10.61 km (18/18) WorstTraverse-to-turn ratio2.35 × (18/18) WorstAP arming threshold57 mm (18/18) WorstSecondary range3.5 km (1 of 7 tied)
See 26 mid-pack stats

Not standouts for Orion -- 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 points42,700 HP(7/18) Max speed22 kt(9/18) Concealment12.56 km(14/18) Rudder shift12.6 s(12/18) Turning circle610 m(14/18) Main battery range13.85 km(7/18) Main battery reload30 s(11/18) Sigma1.5(14/18) HE DPM94,000(6/18) Main dispersion198.5 m(12/18) Secondary DPM (per side)136,800(7/18) Secondary HE alpha1,700(13/17) Secondary fire chance8%(10/17) Secondary HE pen20 mm(13/17) Engine power33,200 hp(7/17) Turn-speed retention54.4 hp/m(7/17) Displacement26,900 t(13/18) Power-to-weight1.23 hp/t(9/17) AP pen at 10 km301 mm(8/18) AA DPS122(6/15) Repair charges3(9/18) Citadel belt254 mm(9/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) Deck armor38 mm(11/18) NormSecondary dispersion bracket57(15 of 18 tied at this value)
Survivability
Hit PointsInitial: 38,600 → 42,700
Displacement26,900 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
176.8 x 32.3 m (measured from the ship model)
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 63, 76, 102, 152, 203, 229, 254, 279, 305 mm
Armor material/layer entries70
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 6.7% → 10%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (7,686 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (8,540 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
21,400
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.
12,800
Effective HP
ƒBase 42,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,978 HP per charge, x3 charges = 17,934 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
60,634
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 343 mm/45 Mk V
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range (base)12.6 km
Firing range (top fire control)13.9 km
Turret traverse2.5 °/s
Turret armor279 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±150°, ±148°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
32° off bow / 30° off stern
HE fire DPM vs T3 BB52488
Effective HE DPM vs T3 BB146488
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13854.530·1221000+2)·30=198.5m
198.5 m at 13.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =198.5·0.6=119.1m
119.1 m at 13.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =198.5·0.61.5=79.4m
79.4 m at 13.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =119.1·0.61.5=47.7m
47.7 m at 13.9 km
Turret turn time
ƒ180 degrees / 2.5 deg/s traverse speed = 72 s.
72 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE Damage4,700
HE Velocity787 m/s
Fire Chance40%
HE penetration
ƒ86 mm ≈ 343 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
86 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
94,000
Fires/min
ƒ20 shells/min x 40% fire chance = 8.
8
AP shells
AP Damage9,500
AP Velocity787 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2145·5670.69·0.3431.07·7871.38=531mm. Matches the in-game spec card.
531 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.9 km), where the shell has slowed to 454.8 m/s: P=107·2145·5670.69·0.3431.07·454.81.38=249.1mm.
249.1 mm at 13.9 km
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
190,000
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.
55
AA Defense
AA mount pointsInitial: 4 → 8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount4×1 40mm
12.7 mm Mk III (upgraded hull only)4×4 13mm
120 mm/40 QF Mk VIII (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 120mm
Far aura
Guns120 mm/40 QF Mk VIII (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 55 from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 0.75 hit probability = 47 - the same in-game units as the Close-range AA DPS headline.
Initial: 52 → 47
Range2.5 km
Total DPS in Aura
ƒFar 55 + Medium 47 = 102
102
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.7 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1.2 km
Total DPS in Aura
ƒFar 55 + Medium 47 + Near 20 = 122
122
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 × 150 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.
150
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. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts20
Firing range3.5 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
102 mm/50 BL Mk VII (×16)
Caliber102 mm
Reload time7.5 s
HE Damage1,500
Muzzle Velocity873 m/s
Fire Chance6%
Armor Pen17 mm
Show 1 more gun family
120 mm/40 QF Mk VIII (×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.
Caliber120 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity749 m/s
Fire Chance8%
Armor Pen20 mm
Maneuverability
Engine power33,200 hp
Maximum speed22 kt
Turning circle radius610 m
Rudder shift time12.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 22 / 4 + 4.9 = 10.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
10.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
46.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
7.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22 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.
60 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·22.0·0.5144610=1.06°/s, so ratio=ωturretωhull=2.51.06=2.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.4× drags
Concealment
Detectability by sea12.56 km
Detectability by air10.05 km
Smoke firing penalty10.61 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
13.85 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.86 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
16.91 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.56 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
13.05 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,978 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.
· 17,934 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.
· 214 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (42,700 HP) per second = 214 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points38,600 → 42,700
  • Rudder shift22.9 → 16.4 s
  • AA mounts4 → 8
  • Close-range AA DPS20 → 26
Fire controlUpgrade
  • Main battery range12,595 → 13854.5 m

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)1.5
Max Horiz Disp198.5 m at 13.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13854.530·1221000+2)·30=198.5m
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.
Max Vert Disp119.1 m at 13.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =198.5·0.6=119.1m
Shell scatter height @ 10 km87.1 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·13854.5=6927 m, and radiusOnMax=0.6 at 13854.5 m. Above the kink: k=0.5+(0.60.5)·10000692713854.56927=0.5444, so σV=σH·k=160·0.5444=87.1m.
Med Horiz Disp79.4 m at 13.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =198.5·0.61.5=79.4m
Med Vert Disp47.7 m at 13.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =119.1·0.61.5=47.7m
AP Pen Close531 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2145·5670.69·0.3431.07·7871.38=531mm. Matches the in-game spec card.
AP Pen Far249.1 mm at 13.9 km
Same formula at the ship's max firing range (13.9 km), where the shell has slowed to 454.8 m/s: P=107·2145·5670.69·0.3431.07·454.81.38=249.1mm.
AP pen 5 km397 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 km301 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 flight time @ 10 km5.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4232·0.34328·567=3.45×105. That runs from a 787 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.72 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4232·0.34328·567=3.45×105. That runs from a 787 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration86 mm
86 mm ≈ 343 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.251 in this case. Lets HE pen ~85mm armor instead of ~57mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch23 mm
floor(343 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time72 s
180 degrees / 2.5 deg/s traverse speed = 72 s.
HE full-salvo alpha47,000
4,700 HE damage x 10 broadside guns = 47,000.
AP full-salvo alpha95,000
9,500 AP damage x 10 broadside guns = 95,000.
HE DPM94,000
47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
AP DPM190,000
95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
Shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Fires/min8
20 shells/min x 40% fire chance = 8.

AA defense

AA DPS at max range55
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 4x1 -> 47 DPS @ 2.5 km; 12mm62 HI 4x4 -> 20 DPS @ 1.2 km; 4in45 QF Mk XIX 4x2 -> 55 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range55 DPS @ 5 km, 102 DPS @ 2.5 km, 122 DPS @ 1.2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank122
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index416
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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)136,800
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: 16×1 102 mm (8/side) × 60/7.5 × 1500 = 96,000 + 4×1 120 mm (2/side) × 60/5 × 1700 = 40,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 38,60042,700 with hull upgrade, 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 & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–152 mm)2,700 (6% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
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 19–305 mm)32,000 (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.
Stern19 mm primary (range 19–254 mm)1,700 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 25–254 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.
Superstructure13 mm primary (range 13–279 mm)1,700 (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 HP21,400 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (120 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP12,800 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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Exteriors

Skins & permanent camouflages

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

  • Orion 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