World of Warships: Legends ship guide

BA Binah

Beta
Italy · Tier VI · Battleship · Premium
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Sit 14-17 km from the brawl line and exploit the range advantage
  • Avoid: Sailing broadside while reloading
Key characteristics
97 mm SAP pen2 sigma accuracyWide SAP fragments17 km gun rangeFragileEasily spotted
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Community Data

BA Binah Community Stats

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Playstyle

Overview

BA Binah is a Tier VI Italian all-rounder battleship with 381mm guns at 16.6 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best AP guaranteed-ricochet angle in T6 BBs (70°) and best engine power in T6 BBs (186,000 HP).

Positioning

Sit 14-17 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse.

Potato Avoidance

Sailing broadside while reloading

The main battery cycle is long enough that a punished broadside loses more HP than the next salvo gains; commit angles and finish reloads behind cover when the line allows.

Signature Traits

Late auto-bounce

70.0° AP guaranteed ricochet angle, best of T6 BBs. Auto-bounce kicks in later than peers'.

ELITE MOBILITY
  • Heavy powerplant · 186000.0 hp
  • Holds speed in turns · 251.4 hp
  • Nimble for the tonnage · 5.0 hp
Extra heal charges

4.0 Repair Party charges, best of T6 BBs. More total HP available across a match.

Thick bow plate

150.0 mm bow, best of T6 BBs. Harder for same-tier guns to overmatch.

Easily spotted

15.0 km surface detect, worst of T6 BBs. Visible before you can react; position early.

Slow reload

33.0 s reload, bottom decile of T6 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get BA Binah

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

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where BA Binah sits among Tier VI BBs (32 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 auto-bounce angle70° (1 of 2 tied) BestEngine power186,000 hp (1 of 2 tied) BestTurn-speed retention251.4 hp/m (1 of 2 tied) BestPower-to-weight5 hp/t (1 of 2 tied) BestRepair charges4 (1 of 2 tied) BestBow armor150 mm (1 of 2 tied) Top 10%Traverse-to-turn ratio5.19 × (3/32) Top 10%Main battery range16.6 km (4/32) Top 10%AP ricochet start55° (3/32) Top 25%Sigma2 (5/32) Top 25%Secondary HE pen25 mm (8/31) Top 25%AP velocity850 m/s (5/32) Top 25%Acceleration31.2 s (5/32) Top 25%Displacement37,220 t (5/32) Bottom 25%Main battery reload33 s (29/32) Bottom 25%AP DPM160,000 (29/32) Bottom 10%Main dispersion228.7 m (30/32) WorstHit points50,500 HP (1 of 2 tied) WorstStealth profile15 km / 12 km (32/32 / 32/32) WorstSecondary range4.5 km (1 of 7 tied) WorstAA range4 km (1 of 3 tied) WorstNo torpedoes (26 of 32 in cohort)
See 17 mid-pack stats

Not standouts for BA Binah -- 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.

