World of Warships: Legends ship guide

South Carolina

Also called: 南卡罗来纳 Beta
U.S.A. · Tier III · Battleship · Premium
Bow-tank battleshipA bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Playstyle
  • Sit 12-15 km from the brawl line and exploit the range advantage
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
14 km gun rangeThickest plateDeep-fuse APLong DCP windowSlow
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Community Data

South Carolina Community Stats

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Playstyle

Overview

South Carolina is a Tier III American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: deck armor (76 mm) and best AP fuse timer in T3 BBs (0.03 s).

Positioning

Sit 12-15 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse. Her handling reads as a contradiction and is not one: 15 s on the rudder means she starts turning late, while a 480 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Taking the long way round the map edge to flank

At 18 kn five minutes of sailing buys about 2.8 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE ARMOR
  • Thickest plate · 305 mm
  • Thick deck · 76 mm
  • Thick stern plate · 25 mm
  • Heavy citadel belt · 305 mm
Deep-fuse AP

0.03 s AP fuse timer, best of T3 BBs. Shells travel deeper into the plate before bursting; citadels through belt armor more reliably.

Long DCP window

20 s Damage Control duration, best of T3 BBs. Stays fire / flood immune longer per activation.

Slow for the class

18 kt, bottom decile of T3 BBs. Hard to rotate flanks or disengage; commit positioning early.

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get South Carolina

South Carolina is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds

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

Open in Build Tool →

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Cohort position

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Where South Carolina sits among Tier III BBs (17 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTurning circle480 m (1/18) BestAP fuse timer0.03 s (1 of 3 tied) BestDisplacement17,900 t (1/18) Top 25%Main battery range14.26 km (3/18) Top 25%Acceleration34 s (4/17) Top 25%Max armor305 mm (5/18) Top 25%Citadel belt305 mm (3/18) Top 25%Stern armor25 mm (3/18) Top 25%Deck armor76 mm (4/18) Bottom 25%Hit points35,000 HP (17/18) Bottom 25%Rudder shift15 s (17/18) Bottom 25%AP DPM145,714 (16/18) Bottom 25%HE velocity823 m/s (15/18) WorstMax speed18 kt (18/18) WorstSecondary HE alpha1,100 (17/17) WorstSecondary fire chance4% (1 of 2 tied) WorstSecondary HE pen13 mm (17/17) WorstEngine power16,000 hp (17/17) WorstTurn-speed retention33.3 hp/m (17/17) WorstPower-to-weight0.89 hp/t (17/17) WorstNo AA (3 of 18 in cohort) WorstBow armor16 mm (1 of 5 tied)
See 20 mid-pack stats

Not standouts for South Carolina -- 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.

