World of Warships: Legends ship guide

BA Hovercraft

Beta
U.S.S.R. · Tier VII · Battleship · Premium
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Sailing broadside while reloading
Key characteristics
406 mm overmatchHigh fire chanceSpotter planeSharp rudderFast AP shellsShort gun range
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Playstyle

Overview

BA Hovercraft is a Tier VII Soviet all-rounder battleship with 406mm guns at 16 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: top-decile sharp rudder in T7 BBs (12.3 s) and top-decile fast AP shells in T7 BBs (11.3 s).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

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

Sharp rudder

12.3 s rudder shift, top decile of T7 BBs. Snappy weave.

ELITE MAIN BATTERY
  • Fast AP shells · 11.35 s
  • Overmatch specialist
Burny secondaries

15.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Fast DCP cycle

40.0 s Damage Control reload, top quartile of T7 BBs. Fire / flood stacks come off cooldown sooner.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

WEAK MAIN BATTERY
  • Short gun range · 16.0 km
  • Slow reload · 27.9 s
Acquisition

How to get BA Hovercraft

BA Hovercraft 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

  • Blue Archive II Container 1.5% BA Tirpitz + Nonomi flag or BA Hovercraft + Hovercraft flag Collaboration containers · Blue Archive II Container · 1 of 2 ships
Official WG availability sources
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Cohort position

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Where BA Hovercraft sits among Tier VII BBs (48 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.

BestRudder shift12.3 s (1/48) Top 10%Secondary fire chance15% (2/45) Top 25%Fires per minute7.94 (11/47) Top 25%AP shell damage13,100 (11/48) Top 25%Acceleration34.8 s (13/48) Top 25%Engine power201,000 hp (9/48) Top 25%Turn-speed retention211.6 hp/m (13/48) Top 25%Max armor425 mm (11/48) Bottom 25%Stealth profile15.5 km / 12.4 km (41/48 / 41/48) Bottom 25%Main battery reload27.9 s (41/48) Bottom 25%HE velocity793 m/s (42/47) Bottom 25%Displacement53,000 t (43/48) Bottom 25%AA DPS320 (41/48) Bottom 25%AA threat1,247 (37/48) Bottom 10%Sigma1.6 (46/48) WorstMain battery range16 km (48/48) WorstNo torpedoes (32 of 48 in cohort) WorstRepair charges2 (1 of 6 tied)
See 25 mid-pack stats

