World of Warships: Legends ship guide

Warspite

Also called: 厌战 Beta
U.K. · Tier V · Battleship · Premium
All-rounder battleshipA jack-of-all-trades battleship; read the comp and pick anchor, brawler, or sniper.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
381 mm AP overmatch2 sigma accuracyStrong secondaries (5 km)Spotter planeSuper-healStiff AP fuse
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Community Data

Warspite Community Stats

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Playstyle

Overview

Warspite is a Tier V British all-rounder battleship with 381mm guns at 15.5 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best sigma in T5 BBs (2) and best burny secondaries in T5 BBs (12).

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. Once the rudder is over she turns tightly for her cohort (550 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

Signature Traits

ELITE MAIN BATTERY
  • Tight grouping
  • Big-caliber AP overmatch · 26.6 mm
  • Flat AP trajectory
Burny secondaries

12% best HE fire chance per secondary shell (before target resistance), best of T5 BBs. Stacks fires faster than peers in a brawl.

ELITE REPAIR PARTY
  • Super-heal
  • Fast heal cycle · 6667 HP
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 Warspite

Warspite is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 14 containers (11 more)
  • Santa Level 4 0.272727% Tier V Premium ship Archived · Santa Level 4 · 1 of 22 ships
  • Santa Level 3 0.261364% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Santa Level 30.220455%
    • Santa Level 3 → Santa Level 40.040909%
  • Super Santa '22 0.25% Tier IV or V Premium ship Archived · Super Santa '22 · 1 of 28 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.116477% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
    Show 4 paths
    • Santa Level 20.063636%
    • Santa Level 2 → Santa Level 30.033068%
    • Santa Level 2 → Santa Level 40.013636%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
  • Champion's Box 0.052273% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.044091%
    • Champion's Box → Santa Level 3 → Santa Level 40.008182%
  • Santa Level 1 0.037494% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.011023%
    • Santa Level 1 → Santa Level 20.009545%
    • Santa Level 10.009%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • British Battleships crate 0.01% Warspite Archived · British Battleships crate
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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Cohort position

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Where Warspite 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.

BestTurning circle550 m (1/26) BestSigma2 (1 of 5 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1/25) Top 10%Acceleration33.1 s (2/26) Top 10%Repair heal rate0.6 %/s (2/26) Top 25%Main battery caliber381 mm (5/26) Top 25%AP shell damage11,400 (5/26) Top 25%Secondary HE alpha2,200 (7/25) Top 25%Secondary HE pen25 mm (5/25) Top 25%Turn-speed retention145.5 hp/m (4/26) Top 25%Secondary range5 km (5/26) Bottom 25%Smoke fire bloom13.04 km (21/26) Bottom 25%Main battery range15.5 km (21/26) Bottom 25%Fires per minute5.44 (21/26) Bottom 25%AP velocity732 m/s (23/26) Bottom 25%HE velocity732 m/s (21/26) Bottom 25%AP arming threshold64 mm (22/26) Bottom 25%Effective HE DPM (incl. fire)125,770 (21/26) WorstTraverse-to-turn ratio2.62 × (26/26)
See 29 mid-pack stats

Not standouts for Warspite -- 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 points53,800 HP(14/26) Max speed23.5 kt(19/26) Concealment14.23 km(10/26) Air detection11.38 km(10/26) Rudder shift14.2 s(14/26) Main battery reload30 s(17/26) HE shell damage5,300(11/26) HE fire chance34%(10/26) HE DPM84,800(20/26) AP DPM182,400(20/26) Main dispersion210.7 m(11/26) Secondary DPM (per side)181,395(14/26) Engine power80,000 hp(11/26) Displacement36,490 t(12/26) Power-to-weight2.19 hp/t(9/26) AP pen at 10 km438 mm(15/26) AA DPS248(10/26) AA range5 km(8/26) AA threat684(11/26) Flak per wave (expected)255(19/26) Repair charges3(13/26) Max armor330 mm(15/26) Citadel belt330 mm(10/26) Bow armor25 mm(16/26) Stern armor25 mm(15/26) Deck armor32 mm(18/23) NormAP fuse timer0.03 s(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)
Survivability
Hit Points53,800
Displacement36,490 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 31.4 m (published figure)
Armor range16–330 mm
Plate armor thicknesses16, 25, 32, 38, 40, 44, 51, 76, 89, 102, 108, 127, 152, 177, 256, 330 mm
Armor material/layer entries80
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.
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 (9,684 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 (10,760 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.
26,900
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.
16,100
Effective HP
ƒBase 53,800 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 9,038 HP per charge, x3 charges = 27,115 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.
80,915
Repairable: penetration60%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.5 km
Turret traverse3.3 °/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.
±138°, ±150°, 2x ±143°
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.
37° off bow / 42° off stern
AP pen max range369 mm
HE fire DPM vs T5 BB40970
Effective HE DPM vs T5 BB125770
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 =(1550230·121.71000+1.7)·30=210.7m
210.7 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
126.4 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =210.7·0.62=63.2m
63.2 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =126.4·0.62=37.9m
37.9 m at 15.5 km
Turret turn time
ƒ180 degrees / 3.3 deg/s traverse speed = 54.5 s.
54.5 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage5,300
HE Velocity732 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,300 HE damage x 8 broadside guns = 42,400.
42,400
HE DPM
ƒ42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
84,800
Fires/min
ƒ16 shells/min x 34% fire chance = 5.44.
5.44
AP shells
AP Damage11,400
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
631.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 496.3 m/s: P=107·2330·8790.69·0.3811.07·496.31.38=369.2mm.
369.2 mm at 15.5 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 points17
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 IV13×1 20mm
102 mm/45 QF Mk XIX (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 102mm
Far aura
Guns102 mm/45 QF Mk XIX (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 42 from dual-purpose secondaries firing as AA in this range band.
42
Range5 km
Medium aura
Guns40 mm Vickers 2-pdr. Mk VIII
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.75 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range2.5 km
Total DPS in Aura
ƒFar 42 + Medium 123 = 165
165
Near aura
Guns20 mm Oerlikon Mk IV
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 0.7 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
83
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 123 + Near 83 = 248
248
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 170 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
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
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
102 mm/45 QF Mk XIX (×4) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Show 1 more gun family
152 mm/50 BL Mk XVI (×8)
Caliber152 mm
Reload time8.6 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Maneuverability
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius550 m
Rudder shift time14.2 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 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.
33.1 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.
52.9 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·23.5·0.5144550=1.26°/s, so ratio=ωturretωhull=3.31.26=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea14.23 km
Detectability by air11.38 km
Smoke firing penalty13.04 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.
15.5 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 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.
16.23 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.
14.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,038 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 27,114 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 323 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (53,800 HP) per second = 323 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

