World of Warships: Legends ship guide

Puerto Rico

Also called: 波多黎各 Beta
U.S.A. · Tier ★ · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatch2.2 sigma accuracyStrong secondaries (7 km)Radar (9.9 km)Wide always-pen zonePattern widens fast with range
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Community Data

Puerto Rico Community Stats

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Playstyle

Overview

Puerto Rico is a Legendary American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. AA (668 AA DPS at 5.2 km, +100% Defensive AA flak burst) ranks 3 of 21 in Legendary CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP always-pen window in Legendary CAs (60°) and best burny secondaries in Legendary CAs (9).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end. Both phases of a turn are slow (16 s on the rudder, a 910 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 9.9 km for 30 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9.9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Wide always-pen zone

60° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.

Burny secondaries

9% best HE fire chance per secondary shell (before target resistance), best of Legendary CAs. Stacks fires faster than peers in a brawl.

ELITE ARMOR
  • Heavy citadel belt · 254 mm
  • Strong torpedo belt · 28%
Pattern widens fast with range

Shell pattern widens about 13.6 m per km of range, worst of Legendary CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Sluggish rudder

16 s rudder shift, worst of Legendary CAs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Puerto Rico

Puerto Rico 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 · Mystic Lantern · 1 of 25 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 GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Puerto Rico sits among Legendary CAs (20 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 fire chance9% (1 of 2 tied) BestAP ricochet start60° (1 of 5 tied) BestSecondary range7 km (1/14) BestCitadel belt254 mm (1/21) Top 10%Hit points64,500 HP (2/21) Top 10%Sigma2.2 (2/21) Top 10%AP shell damage8,900 (3/21) Top 10%Secondary dispersion bracket33 (2/14) Top 10%AP auto-bounce angle67.5° (3/21) Top 10%AA DPS668 (3/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE shell damage4,300 (5/19) Top 25%HE fire chance27% (5/19) Top 25%Secondary DPM (per side)216,000 (4/14) Top 25%Secondary HE alpha1,800 (4/13) Top 25%Engine power212,000 hp (6/21) Top 25%AP pen at 10 km421 mm (5/21) Top 25%Max armor310 mm (4/21) Top 25%End plates27 mm (6/21 / 6/21) Bottom 25%Smoke fire bloom10.37 km (18/21) Bottom 25%Turning circle910 m (18/21) Bottom 25%Main battery reload19.8 s (19/21) Bottom 25%AP velocity762 m/s (19/21) Bottom 25%AP arming threshold51 mm (17/21) WorstRudder shift16 s (21/21) WorstMain dispersion212.3 m (21/21) WorstAcceleration31.1 s (21/21) WorstDisplacement49,091 t (21/21) WorstPower-to-weight4.32 hp/t (21/21) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 19 mid-pack stats

Not standouts for Puerto Rico -- 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.

Max speed33.5 kt(13/21) Concealment13.56 km(14/21) Air detection8.14 km(14/21) Traverse-to-turn ratio5.53 ×(11/21) Main battery range15.66 km(11/21) Fires per minute9.82(12/19) HE DPM156,364(13/19) AP DPM323,636(11/21) Secondary HE pen21 mm(5/13) HE velocity808 m/s(15/19) Turn-speed retention233 hp/m(7/21) Effective HE DPM (incl. fire)236,861(11/19) AA range5.2 km(9/21) AA threat2,325(9/21) Flak per wave (expected)3,150(7/20) Deck armor38 mm(13/21) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points64,500
Displacement49,091 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.
263 x 31.85 m
Armor range16–310 mm
Plate armor thicknesses16, 19, 27, 30, 38, 40, 50, 51, 57, 76, 114, 127, 152, 216, 217, 229, 254, 279, 305, 310 mm
Armor material/layer entries66
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.
40%
Fire duration45 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 45 s, so one unattended fire burns 13.5% of the pool (8,708 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 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (6,450 HP on this ship). Verified against measured flood ticks in replay data.
0.25% 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.
28%
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.
32,300
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.
19,400
Effective HP
ƒBase 64,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,030 HP per charge, x2 charges = 18,060 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.
82,560
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm Mk8
Mounts / barrels4 mounts / 12 barrels
Reload time22 s
Firing range15.7 km
Turret traverse6 °/s
Turret armor325 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 ±145°
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.
35° off bow / 35° off stern
AP pen max range348 mm
HE fire DPM vs T8 BB72433
Effective HE DPM vs T8 BB213161
Shell Grouping (σ)2.2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1566030·121.71000+1.7)·30=212.3m
212.3 m at 15.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =212.3·0.6=127.4m
127.4 m at 15.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =212.3·0.62.2=57.9m
57.9 m at 15.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =127.4·0.62.2=34.7m
34.7 m at 15.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 22 s base reload = 32.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 19.8 s all-upgrades reload = 36.4.
Initial: 32.7 → 36.4
HE shells
HE Damage4,300
HE Velocity808 m/s
Fire Chance27%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 12 broadside guns = 51,600.
51,600
HE DPM
ƒZero upgrades: 51,600 HE full-salvo alpha x 60 / 22 s base reload = 140,727. All upgrades (Main Battery Mod. 3 = -10% reload): 51,600 HE full-salvo alpha x 60 / 19.8 s all-upgrades reload = 156,364.
Initial: 140,727 → 156,364
Fires/min
ƒZero upgrades: 32.7 shells/min x 27% fire chance = 8.84. All upgrades (Main Battery Mod. 3 = -10% reload): 36.4 shells/min x 27% fire chance = 9.82.
Initial: 8.84 → 9.82
AP shells
AP Damage8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2470·5170.69·0.3051.07·7621.38=622.2mm. Matches the in-game spec card.
622.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.7 km), where the shell has slowed to 500.6 m/s: P=107·2470·5170.69·0.3051.07·500.61.38=348.4mm.
348.4 mm at 15.7 km
AP full-salvo alpha
ƒ8,900 AP damage x 12 broadside guns = 106,800.
106,800
AP DPM
ƒZero upgrades: 106,800 AP full-salvo alpha x 60 / 22 s base reload = 291,273. All upgrades (Main Battery Mod. 3 = -10% reload): 106,800 AP full-salvo alpha x 60 / 19.8 s all-upgrades reload = 323,636.
Initial: 291,273 → 323,636
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.
150
AA Defense
AA mount points42
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm Bofors Mk216×4 40mm
20 mm Oerlikon Mk426×1 20mm
127 mm Mk41 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Far aura
Guns127 mm Mk41 (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 132 from dual-purpose secondaries firing as AA in this range band.
132
Range5.2 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 120 raw aura damage × 3.5 × 0.9 hit probability = 378 - the same in-game units as the Close-range AA DPS headline.
378
Range3.5 km
Total DPS in Aura
ƒFar 132 + Medium 378 = 510
510
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 53 raw aura damage × 3.5 × 0.85 hit probability = 158 - the same in-game units as the Close-range AA DPS headline.
158
Range2 km
Total DPS in Aura
ƒFar 132 + Medium 378 + Near 158 = 668
668
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 250 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.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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.
90%
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts8
Firing range7.0 km
Shell Grouping (σ)1
127 mm Mk41 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
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 @ 7 km
ƒ7 km × 33 + 30 = 261 m.
261 m
Maneuverability
Engine power212,000 hp
Maximum speed33.5 kt
Turning circle radius910 m
Rudder shift time16 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 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.
13.3 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.
34.1 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).
10.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
31.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
52.4 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·33.5·0.5144910=1.08°/s, so ratio=ωturretωhull=61.08=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea13.56 km
Detectability by air8.14 km
Smoke firing penalty10.37 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.
15.66 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
14.24 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.
15.56 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.
11.14 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 9.9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 330×301000=9.9 km
Catapult Fighter4 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
Repair Party2 charges · 80 s reload · 28 s active · 9,030 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.
· 18,060 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 322 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (64,500 HP) per second = 322 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

