Seattle
Also called: 西雅图 Beta- 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
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Seattle Community Stats
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Seattle Community Stats
Record History
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
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.
- High fire pressure · 17.08 fires
- AP DPM machine · 427119 AP
- HE DPM machine · 280678 HE
- High-arc HE shells · 27.09°
6 km AA reach, best of T8 CAs.
4% torpedo damage reduction, bottom decile of T8 CAs. Torps hit for closer to their printed damage.
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).
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
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where 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.
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.
Peers in this cohort
Compare Tier VIII CruisersShow all 34 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
How 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.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
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.HE shells
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In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
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.ƒ
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.ƒ
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.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 340.4 m/s: .ƒ
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.ƒ
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.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective 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.ƒ
Effective DPS: 90 raw aura damage × 3.5 × 0.9 hit probability = 284 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 284 = 378ƒ
Effective DPS: 49 raw aura damage × 3.5 × 0.85 hit probability = 146 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 284 + Near 146 = 524ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
top 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Equal 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.ƒ
Air 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.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats 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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Repair Party2 charges · 80 s reload · 28 s active · 6,104 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.5% 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 ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.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.Vertical dispersion ellipse height at max range: 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: at 0 m, at m, and at 15339.5 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Standard cruiser dispersion baseline.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 340.4 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.In-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 8 deg/s traverse speed = 22.5 s.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.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.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.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.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.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
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.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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.Armor Beta
Hull HP 41,800 → 43,600 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.
Overmatched by 100+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 102 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. |
| Superstructure | 25 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 HP | 21,800 magazine HP | Turret knocked out | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 13,100 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Seattle can equip, from in-game data.
DefaultThe ship’s standard exterior- Stars and StripesStars and Stripes permanent camouflage for SeattleStars and Stripes
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.