Max speed29 kt(11/32) Rudder shift14.3 s(11/32) Main battery caliber381 mm(17/32) AP shell damage11,000(21/32) Secondary DPM (per side)211,500(11/32) HE alpha2,100(11/31) Secondary fire chance7%(23/31) AP arming threshold64 mm(17/32) AA DPS327(21/32) AA threat1,068(17/32) Max armor340 mm(24/32) Citadel belt300 mm(23/32) Stern armor26 mm(13/32) Deck armor75 mm(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit Points50,500
Displacement37,220 t
Armor range16–340 mm
Plate armor thicknesses16, 26, 30, 32, 40, 49, 50, 70, 75, 80, 85, 100, 120, 140, 150, 220, 300, 340 mm
Armor material/layer entries79
Fire resistance30%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels4 mounts / 8 barrels
Reload time33 s
Firing range16.6 km
Turret traverse6 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1660030·122.21000+2.2)·30=228.7m
228.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =228.7·0.6=137.2m
137.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =228.7·0.32(σ=2)=73.1m
73.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =137.2·0.319(σ=2)=43.8m
43.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 33 s base reload = 14.5.
14.5
HE shells
HE penetration
ƒfloor(381 mm caliber / 6): standard HE penetration.
63 mm
SAP shells
SAP Damage11,800
SAP Velocity880 m/s
SAP Pen (mm)96.7
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
120
AP shells
AP Damage11,000
AP Velocity850 m/s
Min Ricochet55 deg
Guaranteed Ricochet70 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.5 m/s: P=107·2434·884.80.69·0.3811.07·549.51.38=445.9mm.
445.9 mm
AP full-salvo alpha
ƒ11,000 AP damage x 8 broadside guns = 88,000.
88,000
Base AP DPM
ƒ88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.
160,000
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.
120
AA Defense
AA mount points18
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. 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.
327
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19388×2 37mm
20 mm/65 Breda 19352×2 20mm
20 mm/70 Breda 19418×6 20mm
90 mm/50 OTO 1939 (DP)12×1 90mm
Far aura
DPS
ƒIncludes 42 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
42
Range4 km
Medium aura
DPS49
Range3.5 km
Total DPS in Aura
ƒFar 42 + Medium 49 = 91
91
Near aura
DPS36
Range2 km
Total DPS in Aura
ƒFar 42 + Medium 49 + Near 36 = 127
127
S
Secondary Battery
Mounts16
Firing range4.5 km
Shell Grouping (σ)1
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time8 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time8 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
90 mm/50 OTO 1939 (×12)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 186,000 hp
Engine power186,000 hp
Maximum speed29 kt
Turning circle radius740 m
Rudder shift time14.3 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29 kt), from our in-house acceleration model.
31.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29 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.
48.5 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·29.0·0.5144740=1.16°/s, so ratio=ωturretωhull=61.16=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea15 km
Detectability by air12 km
Smoke firing penalty10.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15 km
Detect Fire Sea17 km
Detect Fire Air15 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 7,070 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.
· 28,280 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 252 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (50,500 HP) per second = 252 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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
Max Horiz Disp228.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16600}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 228.7\,\text{m}$
Shell scatter width @ 10 km164 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 Disp137.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 228.7 \cdot 0.6 = 137.2\,\text{m}$
Shell scatter height @ 10 km85.4 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.
Med Horiz Disp73.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 228.7 \cdot 0.32\;(\sigma = 2) = 73.1\,\text{m}$
Med Vert Disp43.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 137.2 \cdot 0.319\;(\sigma = 2) = 43.8\,\text{m}$
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 850^{1.38} = 814.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far445.9 mm
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 549.5 m/s: $P = 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 549.5^{1.38} = 445.9\,\text{mm}$.
HE penetration63 mm
floor(381 mm caliber / 6): standard HE penetration.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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.
SAP Fragment Radius120
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
AP full-salvo alpha88,000
11,000 AP damage x 8 broadside guns = 88,000.
Base AP DPM160,000
88,000 AP full-salvo alpha x 60 / 33 s base reload = 160,000.
Base shells/min14.5
8 broadside guns x 60 / 33 s base reload = 14.5.

AA defense

Close-range AA DPS327
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (36×3.5×0.7) + (42×3.5×0.75) = 327. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1068
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)211,500
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: 2×3 152 mm (3/side) × 60/8 × 2100 = 47,250 + 2×3 152 mm (3/side) × 60/8 × 2100 = 47,250 + 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.

Armor Beta

Hull HP 50,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern150 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel300 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow150 mm primary (range 40–150 mm)≈ 2,525 (~5% of HP)
No common caliber overmatches150 mm: no common HE pens
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–300 mm)≈ 37,875 (~75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–300 mm)≈ 2,525 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 16–300 mm)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.
Superstructure26 mm primary (range 26–340 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).

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

Exteriors

Skins & permanent camouflages

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

  • BA Binah default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba CaraccioloBlue Archive

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.