See all derived stats

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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)2.2
Max Horiz Disp212.3 m at 15.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1566030·121.71000+1.7)·30=212.3m
Shell scatter width @ 5 km102.5 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 km154 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 km205.5 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 Disp127.4 m at 15.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =212.3·0.6=127.4m
Shell scatter height @ 10 km81.3 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=0.5·15660=7830 m, and radiusOnMax=0.6 at 15660 m. Above the kink: k=0.5+(0.60.5)·100007830156607830=0.5277, so σV=σH·k=154·0.5277=81.3m.
Med Horiz Disp57.9 m at 15.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =212.3·0.62.2=57.9m
Med Vert Disp34.7 m at 15.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =127.4·0.62.2=34.7m
AP Pen Close622.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2470·5170.69·0.3051.07·7621.38=622.2mm. Matches the in-game spec card.
AP Pen Far348.4 mm at 15.7 km
Same formula at the ship's max firing range (15.7 km), where the shell has slowed to 500.6 m/s: P=107·2470·5170.69·0.3051.07·500.61.38=348.4mm.
AP pen 5 km510 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 km421 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 km356 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 flight time @ 10 km5.31 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·0.3433·0.30528·462.3=2.71×105. That runs from a 808 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.
AP flight time @ 10 km5.51 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·0.3343·0.30528·517=2.36×105. That runs from a 762 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 penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha51,600
4,300 HE damage x 12 broadside guns = 51,600.
AP full-salvo alpha106,800
8,900 AP damage x 12 broadside guns = 106,800.
HE DPMInitial: 140,727 → 156,364
Zero upgrades: 51,600 HE full-salvo alpha x 60 / 22 s base reload = 140,727. All upgrades (Main Battery Mod. 3 = -10% reload): 51,600 HE full-salvo alpha x 60 / 19.8 s all-upgrades reload = 156,364.
AP DPMInitial: 291,273 → 323,636
Zero upgrades: 106,800 AP full-salvo alpha x 60 / 22 s base reload = 291,273. All upgrades (Main Battery Mod. 3 = -10% reload): 106,800 AP full-salvo alpha x 60 / 19.8 s all-upgrades reload = 323,636.
Shells/minInitial: 32.7 → 36.4
Zero upgrades: 12 broadside guns x 60 / 22 s base reload = 32.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 19.8 s all-upgrades reload = 36.4.
Fires/minInitial: 8.84 → 9.82
Zero upgrades: 32.7 shells/min x 27% fire chance = 8.84. All upgrades (Main Battery Mod. 3 = -10% reload): 36.4 shells/min x 27% fire chance = 9.82.

AA defense

AA DPS at max range132
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 16x4 -> 378 DPS @ 3.5 km; 20mm Oerlikon MK4 26x1 -> 158 DPS @ 2 km; 5in54 8x2 -> 132 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range132 DPS @ 5.2 km, 510 DPS @ 3.5 km, 668 DPS @ 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-blank668
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2325
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 @ 7 km261 m
7 km × 33 + 30 = 261 m.
Secondary dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)216,000
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) × 60/4 × 1800 = 216,000. 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 64,500, 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 & stern27 mm

Overmatched by 43+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel254 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 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)2,000 (3% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm27 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)76 mm primary (range 19–310 mm)48,400 (75% of HP)
No common AP caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–217 mm)4,400 (7% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel254 mm primary (range 19–254 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.
Superstructure16 mm primary (range 16–38 mm)no cap
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 HP32,300 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 (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 HP19,400 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 Puerto Rico can equip, from in-game data.

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.