World of Warships: Legends ship guide

Worcester

Also called: 伍斯特 Beta
U.S.A. · Tier ★ · CL Cruiser · Premium
HE fire-spam cruiserStack HE damage and use Radar to break DD vision at the cap.
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 DPMStrong AADefensive AAThick end plates
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Community Data

Worcester Community Stats

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Playstyle

Overview

Worcester is a Legendary 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. AA (689 AA DPS at 6 km, +100% Defensive AA flak burst) ranks 2 of 21 in Legendary CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best fires per minute in Legendary CAs (21.1) and end-plate armor (32 mm).

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. She is genuinely evasive in both phases of a turn, answering the helm in 8.2 s and carving a 740 m circle, so you can break a salvo and still be where you meant to go.

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

Signature Traits

Surveillance Radar

9 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • High fire pressure · 21.07 fires
  • HE DPM machine · 386341 HE
ELITE AA
  • Long-reach AA · 6 km
  • Top-tier AA · 689 AA
ELITE ARMOR
  • Thick end plates · 32 mm
  • Saturates bow fast · 1400 HP
  • Thick bow plate · 32 mm
Acquisition

How to get Worcester

Worcester 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.

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Cohort position

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Where Worcester sits among Legendary CAs (20 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 minute21.07 (1/19) BestAA range6 km (1 of 4 tied) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 10%HE DPM386,341 (2/19) Top 10%AP DPM561,951 (3/21) Top 10%Effective HE DPM (incl. fire)559,056 (2/19) Top 10%AA DPS689 (2/21) Top 10%AA threat3,164 (3/21) Top 25%Smoke fire bloom6.31 km (5/21) Top 25%Rudder shift8.2 s (4/21) Top 25%Turning circle740 m (4/21) Top 25%Main battery reload4.1 s (5/21) Top 25%Main dispersion138.8 m (6/21) Top 25%AP arming threshold25 mm (6/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%Main battery caliber152 mm (17/21) Bottom 25%Main battery range15.34 km (19/21) Bottom 25%AP velocity762 m/s (19/21) Bottom 25%Flak per wave (expected)1,944 (17/20) Bottom 25%Max armor127 mm (17/21) WorstNo secondaries (8 of 21 in cohort) WorstNo torpedoes (8 of 21 in cohort) WorstRepair heal rate0.5 %/s (1 of 10 tied)
See 21 mid-pack stats