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 Disp210.7 m at 15.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1550230·121.71000+1.7)·30=210.7m
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 Disp126.4 m at 15.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
Shell scatter height @ 10 km81.5 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=0.5·15502=7751 m, and radiusOnMax=0.6 at 15502 m. Above the kink: k=0.5+(0.60.5)·100007751155027751=0.529, so σV=σH·k=154·0.529=81.5m.
Med Horiz Disp63.2 m at 15.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =210.7·0.62=63.2m
Med Vert Disp37.9 m at 15.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =126.4·0.62=37.9m
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 Close631.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
AP Pen Far369.2 mm at 15.5 km
Same formula at the ship's max firing range (15.5 km), where the shell has slowed to 496.3 m/s: P=107·2330·8790.69·0.3811.07·496.31.38=369.2mm.
AP pen 5 km524 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 km438 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 km374 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 km5.69 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·0.3415·0.38128·879=2.21×105. That runs from a 732 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 km5.69 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·0.3415·0.38128·879=2.21×105. That runs from a 732 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 penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
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 time54.5 s
180 degrees / 3.3 deg/s traverse speed = 54.5 s.
HE full-salvo alpha42,400
5,300 HE damage x 8 broadside guns = 42,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
HE DPM84,800
42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
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/min5.44
16 shells/min x 34% fire chance = 5.44.

AA defense

AA DPS at max range42
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 123 DPS @ 2.5 km; 20mm Oerlikon MK4 13x1 -> 83 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 42 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 range42 DPS @ 5 km, 165 DPS @ 2.5 km, 248 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-blank248
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index684
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
102 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
102 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
152 mm × 8 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
152 mm × 8 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)181,395
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/8.6 × 2200 = 61,395. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 53,800, 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 25–102 mm)2,700 (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)25 mm primary (range 25–256 mm)40,400 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)1,700 (3% 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 25–330 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 mm2,400 (4% 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 HP26,900 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 (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP16,100 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

Balance History

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

2023-06-15

Ministry of Balance: Italian Concerto

  • The armor models of Devonshire and Surrey have each received a small armor addition to their turret rings.
Read the full official post

Historical context

The real HMS Warspite that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassQueen Elizabeth-class battleship
OperatorRoyal Navy (United Kingdom)
Era1915–1947
WarsWorld War I, World War II
BuilderDevonport Royal Dockyard
Launched26 November 1913
Commissioned8 March 1915
DeploymentsOne of the most decorated ships in Royal Navy history; saw combat in both world wars across the North Sea, Mediterranean, Indian, and Atlantic theatres.

Notable engagements

  • Battle of Jutland (31 May 1916) - Heavily damaged after her steering jammed, drawing fire from much of the German High Seas Fleet.
  • Second Battle of Narvik (13 April 1940) - Destroyed eight German destroyers in a Norwegian fjord.
  • Battle of Calabria (9 July 1940) - Long-range hit on the Italian battleship Giulio Cesare - one of the longest-range gunnery hits in naval history.
  • Battle of Cape Matapan (27–29 March 1941) - Engaged Italian cruisers at point-blank range during a night action.
  • D-Day shore bombardment (June 1944) - Supported Allied landings on the Normandy beaches.

Fate

Decommissioned 1947 and sold for scrap. Broke her tow and ran aground at Prussia Cove, Cornwall, in 1947; broken up on site over several years.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

  • Warspite 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.