World of Warships: Legends ship guide

Seattle

Also called: 西雅图 Beta
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Surveillance Radar sets cap fights on top.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Radar (9 km)High HE / fire outputHigh AP DPMLobs over islandsSpotter planeWeak torp belt
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Community Data

Seattle Community Stats

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Playstyle

Overview

Seattle is a Tier VIII American light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. Both shells run cohort-strong (top-decile AP at 427,119 AP DPM and top-decile HE at 280,678 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best fires per minute in T8 CAs (17.1) and best AA reach in T8 CAs (6 km).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

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 km for 35 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

LOBBING BATTERY
  • High fire pressure · 17.08 fires
  • AP DPM machine · 427119 AP
  • HE DPM machine · 280678 HE
  • High-arc HE shells · 27.09°
Long-reach AA

6 km AA reach, best of T8 CAs.

Weak torp belt

4% torpedo damage reduction, bottom decile of T8 CAs. Torps hit for closer to their printed damage.

Quick-fuse AP

0.01 s AP fuse timer, bottom quartile of T8 CAs. Bursts earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Seattle

Seattle is available in the Fire-Starting Light Cruisers branch of the U.S. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,000,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Seattle sits in the Fire-Starting Light Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. light cruisers are perfect for starting fires with hails of high-explosive shells thanks to their numerous rapid-firing guns, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
Advantages
High rate of fire, Long-duration Radar starting at Tier VII
Disadvantages
Low-velocity shells, Poor protection

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 Seattle sits among Tier VIII CAs (34 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.

BestFires per minute17.08 (1/29) BestAA range6 km (1 of 6 tied) Top 10%HE DPM280,678 (2/29) Top 10%AP DPM427,119 (2/34) Top 10%Effective HE DPM (incl. fire)420,686 (2/29) Top 25%Smoke fire bloom6.3 km (9/35) Top 25%Rudder shift8.7 s (9/35) Top 25%Main battery reload5.9 s (8/35) Top 25%Main dispersion138.8 m (9/35) Top 25%AP arming threshold25 mm (7/34) Bottom 25%Hit points43,600 HP (28/35) Bottom 25%Main battery caliber152 mm (28/35) Bottom 25%Main battery range15.34 km (29/35) Bottom 25%HE velocity812 m/s (25/29) Bottom 25%AP fuse timer0.01 s (31/34) Bottom 25%AP pen at 10 km130 mm (30/34) WorstNo secondaries (8 of 35 in cohort) WorstAP velocity762 m/s (1 of 6 tied) WorstNo torpedoes (14 of 35 in cohort) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 25 mid-pack stats

Not standouts for Seattle -- 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 kt(23/35) Concealment12.78 km(18/35) Air detection7.67 km(19/35) Turning circle750 m(12/35) Traverse-to-turn ratio6.17 ×(17/35) Sigma2.05(17/35) HE fire chance14%(18/29) AP shell damage3,500(26/34) Acceleration26.6 s(12/35) Engine power125,000 hp(18/35) Turn-speed retention166.7 hp/m(17/35) Displacement17,675 t(10/35) Power-to-weight7.07 hp/t(12/35) AA DPS525(13/35) AA threat1,856(17/35) Flak per wave (expected)1,764(23/35) Max armor152 mm(21/35) Citadel belt102 mm(27/35) Bow armor25 mm(20/35) Stern armor25 mm(21/35) Deck armor51 mm(13/34) NormAP ricochet start45°(25 of 34 tied at this value) NormAP auto-bounce angle60°(24 of 34 tied at this value) NormTurn speed retained81%(32 of 35 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit PointsInitial: 41,800 → 43,600
Displacement17,675 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.
202.1 x 20.88 m, draft 7.1 m
Armor range13–152 mm
Plate armor thicknesses13, 16, 25, 27, 32, 40, 51, 63, 89, 102, 127, 152 mm
Armor material/layer entries49
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 duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (3,924 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 (4,360 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.
4%
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.
21,800
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.
13,100
Effective HP
ƒBase 43,600 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,104 HP per charge, x2 charges = 12,208 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
55,808
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 12×152 mm
Mounts / barrels4 mounts / 12 barrels
Reload time6.5 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse8 °/s
Turret armor178 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.
3x ±145°, ±132°
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 / 48° off stern
AP pen max range96 mm
HE fire DPM vs T8 BB108960
Effective HE DPM vs T8 BB352652
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15339.530·81.11000+1.1)·30=138.8m
138.8 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.8·0.6=83.3m
83.3 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.8·0.62.05=40.6m
40.6 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.3·0.62.05=24.4m
24.4 m at 15.3 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 6.5 s base reload = 110.8. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.
Initial: 110.8 → 122
HE shells
HE Damage2,200 → 2,300
HE Velocity812 m/s
Fire Chance12% → 14%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒZero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
Initial: 26,400 → 27,600
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 6.5 s base reload = 243,692. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 280,678.
Initial: 243,692 → 280,678
Fires/min
ƒZero upgrades: 110.8 shells/min x 14% fire chance = 15.51. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 122 shells/min x 14% fire chance = 17.08.
Initial: 15.51 → 17.08
AP shells
AP Damage3,200 → 3,500
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
290.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 340.4 m/s: P=107·2445·590.69·0.1521.07·340.41.38=95.4mm.
95.4 mm at 15.3 km
AP full-salvo alpha
ƒZero upgrades: 3,200 AP damage x 12 broadside guns = 38,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,500 AP damage x 12 broadside guns = 42,000.
Initial: 38,400 → 42,000
AP DPM
ƒZero upgrades: 38,400 AP full-salvo alpha x 60 / 6.5 s base reload = 354,462. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 42,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 427,119.
Initial: 354,462 → 427,119
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.
15
AA Defense
AA mount pointsInitial: 30 → 36
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.
6 km
40 mm Bofors Mk2Initial: 40 mm Bofors Mk1 (12×2) → 40 mm Bofors Mk2 (12×4)
20 mm Oerlikon Mk4Initial: 18×1 → 24×1 20mm
Far aura
Gunsmain battery (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 94 from dual-purpose main battery firing as AA in this range band.
94
Range6 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 90 raw aura damage × 3.5 × 0.9 hit probability = 284 - the same in-game units as the Close-range AA DPS headline.
Initial: 205 → 284
Range3.5 km
Total DPS in Aura
ƒFar 94 + Medium 284 = 378
378
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.85 hit probability = 146 - the same in-game units as the Close-range AA DPS headline.
Initial: 110 → 146
Range2 km
Total DPS in Aura
ƒFar 94 + Medium 284 + Near 146 = 524
524
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 280 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 × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
280
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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 6 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.
2.5-6 km
Maneuverability
Engine power125,000 hp
Maximum speed33 kt
Turning circle radius750 m
Rudder shift time8.7 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 / 4 + 4.9 = 13.2 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.
13.2 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.
27.6 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).
11.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.6 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·33.0·0.5144750=1.30°/s, so ratio=ωturretωhull=81.30=6.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.2× slow
Concealment
Detectability by sea12.78 km
Detectability by air7.67 km
Smoke firing penalty6.3 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.
15.34 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.71 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.
14.78 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.
10.67 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 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.
Surveillance Radar2 charges · 150 s reload · 35 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 6,104 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.
· 12,208 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.
· 218 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (43,600 HP) per second = 218 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Module options (2)

