World of Warships: Legends ship guide

Alaska

Also called: 阿拉斯加 Beta
U.S.A. · Tier ★ · CB Cruiser · Premium
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
16 km gun rangeRadar (9 km)Wide always-pen zoneDefensive AAHeavy armorLight secondaries
On this page
Community Data

Alaska Community Stats

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Playstyle

Overview

Alaska is a Legendary American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best AP always-pen window in Legendary CAs (60°) and best Repair Party charges in Legendary CAs (3).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

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.

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 ARMOR
  • Heavy · 330.0 mm
  • Thick end plates · 32.0 mm
  • Thick bow plate · 32.0 mm
Wide always-pen zone

60.0° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.

Extra heal charges

3.0 Repair Party charges, best of Legendary CAs. More total HP available across a match.

Fast DCP cycle

55.0 s Damage Control reload, top decile of Legendary CAs. Fire / flood stacks come off cooldown sooner.

Light secondaries

108000.0 secondary DPM (theoretical), bottom quartile of Legendary CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Alaska

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

Official WG availability sources
  • Through the Spy Glass: Congress Ship feature / release Start: 2023-08-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

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

Open in Build Tool →

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 Alaska sits among Legendary CAs (22 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.

BestAP ricochet start60° (1 of 5 tied) BestRepair charges3 (1 of 6 tied) BestMax armor330 mm (1 of 3 tied) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 10%Main battery range16.15 km (3/22) Top 10%AP auto-bounce angle67.5° (3/22) Top 25%Hit points60,800 HP (6/22) Top 25%Main battery caliber305 mm (6/22) Top 25%AP shell damage8,900 (5/22) Top 25%AA DPS646 (5/22) Top 25%Repair heal rate0.8 %/s (5/22) Bottom 25%Max speed33 kt (19/22) Bottom 25%Fires per minute8.1 (17/21) Bottom 25%HE DPM129,000 (18/21) Bottom 25%Main dispersion183.7 m (19/22) Bottom 25%AP velocity762 m/s (19/22) Bottom 25%HE velocity808 m/s (17/21) Bottom 25%Acceleration29 s (18/22) Bottom 25%Power-to-weight5.26 hp/t (19/22) WorstSecondary DPM (per side)108,000 (1 of 2 tied) WorstSecondary fire chance5% (1 of 5 tied) WorstNo torpedoes (9 of 22 in cohort)
See 21 mid-pack stats

Not standouts for Alaska -- 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.

Concealment13.31 km(14/22) Air detection7.99 km(14/22) Rudder shift13.1 s(17/22) Traverse-to-turn ratio5.24 ×(13/22) Main battery reload18 s(17/22) Sigma2.05(13/22) HE shell damage4,300(7/21) AP DPM267,000(17/22) HE alpha1,800(5/14) Secondary HE pen21 mm(6/14) AP arming threshold51 mm(17/22) Engine power180,000 hp(9/22) Turn-speed retention211.8 hp/m(9/22) Displacement34,250 t(17/22) AA range5 km(17/22) AA threat2,090(15/22) Citadel belt178 mm(9/22) Deck armor51 mm(7/22) NormSecondary dispersion bracket57(11 of 15 tied at this value) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormSecondary range5 km(12 of 15 tied at this value)
Survivability
Hit Points60,800
Displacement34,250 t
Armor range16–330 mm
Plate armor thicknesses16, 19, 21, 26, 28, 32, 36, 38, 40, 51, 70, 96, 102, 127, 178, 229, 260, 269, 330 mm
Armor material/layer entries57
Fire resistance40%
Fire duration45 s
Torp Reduction13%
Main Battery
ModuleArtillery: 305 mm Mk8
Mounts / barrels3 mounts / 9 barrels
Reload time
patched
  1. baseline20
    In-game data
  2. 2023-11-0218
    MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES Main battery reload time reduced from 20.0 to 18.0 s.
  3. 2024-03-2120
    Ministry of Balance: Spring Changes Main Battery reload time increased from 18 to 20 seconds.
20 s
Firing range16.1 km
Turret traverse6 °/s
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 =(1615030·101.61000+1.6)·30=183.7m
183.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183.7·0.6=110.2m
110.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =183.7·0.314(σ=2.05)=57.6m
57.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =110.2·0.314(σ=2.05)=34.6m
34.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 20 s base reload = 27.
27
HE shells
HE Damage4,300
HE Velocity808 m/s
Fire Chance27%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 9 broadside guns = 38,700.
38,700
Base HE DPM
ƒ38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100.
116,100
Installed HE DPM
ƒ38,700 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 129,000.
129,000
Base fires/min
ƒ27 shells/min x 27% fire chance = 7.29.
7.29
AP shells
AP Damage8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 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 =107·2470·5170.69·0.3051.07·7621.38=622.2mm. Matches the in-game spec card.
622.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.2 km), where the shell has slowed to 460.7 m/s: P=107·2470·5170.69·0.3051.07·460.71.38=310.7mm.
310.7 mm
AP full-salvo alpha
ƒ8,900 AP damage x 9 broadside guns = 80,100.
80,100
Base AP DPM
ƒ80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300.
240,300
Installed AP DPM
ƒ80,100 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 267,000.
267,000
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.
125
AA Defense
AA mount points48
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (71×3.5×0.85) + (31×3.5×0.9) = 646. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
646
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk214×4 40mm
20 mm Oerlikon Mk434×1 20mm
127 mm Mk32 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5 km
Medium aura
DPS107
Range3.5 km
Total DPS in Aura
ƒFar 31 + Medium 107 = 138
138
Near aura
DPS71
Range2 km
Total DPS in Aura
ƒFar 31 + Medium 107 + Near 71 = 209
209
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 180,000 hp
Engine power180,000 hp
Maximum speed33 kt
Turning circle radius850 m
Rudder shift time13.1 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
29 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.
48.3 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·33.0·0.5144850=1.14°/s, so ratio=ωturretωhull=61.14=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea13.31 km
Detectability by air7.99 km
Smoke firing penalty10.17 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.31 km
Detect Fire Sea15.31 km
Detect Fire Air10.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 55 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Surveillance Radar2 charges · 180 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 Party3 charges · 50 s reload · 28 s active · 13,619 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (0.8%) x effective active time (28 s) = up to 22.4% of max HP restored per charge.
· 40,857 HP (67.2% of max HP) total heal (all charges)
ƒ22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 486 HP/s (0.8% of max HP) heal per second
ƒ0.8% of max HP (60,800 HP) per second = 486 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.05
Max Horiz Disp183.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16150}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 183.7\,\text{m}$
Shell scatter width @ 10 km132 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 Disp110.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 183.7 \cdot 0.6 = 110.2\,\text{m}$
Shell scatter height @ 10 km69.1 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.
Med Horiz Disp57.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 183.7 \cdot 0.314\;(\sigma = 2.05) = 57.6\,\text{m}$
Med Vert Disp34.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 110.2 \cdot 0.314\;(\sigma = 2.05) = 34.6\,\text{m}$
AP Pen Close622.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2470 \cdot 517^{0.69} \cdot 0.305^{-1.07} \cdot 762^{1.38} = 622.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far310.7 mm
Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 460.7 m/s: $P = 10^{-7}\cdot 2470 \cdot 517^{0.69} \cdot 0.305^{-1.07} \cdot 460.7^{1.38} = 310.7\,\text{mm}$.
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 Radius125
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha38,700
4,300 HE damage x 9 broadside guns = 38,700.
AP full-salvo alpha80,100
8,900 AP damage x 9 broadside guns = 80,100.
Base HE DPM116,100
38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100.
Base AP DPM240,300
80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300.
Installed HE DPM129,000
38,700 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 129,000.
Installed AP DPM267,000
80,100 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 267,000.
Base shells/min27
9 broadside guns x 60 / 20 s base reload = 27.
Installed shells/min30
9 broadside guns x 60 / 18 s installed Artillery reload = 30.
Base fires/min7.29
27 shells/min x 27% fire chance = 7.29.
Installed fires/min8.1
30 shells/min x 27% fire chance = 8.1.