Concealment12.48 km(10/18) Smoke fire bloom9.53 km(11/18) Air detection9.98 km(11/18) Traverse-to-turn ratio3.62 ×(6/18) Main battery caliber305 mm(9/18) Main battery reload28 s(7/18) Sigma1.8(6/18) HE shell damage4,500(6/18) HE fire chance28%(8/18) Fires per minute4.8(12/18) HE DPM77,143(14/18) Main dispersion202.6 m(14/18) Secondary DPM (per side)121,000(11/18) AP velocity823 m/s(12/18) AP arming threshold51 mm(10/18) AP pen at 10 km288 mm(9/18) Effective HE DPM (incl. fire)108,636(14/18) Secondary range4.5 km(7/18) Repair charges3(9/18) NormSecondary dispersion bracket57(15 of 18 tied at this value)
Survivability
Hit Points35,000
Displacement17,900 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
137.2 x 24.5 m (published figure)
Armor range10–305 mm
Plate armor thicknesses10, 16, 19, 25, 38, 51, 76, 127, 203, 254, 279, 305 mm
Armor material/layer entries45
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.
10%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (6,300 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 (7,000 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
14,500
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.
10,500
Effective HP
ƒBase 35,000 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 4,900 HP per charge, x3 charges = 14,700 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.
49,700
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm Mk5
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range
patched
  1. baseline14255
    In-game data
  2. 2025-07-3114250
    Ministry of Balance: Back to the Naval Academy Main battery firing range increased from 13.1 to 14.25 km.
14.3 km
Turret traverse4 °/s
Turret armor305 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.
2x ±140°, ±136°, ±138°
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.
44° off bow / 42° off stern
HE fire DPM vs T3 BB31493
Effective HE DPM vs T3 BB108636
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1425530·1221000+2)·30=202.6m
202.6 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =202.6·0.6=121.5m
121.5 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =202.6·0.61.8=67.5m
67.5 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =121.5·0.61.8=40.5m
40.5 m at 14.3 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,500
HE Velocity823 m/s
Fire Chance28%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 8 broadside guns = 36,000.
36,000
HE DPM
ƒ36,000 HE full-salvo alpha x 60 / 28 s base reload = 77,143.
77,143
Fires/min
ƒ17.1 shells/min x 28% fire chance = 4.8.
4.8
AP shells
AP Damage8,500
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 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 =107·2408·394.60.69·0.3051.07·8231.38=559.8mm. Matches the in-game spec card.
559.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 427.9 m/s: P=107·2408·394.60.69·0.3051.07·427.91.38=227mm.
227 mm at 14.3 km
AP full-salvo alpha
ƒ8,500 AP damage x 8 broadside guns = 68,000.
68,000
AP DPM
ƒ68,000 AP full-salvo alpha x 60 / 28 s base reload = 145,714.
145,714
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.
40
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
S
Secondary Battery
Mounts22
Firing range4.5 km
Shell Grouping (σ)1
76.2 mm Mk422×1 76.2mm
Caliber76.2 mm
Reload time6 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power16,000 hp
Maximum speed18 kt
Turning circle radius480 m
Rudder shift time15 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 18 / 4 + 4.9 = 9.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
9.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
43.3 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).
5.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (16.2 kt of 18 kt), from our in-house acceleration model.
34 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (17.8 kt of 18 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.
56.2 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·18.0·0.5144480=1.11°/s, so ratio=ωturretωhull=41.11=3.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.6× drags
Concealment
Detectability by sea12.48 km
Detectability by air9.98 km
Smoke firing penalty9.53 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.
14.26 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.
16.08 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.
14.48 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.
12.98 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 4,900 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.
· 14,700 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.
· 175 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (35,000 HP) per second = 175 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Max Horiz Disp202.6 m at 14.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1425530·1221000+2)·30=202.6m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp121.5 m at 14.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =202.6·0.6=121.5m
Shell scatter height @ 10 km86.4 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=0.5·14255=7128 m, and radiusOnMax=0.6 at 14255 m. Above the kink: k=0.5+(0.60.5)·100007128142557128=0.5403, so σV=σH·k=160·0.5403=86.4m.
Med Horiz Disp67.5 m at 14.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =202.6·0.61.8=67.5m
Med Vert Disp40.5 m at 14.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =121.5·0.61.8=40.5m
AP Pen Close559.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2408·394.60.69·0.3051.07·8231.38=559.8mm. Matches the in-game spec card.
AP Pen Far227 mm at 14.3 km
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 427.9 m/s: P=107·2408·394.60.69·0.3051.07·427.91.38=227mm.
AP pen 5 km399 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 km288 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.67 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·0.435·0.30528·394.6=4.03×105. That runs from a 823 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.67 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·0.435·0.30528·394.6=4.03×105. That runs from a 823 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 Radius40
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha36,000
4,500 HE damage x 8 broadside guns = 36,000.
AP full-salvo alpha68,000
8,500 AP damage x 8 broadside guns = 68,000.
HE DPM77,143
36,000 HE full-salvo alpha x 60 / 28 s base reload = 77,143.
AP DPM145,714
68,000 AP full-salvo alpha x 60 / 28 s base reload = 145,714.
Shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Fires/min4.8
17.1 shells/min x 28% fire chance = 4.8.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)121,000
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: 22×1 76.2 mm (11/side) × 60/6 × 1100 = 121,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1100
Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 35,000, 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 & stern16 mm

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

Belt / citadel305 mm

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

Farming10 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–38 mm)1,600 (5% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 16–203 mm)26,300 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 16–76 mm)800 (2% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 16–305 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.
Superstructure10 mm primary (range 10–305 mm)1,100 (3% 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 HP14,500 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 (76.2 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.
Engine (module, research)engine coefficient (unconfirmed)-0.120 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 HP10,500 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

Balance History

Balance updates affecting South Carolina. Cards are condensed; use each source link for full context.

Buff ×7Main Battery ×5
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Ship HP increased from 29,000 to 35,000.
  • Main battery firing range increased from 13.1 to 14.25 km.
  • Main battery reload time reduced from 30 to 28 seconds.
  • Main battery HE shell damage increased from 4,100 to 4,500.
  • Main battery HE fire-setting chances increased from 20 to 28%.
  • Main battery maximum AP shell damage increased from 8,100 to 8,500.
  • Added the Reloader ship trait.
Read the full official post
2025-07-31

Anniversary Update: Operation Piñata

  • Two ships have been buffed: U.S. Tier III Premium battleship South Carolina and Soviet Tier III Premium battleship Knyaz Suvorov. Additionally, a few ships have received armor updates: Normandie, Lyon, and Repulse.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • South Carolina 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.