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

HullUpgrade
  • Hit points41,800 → 43,600
  • Rudder shift15.8 → 11.3 s
  • AA mounts30 → 36
  • Close-range AA DPS102 → 139
Fire controlUpgrade
  • Main battery range13,945 → 15339.5 m

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)2.05
Max Horiz Disp138.8 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15339.530·81.11000+1.1)·30=138.8m
Shell scatter width @ 5 km67.5 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 km102 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 km136.5 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 Disp83.3 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.8·0.6=83.3m
Shell scatter height @ 10 km54.1 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=0.5·15339.5=7670 m, and radiusOnMax=0.6 at 15339.5 m. Above the kink: k=0.5+(0.60.5)·10000767015339.57670=0.5304, so σV=σH·k=102·0.5304=54.1m.
Med Horiz Disp40.6 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138.8·0.62.05=40.6m
Med Vert Disp24.4 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =83.3·0.62.05=24.4m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close290.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
AP Pen Far95.4 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 340.4 m/s: P=107·2445·590.69·0.1521.07·340.41.38=95.4mm.
AP pen 5 km191 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 km130 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 km97 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.
AP flight time @ 10 km6.52 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·0.322·0.15228·59=4.95×105. 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 flight time @ 10 km6.44 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·0.3·0.15228·47.6=5.72×105. That runs from a 812 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 penetration30 mm
In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alphaInitial: 26,400 → 27,600
Zero upgrades: 2,200 HE damage x 12 broadside guns = 26,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alphaInitial: 38,400 → 42,000
Zero upgrades: 3,200 AP damage x 12 broadside guns = 38,400. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 3,500 AP damage x 12 broadside guns = 42,000.
HE DPMInitial: 243,692 → 280,678
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 6.5 s base reload = 243,692. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 280,678.
AP DPMInitial: 354,462 → 427,119
Zero upgrades: 38,400 AP full-salvo alpha x 60 / 6.5 s base reload = 354,462. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 42,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 427,119.
Shells/minInitial: 110.8 → 122
Zero upgrades: 12 broadside guns x 60 / 6.5 s base reload = 110.8. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.
Fires/minInitial: 15.51 → 17.08
Zero upgrades: 110.8 shells/min x 14% fire chance = 15.51. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 122 shells/min x 14% fire chance = 17.08.

AA defense

AA DPS at max range95
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x4 -> 284 DPS @ 3.5 km; 20mm Oerlikon MK4 24x1 -> 146 DPS @ 2 km; Far AA (?) -> 95 DPS @ 6 km.
Maximum AA range6 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 range95 DPS @ 6 km, 379 DPS @ 3.5 km, 525 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-blank525
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1856
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

Armor Beta

Hull HP 41,80043,600 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 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)2,500 (6% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)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)89 mm primary (range 16–89 mm)32,700 (75% of HP)
No common AP caliber overmatches89 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–152 mm)2,700 (6% of HP)
Overmatched by 380mm+ AP (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 13–102 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.
Superstructure25 mm primary (range 25–152 mm)2,500 (6% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP21,800 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.
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 HP13,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Seattle 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.