AA defense

Close-range AA DPS646
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (107×3.5×0.9) + (71×3.5×0.85) + (31×3.5×0.9) = 646. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2090
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 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 60,800, 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 & stern32 mm

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

Belt / citadel229 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 45s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–40 mm)5,000 (8% of HP)
Overmatched by 460mm+ (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)28 mm primary (range 21–330 mm)45,600 (75% of HP)
Overmatched by 406mm+ (Delaware, P. Rupprecht)Angle bounces 380mm28 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–269 mm)6,000 (10% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–178 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 mm primary (range 16–36 mm)no 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 HP30,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (127 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 HP18,200 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

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Balance History

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

Nerf ×7Buff ×15Main Battery ×7Torpedo ×1Consumable ×2
2024-03-21

Ministry of Balance: Spring Changes

  • Main Battery reload time increased from 18 to 20 seconds.
  • HP increased for bow, stern, casemate, and superstructure—increasing the damage the ship takes before saturation.
  • Bow HP increased from 3,500 to 5,000.
  • Casemate HP increased from 6,900 to 10,000.
  • Superstructure HP increased from 3,700 to 5,000.
  • Stern HP increased from 4,200 to 6,000.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main battery firing range increased from 16 to 16.15 km.
  • Main battery reload time reduced from 20.0 to 18.0 s.
  • Fire duration increased from 30 to 45 s.
  • Hull HP and HP distribution has been ship HP increased from 54,720 to 60,800.
  • Hull HP and HP distribution has been bow HP reduced from 7,000 to 3,500.
  • Hull HP and HP distribution has been casemate HP reduced from 13,800 to 6,900.
  • Hull HP and HP distribution has been superstructure HP reduced from 7,400 to 3,700.
  • Hull HP and HP distribution has been stern HP reduced from 8,400 to 4,200.
  • Sonar consumable improved.
  • Duration increased from 96 to 100 s.
  • +2 more official change lines in the source post.
Read the full official post
2022-01-27

February update: fortes fortuna adiuvat

  • Main battery shell dispersion circle increased to about 12% on average.
  • . This is less dramatic than it looks, with the biggest accuracy hit coming at shorter distances.
  • AP shell armor piercing decreased by 5%.
  • Shell grouping increased by 2.5%.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Radius of max dispersion of main guns decreased by 10%, penetration of AP shells increased by 5%. Repair party reload time decreased from 60 to 50 seconds, HP/second regeneration is increased by 33%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Alaska 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.