World of Warships: Legends ship guide

Queen Elizabeth

Also called: 伊丽莎白女王 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 12-15 km with bow toward the closest threat
  • Avoid: Shooting on sight and learning where you are the hard way
Key characteristics
381 mm AP overmatch2 sigma accuracyHeavy HE shellsImproved HE penSpotter planeStiff AP fuse
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Community Data

Queen Elizabeth Community Stats

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Playstyle

Overview

Queen Elizabeth is a Tier V 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 sigma in T5 BBs (2) and top-decile HE alpha in T5 BBs (6,300).

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. At 23.5 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start.

Potato Avoidance

Shooting on sight and learning where you are the hard way

Guns are what reveal you, not the enemy's luck: the first salvo lights you up at 14.3 km and hands every ship with a firing angle a stationary target worth 55,300 HP. Decide which island or angle you will shoot from before anything spots you, then angle away and keep firing from cover rather than trading in the open because you fired first.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

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 6/26 T5 BBs.

ELITE MAIN BATTERY
  • Tight grouping
  • Heavy HE shells · 6300 damage
  • High fire chance · 35%
Thick deck armor

76 mm armor deck, top decile of T5 BBs. Eats plunging fire and HE that peers don't.

Long-reach AA

5 km AA reach, top decile of T5 BBs.

Stiff AP fuse

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

Acquisition

How to get Queen Elizabeth

Queen Elizabeth is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

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

Queen Elizabeth 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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Cohort position

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Where Queen Elizabeth 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.

BestSigma2 (1 of 5 tied) Top 10%HE shell damage6,300 (3/26) Top 10%Acceleration33.3 s (3/26) Top 25%Main battery caliber381 mm (5/26) Top 25%HE fire chance35% (5/26) Top 25%AP shell damage11,400 (5/26) Top 25%AA DPS325 (5/26) Top 25%AA threat982 (6/26) Top 25%Flak per wave (expected)945 (4/26) Top 25%Deck armor76 mm (6/23) Bottom 25%Smoke fire bloom13.07 km (23/26) Bottom 25%Traverse-to-turn ratio2.95 × (23/26) Bottom 25%Secondary HE alpha1,700 (22/25) Bottom 25%Secondary fire chance8% (20/25) Bottom 25%Secondary HE pen19 mm (23/25) Bottom 25%AP fuse timer0.01 s (23/26) Bottom 25%AP arming threshold64 mm (22/26) WorstAP velocity731.5 m/s (1 of 3 tied) WorstHE velocity731.5 m/s (1 of 4 tied)
See 30 mid-pack stats

Not standouts for Queen Elizabeth -- 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 points55,300 HP(11/26) Max speed23.5 kt(19/26) Concealment14.26 km(13/26) Air detection11.41 km(13/26) Rudder shift14.4 s(16/26) Turning circle680 m(13/26) Main battery range15.76 km(16/26) Main battery reload30 s(17/26) Fires per minute5.6(19/26) HE DPM100,800(17/26) AP DPM182,400(20/26) Main dispersion213.3 m(13/26) Secondary DPM (per side)204,000(10/26) Engine power80,000 hp(11/26) Turn-speed retention117.6 hp/m(9/26) Displacement37,696 t(15/26) Power-to-weight2.12 hp/t(11/26) AP pen at 10 km413 mm(20/26) Effective HE DPM (incl. fire)142,975(17/26) AA range5 km(8/26) Repair charges3(13/26) Max armor330 mm(15/26) Citadel belt330 mm(10/26) Bow armor25 mm(16/26) Stern armor25 mm(15/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormSecondary range4 km(17 of 26 tied at this value) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit PointsInitial: 53,100 → 55,300
Displacement37,696 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.
196.8 x 27.6 m (published figure)
Armor range16–330 mm
Plate armor thicknesses16, 19, 25, 32, 38, 40, 51, 57, 64, 76, 89, 102, 108, 127, 152, 254, 267, 330 mm
Armor material/layer entries84
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: 20% → 23.3%
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 (9,954 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 (11,060 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.
22%
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.
27,700
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.
16,600
Effective HP
ƒBase 55,300 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,742 HP per charge, x3 charges = 23,226 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.
78,526
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range (base)14.3 km
Firing range (top fire control)15.8 km
Turret traverse3 °/s
Turret armor330 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°
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.
30° off bow / 30° off stern
AP pen max range347 mm
HE fire DPM vs T5 BB42175
Effective HE DPM vs T5 BB142975
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15755.330·121.71000+1.7)·30=213.3m
213.3 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =213.3·0.6=128m
128 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =213.3·0.62=64m
64 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =128·0.62=38.4m
38.4 m at 15.8 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage6,300
HE Velocity731.5 m/s
Fire Chance35%
HE penetration
ƒ95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ6,300 HE damage x 8 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
100,800
Fires/min
ƒ16 shells/min x 35% fire chance = 5.6.
5.6
AP shells
AP Damage11,400
AP Velocity731.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. Matches the in-game spec card.
592.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 495.4 m/s: P=107·2190·8790.69·0.3811.07·495.41.38=346.1mm.
346.1 mm at 15.8 km
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
AP DPM
ƒ91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
182,400
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.
90
AA Defense
AA mount pointsInitial: 18 → 22
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 Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IVInitial: 8×1 → 14×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)4×2 20mm
12.7 mm Mk III (stock hull only)6×4 13mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 92 from dual-purpose secondaries firing as AA in this range band.
92
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 43 raw aura damage × 3.5 × 0.75 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
Initial: 116 → 113
Range2.5 km
Total DPS in Aura
ƒFar 92 + Medium 113 = 205
205
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.7 hit probability = 120 - the same in-game units as the Close-range AA DPS headline.
Initial: 47 → 120
Range2 km
Total DPS in Aura
ƒFar 92 + Medium 113 + Near 120 = 325
325
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 180 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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
Mounts10
Firing range4.0 km
Shell Grouping (σ)1
114 mm/45 Mark II BD (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 114mm
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
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
Maneuverability
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius680 m
Rudder shift time14.4 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 23.5 / 4 + 4.9 = 10.8 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.
10.8 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.
39.5 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).
7.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (21.2 kt of 23.5 kt), from our in-house acceleration model.
33.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (23.3 kt of 23.5 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.
53.4 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·23.5·0.5144680=1.02°/s, so ratio=ωturretωhull=31.02=2.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.9× drags
Concealment
Detectability by sea14.26 km
Detectability by air11.41 km
Smoke firing penalty13.07 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.
15.76 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.62 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19.03 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.
16.26 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.
14.41 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,742 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.
· 23,226 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.
· 276 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (55,300 HP) per second = 276 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
Module options (2)