Not standouts for BA Hovercraft -- 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 points67,500 HP(17/48) Max speed31 kt(17/48) Traverse-to-turn ratio5.2 ×(16/48) Main battery caliber406 mm(17/48) HE shell damage5,850(15/47) HE DPM113,226(20/47) AP DPM253,548(21/48) Main dispersion223.4 m(28/48) Secondary DPM (per side)222,180(23/48) HE alpha2,100(19/45) Secondary HE pen25 mm(22/45) AP velocity793 m/s(33/48) AP arming threshold68 mm(33/48) Power-to-weight3.79 hp/t(17/48) Secondary range6.5 km(16/48) AA range5 km(18/48) Citadel belt370 mm(13/47) Deck armor40 mm(33/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points67,500
Displacement53,000 t
Armor range19–425 mm
Plate armor thicknesses19, 25, 30, 32, 38, 40, 50, 75, 135, 180, 200, 250, 290, 325, 370, 425 mm
Armor material/layer entries53
Fire resistance36.6%
Fire duration60 s
Torp Reduction21%
Main Battery
ModuleArtillery: 406 mm/45 Model 1915 OTZ
Mounts / barrels3 mounts / 9 barrels
Reload time31 s
Firing range16 km
Turret traverse5 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·131.11000+1.1)·30=223.4m
223.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =223.4·0.75=167.6m
167.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =223.4·0.369(σ=1.6)=82.5m
82.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =167.6·0.369(σ=1.6)=61.8m
61.8 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 31 s base reload = 17.4.
17.4
HE shells
HE Damage5,850
HE Velocity793 m/s
Fire Chance41%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,850 HE damage x 9 broadside guns = 52,650.
52,650
Base HE DPM
ƒ52,650 HE full-salvo alpha x 60 / 31 s base reload = 101,903.
101,903
Installed HE DPM
ƒ52,650 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 113,226.
113,226
Base fires/min
ƒ17.4 shells/min x 41% fire chance = 7.14.
7.14
AP shells
AP Damage13,100
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·11160.69·0.4061.07·7931.38=766.5mm. Matches the in-game spec card.
766.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 547.9 m/s: P=107·2300·11160.69·0.4061.07·547.91.38=460.2mm.
460.2 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194.
228,194
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548.
253,548
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.
150
AA Defense
AA mount points16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (32×3.5×0.75) = 320. 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.
320
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm V-116×2 37mm
37 mm 46-K10×4 37mm
100 mm/56 MZ-14 (DP)3×2 100mm
100 mm/56 MZ-14 (DP)3×2 100mm
Far aura
DPS
ƒIncludes 32 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
32
Range5 km
Medium aura
DPS90
Range3.5 km
Total DPS in Aura
ƒFar 32 + Medium 90 = 122
122
S
Secondary Battery
Mounts12
Firing range6.5 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 @ 6.5 km
ƒ6.5 km × 57 + 30 = 400.5 m.
400.5 m
100 mm/56 MZ-14 (×3)
Caliber100 mm
Reload time3.75 s
HE Damage1,330
Muzzle Velocity895 m/s
Fire Chance8%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
100 mm/56 MZ-14 (×3)
Caliber100 mm
Reload time3.75 s
HE Damage1,330
Muzzle Velocity895 m/s
Fire Chance8%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
152 mm/57 MK-3 (×6)
Caliber152 mm
Reload time8 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance15%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 201,000 hp
Engine power201,000 hp
Maximum speed31 kt
Turning circle radius950 m
Rudder shift time12.3 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 (27.9 kt of 31 kt), from our in-house acceleration model.
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31 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.
55.6 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·31.0·0.5144950=0.96°/s, so ratio=ωturretωhull=50.96=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea15.5 km
Detectability by air12.4 km
Smoke firing penalty14.95 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.5 km
Detect Fire Sea17.5 km
Detect Fire Air15.4 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 9,450 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.
· 18,900 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.
· 338 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (67,500 HP) per second = 338 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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)1.6
Max Horiz Disp223.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16000}{30}\cdot\dfrac{13-1.1}{1000} + 1.1\right)\cdot 30 = 223.4\,\text{m}$
Shell scatter width @ 10 km152 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 Disp167.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 223.4 \cdot 0.75 = 167.6\,\text{m}$
Shell scatter height @ 10 km64.1 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 Disp82.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 223.4 \cdot 0.369\;(\sigma = 1.6) = 82.5\,\text{m}$
Med Vert Disp61.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 167.6 \cdot 0.369\;(\sigma = 1.6) = 61.8\,\text{m}$
AP Pen Close766.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 1116^{0.69} \cdot 0.406^{-1.07} \cdot 793^{1.38} = 766.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far460.2 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 547.9 m/s: $P = 10^{-7}\cdot 2300 \cdot 1116^{0.69} \cdot 0.406^{-1.07} \cdot 547.9^{1.38} = 460.2\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha52,650
5,850 HE damage x 9 broadside guns = 52,650.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM101,903
52,650 HE full-salvo alpha x 60 / 31 s base reload = 101,903.
Base AP DPM228,194
117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194.
Installed HE DPM113,226
52,650 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 113,226.
Installed AP DPM253,548
117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548.
Base shells/min17.4
9 broadside guns x 60 / 31 s base reload = 17.4.
Installed shells/min19.4
9 broadside guns x 60 / 27.9 s installed Artillery reload = 19.4.
Base fires/min7.14
17.4 shells/min x 41% fire chance = 7.14.
Installed fires/min7.94
19.4 shells/min x 41% fire chance = 7.94.

AA defense

Close-range AA DPS320
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.75) + (32×3.5×0.75) = 320. 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 index1247
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.

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 @ 6.5 km400.5 m
6.5 km × 57 + 30 = 400.5 m.

Secondary battery firepower

Secondary DPM (per side)222,180
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: 3×2 100 mm (3/side) × 60/3.75 × 1330 = 63,840 + 3×2 100 mm (3/side) × 60/3.75 × 1330 = 63,840 + 6×2 152 mm (6/side) × 60/8 × 2100 = 94,500. 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 chance15%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 15% 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 67,500, 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 & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel370 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–200 mm)≈ 3,375 (~5% 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)50 mm primary (range 25–425 mm)≈ 50,625 (~75% of HP)
No common caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–200 mm)≈ 3,375 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel370 mm primary (range 30–370 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.
Superstructure19 mm primary (range 19–40 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 →
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • BA Hovercraft default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba VladivostokBlue 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.