World of Warships: Legends ship guide

Also known as Alm. Barroso

Almirante Barroso

Also called: 巴罗索海军上将 Beta
Pan-America · Tier II · CL Cruiser · Premium
All-rounder cruiserCompetent at AP citadels, HE pressure, and cap support; adapt to the matchup.
Playstyle
  • Open the guns from an angle that keeps a hard cover break one turn away
  • With no smoke or heal, the island you are shooting past is the only reset she gets
  • Avoid: Trading into multiple shooters as though a heal is coming
Key characteristics
Tight pattern at max rangeFast turret traverseFlat-trajectory sniperLight secondaries
On this page
Community Data

Almirante Barroso Community Stats

Almirante Barroso has 22 Standard battles from 20 players so far, too few for stable community averages.

Community Data

Almirante Barroso Community Stats

Log in to GamingDiver and upload your data to see Community Data for Almirante Barroso: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Almirante Barroso is a Tier II Pan-American cruiser: a 152mm HE and AP battery with four secondary mounts reaching 2.5 km. Damage Control Party is her only consumable, with no heal, smoke, or sonar to fall back on, so her health is a one-way resource and the kit is about picking fights she can finish before return fire stacks up.

Positioning

Open the guns from an angle that keeps a hard cover break one turn away. With no smoke or heal, the island you are shooting past is the only reset she gets.

Potato Avoidance

Trading into multiple shooters as though a heal is coming

Nothing repairs this hull, so damage taken early is damage carried for the rest of the match.

Signature Traits

ELITE MAIN BATTERY ↗
  • Tight pattern at max range · 92.4 m
  • Fast turret traverse · 10°/s
  • Flat-trajectory sniper
Light secondaries ↗

20400 secondary DPM (theoretical), bottom decile of T2 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Light citadel belt ↗

25 mm citadel belt, bottom decile of T2 CAs. Citadels through angle are possible.

Acquisition

How to get Almirante Barroso

Almirante Barroso is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collection reward.

History: Early Access Mar 2026 – Apr 2026 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Pan-American Cruisers Are Coming to Early Access Collection reward Start: 2026-03-27 · End: 2026-04-29
    • With these 23 crates, you're guaranteed to complete the collection for free.
    • Here is what you'll receive once you complete each of the three collection sets:
    • All 12 cards: Pan-American Tier II Premium cruiser Almirante Barroso
  • April Update: Victorious in Metal Collection reward Start: 2026-03-26
    • Look for the cards in Pan-American Collection crates and complete the collection to receive new Pan-American Tier II Premium cruiser Almirante Barroso and more rewards.

Builds

Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Almirante Barroso sits among Tier II CAs (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.

BestMain dispersion92.4 m (1/26) Top 10%Rudder shift4.3 s (3/26) Top 10%Turning circle370 m (2/26) Top 10%Time to 90% speed22.1 s (3/26) Top 10%Displacement3,437 t (2/26) Top 25%Main battery reload5.6 s (4/26) Top 25%Secondary HE alpha1,700 (5/16) Top 25%Secondary HE pen20 mm (5/16) Top 25%AP velocity853 m/s (7/25) Top 25%HE velocity853 m/s (7/25) Top 25%AP pen at 10 km76 mm (6/25) Bottom 25%Main battery range10.32 km (23/26) Bottom 25%AP DPM107,100 (20/25) Bottom 25%Engine power7,500 hp (23/26) Bottom 25%Power / turn radius20.3 hp/m (24/26) Bottom 10%Fires per minute2.94 (24/25) Bottom 10%Citadel belt25 mm (25/26) WorstSecondary DPM (per side)20,400 (16/16) WorstSecondary range2.5 km (1 of 7 tied) WorstNo AA (9 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort)
See 21 mid-pack stats