Not standouts for Worcester -- 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 points45,400 HP(16/21) Concealment12.8 km(9/21) Air detection7.68 km(9/21) Traverse-to-turn ratio19.02 ×(7/21) Sigma2.05(13/21) HE shell damage2,200(15/19) HE fire chance12%(14/19) HE velocity812 m/s(13/19) Acceleration27.2 s(11/21) AP fuse timer0.03 s(13/21) Engine power120,000 hp(15/21) Turn-speed retention162.2 hp/m(16/21) Displacement18,286 t(7/21) Power-to-weight6.56 hp/t(12/21) AP pen at 10 km143 mm(16/21) Citadel belt127 mm(15/21) Deck armor51 mm(7/21) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormRepair charges2(15 of 21 tied at this value)
Survivability
Hit Points45,400
Displacement18,286 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.
206.8 x 21.9 m (measured from the ship model)
Armor range6–127 mm
Plate armor thicknesses6, 16, 19, 25, 30, 32, 40, 51, 76, 89, 102, 127 mm
Armor material/layer entries63
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 (4,086 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 (4,540 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.
19%
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.
22,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,600
Effective HP
ƒBase 45,400 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,356 HP per charge, x2 charges = 12,712 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.
58,112
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 / barrels6 mounts / 12 barrels
Reload time4.6 s
Firing range15.3 km
Turret traverse25 °/s
Turret armor127 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.
6x ±146°
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.
34° off bow / 34° off stern
AP pen max range105 mm
HE fire DPM vs T8 BB153965
Effective HE DPM vs T8 BB498313
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 =(1533930·81.11000+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 / 25 deg/s traverse speed = 7.2 s.
7.2 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 4.6 s base reload = 156.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 4.1 s all-upgrades reload = 175.6.
Initial: 156.5 → 175.6
HE shells
HE Damage2,200
HE Velocity812 m/s
Fire Chance12%
HE penetration
ƒIn-game data: 30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,200 HE damage x 12 broadside guns = 26,400.
26,400
HE DPM
ƒZero upgrades: 26,400 HE full-salvo alpha x 60 / 4.6 s base reload = 344,348. All upgrades (Main Battery Mod. 3 = -10% reload): 26,400 HE full-salvo alpha x 60 / 4.1 s all-upgrades reload = 386,341.
Initial: 344,348 → 386,341
Fires/min
ƒZero upgrades: 156.5 shells/min x 12% fire chance = 18.78. All upgrades (Main Battery Mod. 3 = -10% reload): 175.6 shells/min x 12% fire chance = 21.07.
Initial: 18.78 → 21.07
AP shells
AP Damage3,200
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 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 =107·2692·590.69·0.1521.07·7621.38=319.5mm. Matches the in-game spec card.
319.5 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 m/s: P=107·2692·590.69·0.1521.07·3401.38=104.9mm.
104.9 mm at 15.3 km
AP full-salvo alpha
ƒ3,200 AP damage x 12 broadside guns = 38,400.
38,400
AP DPM
ƒZero upgrades: 38,400 AP full-salvo alpha x 60 / 4.6 s base reload = 500,870. All upgrades (Main Battery Mod. 3 = -10% reload): 38,400 AP full-salvo alpha x 60 / 4.1 s all-upgrades reload = 561,951.
Initial: 500,870 → 561,951
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.
16
AA Defense
AA mount points25
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
6 km
76.2 mm Mk3311×2 76mm
76.2 mm Mk342×1 76mm
20 mm Oerlikon Mk2012×2 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 76 from dual-purpose main battery firing as AA in this range band.
76
Range6 km
Medium aura
Guns76.2 mm Mk33 + 76.2 mm Mk34
Continuous DPS
ƒEffective DPS: 157 raw aura damage × 3.5 × 0.9 hit probability = 495 - the same in-game units as the Close-range AA DPS headline.
495
Range5 km
Total DPS in Aura
ƒFar 76 + Medium 495 = 571
571
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.85 hit probability = 119 - the same in-game units as the Close-range AA DPS headline.
119
Range2 km
Total DPS in Aura
ƒFar 76 + Medium 495 + Near 119 = 690
690
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 240 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
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 power120,000 hp
Maximum speed33 kt
Turning circle radius740 m
Rudder shift time8.2 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.
28.4 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
27.2 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.
44.8 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·33.0·0.5144740=1.31°/s, so ratio=ωturretωhull=251.31=19.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
19.0× snappy
Concealment
Detectability by sea12.8 km
Detectability by air7.68 km
Smoke firing penalty6.31 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.
10.72 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.
14.8 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.
10.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 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.
Choose one
Surveillance Radar2 charges · 120 s reload · 30 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
Catapult Fighter4 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
Repair Party2 charges · 80 s reload · 28 s active · 6,356 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.
· 12,712 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.
· 227 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (45,400 HP) per second = 227 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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 =(1533930·81.11000+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=7670 m, and radiusOnMax=0.6 at 15339 m. Above the kink: k=0.5+(0.60.5)·100007670153397670=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 Close319.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2692·590.69·0.1521.07·7621.38=319.5mm. Matches the in-game spec card.
AP Pen Far104.9 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 340 m/s: P=107·2692·590.69·0.1521.07·3401.38=104.9mm.
AP pen 5 km211 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 km143 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 km107 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 km6.53 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·0.3225·0.15228·59=4.96×105. 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 Radius16
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 time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha26,400
2,200 HE damage x 12 broadside guns = 26,400.
AP full-salvo alpha38,400
3,200 AP damage x 12 broadside guns = 38,400.
HE DPMInitial: 344,348 → 386,341
Zero upgrades: 26,400 HE full-salvo alpha x 60 / 4.6 s base reload = 344,348. All upgrades (Main Battery Mod. 3 = -10% reload): 26,400 HE full-salvo alpha x 60 / 4.1 s all-upgrades reload = 386,341.
AP DPMInitial: 500,870 → 561,951
Zero upgrades: 38,400 AP full-salvo alpha x 60 / 4.6 s base reload = 500,870. All upgrades (Main Battery Mod. 3 = -10% reload): 38,400 AP full-salvo alpha x 60 / 4.1 s all-upgrades reload = 561,951.
Shells/minInitial: 156.5 → 175.6
Zero upgrades: 12 broadside guns x 60 / 4.6 s base reload = 156.5. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 4.1 s all-upgrades reload = 175.6.
Fires/minInitial: 18.78 → 21.07
Zero upgrades: 156.5 shells/min x 12% fire chance = 18.78. All upgrades (Main Battery Mod. 3 = -10% reload): 175.6 shells/min x 12% fire chance = 21.07.

AA defense

AA DPS at max range76
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 11x2 -> 418 DPS @ 5 km; 3in50 MK34 Radar 2x1 -> 76 DPS @ 5 km; 20mm Oerlikon MK20 Twin12 12x2 -> 119 DPS @ 2 km; Far AA (?) -> 76 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
AA DPS layered by range76 DPS @ 6 km, 570 DPS @ 5 km, 689 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-blank689
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3164
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 45,400, 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 & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 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
Bow32 mm primary (range 32–40 mm)1,400 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
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 6–102 mm)34,100 (75% of HP)
Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–102 mm)3,600 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 25–127 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 mmno cap
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 HP22,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 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 HP13,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

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Ship Charts

Balance History

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

Buff ×7Main Battery ×6
2022-01-27

February update: fortes fortuna adiuvat

  • Main battery reload time decreased from 6 to 4.6 s.
  • Fire-setting chances for HE shells increased from 10 to 12%.
  • HE shell penetration increased from 25 to 30 mm*.
  • Turning circle radius decreased from 750 to 740 m.
  • Radar reload time decreased from 180 to 120 s.
  • Shell grouping increased by 2.5%.
  • *These represent raw penetration values, which must be greater than the armor you’re hitting by 1 mm to penetrate. This means that Worcester is now able to effectively penetrate 29 mm of armor with her HE shells.
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Exteriors

Skins & permanent camouflages

Every custom exterior Worcester 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.