Also known as Alm. Barroso
Almirante Barroso
Also called: 巴罗索海军上将 Beta- 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
On this page
Almirante Barroso Community Stats
Almirante Barroso has 22 Standard battles from 20 players so far, too few for stable community averages.
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.
Almirante Barroso Community Stats
Record History
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
- Tight pattern at max range · 92.4 m
- Fast turret traverse · 10°/s
- Flat-trajectory sniper
20400 secondary DPM (theoretical), bottom decile of T2 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.
25 mm citadel belt, bottom decile of T2 CAs. Citadels through angle are possible.
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.
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.
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.
Peers in this cohort
Compare Tier II CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
4 broadside guns x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 42.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 4 broadside guns = 8,400.ƒ
8,400 HE full-salvo alpha x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 88,200.ƒ
42 shells/min × 0.07 (7% fire chance) = 2.94.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (10.3 km), where the shell has slowed to 388 m/s: .ƒ
2,550 AP damage x 4 broadside guns = 10,200.ƒ
10,200 AP full-salvo alpha x 60 / 5.714 s (5.6 s = 40 ticks) base reload = 107,100.ƒ
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.ƒ
Sum 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).ƒ
4×1 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.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
2.5 km × 57 + 30 = 172.5 m.ƒ
top speed / 4 + 4.9 = 20.2 / 4 + 4.9 = 10.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (18.2 kt of 20.2 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 9.45 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.02 km.ƒ
Larger 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.ƒ
Air 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.ƒ
Sea detectability 9.45 km + 2.0 km while burning = 11.45 km.ƒ
Air detectability 5.67 km + 3.0 km while burning = 8.67 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Under the hood
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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
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.(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.(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.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: at 0 m, at m, and at 10318 m. Below the kink: , so .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: at 0 m, at m, and at 10318 m. Above the kink: , so .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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Secondary battery firepower
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.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.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.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.
Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 |
|---|---|---|---|---|
| Bow | 6 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. |
| Stern | 6 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. |
| Citadel | 25 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. |
| Superstructure | 6 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 HP | 7,700 magazine HP | Turret knocked out | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 4,600 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Almirante Barroso can equip.
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.