Not standouts for Almirante Barroso -- 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 points23,300 HP(11/26) Max speed20.2 kt(20/26) Concealment9.45 km(18/26) Smoke fire bloom4.15 km(17/26) Air detection5.67 km(18/26) Main battery caliber152 mm(9/26) Sigma2(12/26) HE shell damage2,100(13/25) HE DPM88,200(15/25) AP shell damage2,550(19/25) Acceleration (0-12 kt)10.3 s(10/26) AP arming threshold25 mm(16/25) Power-to-weight2.18 hp/t(16/26) Max armor76 mm(20/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points23,300
Displacement3,437 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
105.5 x 13.3 m
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 16, 25, 38, 76 mm
Armor material/layer entries36
Fire resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 23,300 HP = 2,097 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 23,300 HP = 2,330 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
7,700
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.
4,600
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,500 = 23,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
11,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 400 = 800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 152 mm/50 Mk.5
Mounts / barrels6 mounts / 6 barrels
Reload time5.6 s
Firing range10.3 km
Turret traverse10 °/s
Turret armor51 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
±137°, 4x 147° arc, ±142°
Guns to bear
ƒ180° − 137° (the most restricted aft-facing mount's arc) = 43° off bow; 180° − 142° (the most restricted forward-facing mount's arc) = 38° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
43° off bow / 38° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 11% less vertical spread at max range (10.3 km) than a standard cruiser: about 92 m wide × 55 m tall, against 104 m × 63 m. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1031830·8−0.51000+0.5)·30=92.4m
92.4 m at 10.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =92.4·0.6=55.4m
55.4 m at 10.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =92.4·0.62=27.7m
27.7 m at 10.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.4·0.62=16.6m
16.6 m at 10.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 42.
42
HE shells
HE alpha2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 4 broadside guns = 8,400.
8,400
HE DPM
ƒ8,400 HE full-salvo alpha x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 88,200.
88,200
Fires/min
ƒ42 shells/min × 0.07 (7% fire chance) = 2.94.
2.94
AP shells
AP alpha2,550
AP Velocity853 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1830·47.70.69·0.152−1.07·8531.38=219.2mm.
219.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.3 km), where the shell has slowed to 388 m/s: P=10−7·1830·47.70.69·0.152−1.07·3881.38=73.9mm.
73.9 mm at 10.3 km
AP full-salvo alpha
ƒ2,550 AP damage x 4 broadside guns = 10,200.
10,200
AP DPM
ƒ10,200 AP full-salvo alpha x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 107,100.
107,100
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.
10
S
Secondary Battery
Mounts4
Firing range2.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 120 mm (2/side) × 60/10 s × 1700 = 20,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
20,400
120 mm/50 Mk.34×1 120mm
Caliber120 mm
Reload time10 s
HE alpha1,700
Muzzle Velocity675 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 10 s × 0.04 (4% fire chance) = 0.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
0.5
HE Pen20 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 @ 2.5 km
ƒ2.5 km × 57 + 30 = 172.5 m.
172.5 m
Maneuverability
Engine power7,500 hp
Maximum speed20.2 kt
Turning circle radius370 m
Rudder shift time4.3 s
Engine power-boost threshold10.1 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 20.2 / 4 + 4.9 = 10.0 kt. Base value; speed modifiers scale it.
10.0 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.2 kt of 20.2 kt).
22.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.0 kt of 20.2 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.
37.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 6.6 = +3.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+3.4°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.45 km x 0.955 = 9.02 km. Camouflage does not change detectability by air.
9.45 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.02 km.
9.02 km
Detectability by air5.67 km
Smoke firing penalty4.15 km
Detect when firing (sea)
ƒLarger of 10.32 km range and 4.15 km smoke firing penalty = 10.32 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
10.32 km
Detect when firing (air)
ƒAir detectability 5.67 km + gun-firing bloom 3.04 km = 8.71 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
8.71 km
Detect when on fire (sea)
ƒSea detectability 9.45 km + 2.0 km while burning = 11.45 km.
11.45 km
Detect when on fire (air)
ƒAir detectability 5.67 km + 3.0 km while burning = 8.67 km.
8.67 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser11% tighter H · 11% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (10.3 km) with the same model as Max Horiz/Vert Disp: horizontal 92 / 104 m − 1 = -11%, vertical 55 / 63 m − 1 = -11%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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 height @ 5 km25.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. 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=0.5·10318=5159 m, and radiusOnMax=0.6 at 10318 m. Below the kink: k=0.2+(0.5−0.2)·50005159=0.4908, so σV=σH·k=52.5·0.4908=25.8m.
Shell scatter height @ 10 km53.4 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=0.5·10318=5159 m, and radiusOnMax=0.6 at 10318 m. Above the kink: k=0.5+(0.6−0.5)·10000−515910318−5159=0.5938, so σV=σH·k=90·0.5938=53.4m.
AP pen 5 km127 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1830·47.70.69·0.152−1.07·573.71.38=127mm, where 573.7 m/s is the shell's speed when it arrives at 5 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km76 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1830·47.70.69·0.152−1.07·396.21.38=76mm, where 396.2 m/s is the shell's speed when it arrives at 10 km (from 853 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.46 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·0.3415·0.15228·47.7=6.5×10−5. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.46 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·0.3415·0.15228·47.7=6.5×10−5. That runs from a 853 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
Counted from each mount's firing arc: most barrels that bear at once: 4 of 6, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,830
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass47.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3415
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity853 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity853 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Secondary battery firepower

Max HE alpha1700
The only family (120 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance4%
The only family (120 mm): 4%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 120 mm family.
Max HE pen20 mm
The only family (120 mm): 20 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: 20 mm from the 120 mm family.
Open in Charting Tool

Ship Charts

Background

In an attempt to rebuild and reinforce its fleet after the revolution of 1889 and the mutinies of the 1890s, Brazil ordered a series of armored cruisers from Armstrong. However, due to financial difficulties, only one ship actually entered service with the Brazilian Navy - Almirante Barroso, which was transferred in 1897. She was the first ship in the country equipped with a radiotelegraph. Almirante Barroso served with the Brazilian Navy until 1931, representing Brazil in Argentina and Chile.

Armor Beta

Hull HP 23,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–13 mm)1,300 (6% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)6 mm primary (range 6–13 mm)11,500 (49% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–25 mm)1,100 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 10–25 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.
Superstructure6 mm primary (range 6–76 mm)400 (2% 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 HP7,700 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.
Secondary mount (120 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.
Rudder (module)separate HP pool, does not drain ship HP4,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Almirante Barroso can equip.

  • Almirante Barroso 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.