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

HullUpgrade
  • Hit points53,100 → 55,300
  • Rudder shift26.2 → 18.7 s
  • AA mounts18 → 22
  • Close-range AA DPS71 → 92
Fire controlUpgrade
  • Main battery range14,323 → 15755.3 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)2
Max Horiz Disp213.3 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15755.330·121.71000+1.7)·30=213.3m
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 Disp128 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =213.3·0.6=128m
Shell scatter height @ 10 km81.1 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=0.5·15755.3=7878 m, and radiusOnMax=0.6 at 15755.3 m. Above the kink: k=0.5+(0.60.5)·10000787815755.37878=0.5269, so σV=σH·k=154·0.5269=81.1m.
Med Horiz Disp64 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =213.3·0.62=64m
Med Vert Disp38.4 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =128·0.62=38.4m
Dispersion familyWarspite Disp.
Warspite-family dispersion. JP BB Disp. is superior past 50% of max range; below that, behaves better than JP BB Disp. but worse than US/UK BB.
AP Pen Close592.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2190·8790.69·0.3811.07·731.51.38=592.7mm. Matches the in-game spec card.
AP Pen Far346.1 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 495.4 m/s: P=107·2190·8790.69·0.3811.07·495.41.38=346.1mm.
AP pen 5 km493 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 km413 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 km353 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 km5.68 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·0.3379·0.38128·879=2.19×105. That runs from a 731.5 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 km5.68 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·0.3379·0.38128·879=2.19×105. That runs from a 731.5 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 penetration95 mm
95 mm ≈ 381 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) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,400
6,300 HE damage x 8 broadside guns = 50,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
HE DPM100,800
50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
AP DPM182,400
91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min5.6
16 shells/min x 35% fire chance = 5.6.

AA defense

AA DPS at max range92
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 113 DPS @ 2.5 km; 20mm Oerlikon MK4 14x1 -> 93 DPS @ 2 km; 20mm Oerlikon MK V 4x2 -> 27 DPS @ 2 km; 114mm 45 MKIII 10x2 -> 92 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 range92 DPS @ 5 km, 205 DPS @ 2.5 km, 325 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-blank325
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index982
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 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)204,000
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: 10×2 114 mm (10/side) × 60/5 × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 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 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor Beta

Hull HP 53,10055,300 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 & stern25 mm

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

Belt / citadel330 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
Bow25 mm primary (range 19–152 mm)2,800 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)152 mm primary (range 16–254 mm)41,500 (75% of HP)
No common AP caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 19–102 mm)2,000 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 19–330 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 16–76 mm)3,300 (6% 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 HP27,700 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 (114 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)-0.050 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 HP16,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Queen Elizabeth 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.