Belfast
Also called: 贝尔法斯特43 Beta- Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
- Avoid: Using radar like a destroyer hunter rather than a position tool
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Belfast Community Stats
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Belfast Community Stats
Record History
Playstyle
Overview
Belfast is a Tier VI British light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (8.5 km) is the cap-control consumable on top, so she sets fights as well as winning them. Both shells run cohort-strong (top-decile AP at 328,235 AP DPM and top-decile HE at 222,353 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: top-decile quick acceleration in T6 CAs (9.7 s) and top-decile high-arc AP shells in T6 CAs (42.5°).
Positioning
Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
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
8.49 km range, 25 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
25.0 s Surveillance Radar duration, best of T6 CAs. Keeps caps lit longer.
~9.7 s to 90% of top speed, top decile of T6 CAs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.
- AP DPM machine · 297600 AP
- Fire-starter cruiser
103.0 s smoke cloud linger, top decile of T6 CAs. Each puff stays up longer after you stop laying it, holding the shield.
- Sluggish for the tonnage · 5.83 hp
- Bleeds speed in turns · 117.6 hp
How to get Belfast
Belfast is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Back to Belfast campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
- Super VI Crate 4% One of the Tier VI Premium ships Event containers · Super VI Crate · 1 of 25 ships
- Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
- Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 17 containers (14 more)
-
Santa Level 4
0.25%
Superprize: Premium Ship
Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
Show 2 paths
- Santa Level 40.166667%
- Santa Level 4 → Santa Level 50.083333%
-
Spectral Vault 4.0
0.190625%
Tier VI Premium ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.125%
- Spectral Vault 4.0 → Spectral Vault 5.00.065625%
-
Spectral Vault 3.0
0.109094%
Tier VI Premium ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.075%
- Spectral Vault 3.0 → Spectral Vault 4.00.01375%
- Spectral Vault 3.0 → Spectral Vault 5.00.013125%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
- Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
-
Santa Level 3
0.083333%
Superprize: Premium Ship
Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.041667%
- Santa Level 3 → Santa Level 40.025%
- Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
- Santa Level 30.004167%
-
Spectral Vault 2.0
0.039722%
Tier VI Premium ship
Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.00.025%
- Spectral Vault 2.0 → Spectral Vault 3.00.0075%
- Spectral Vault 2.0 → Spectral Vault 4.00.0025%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
-
Santa Level 2
0.025%
Superprize: Premium Ship
Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.008333%
- Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
- Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
- Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
- Santa Level 2 → Santa Level 30.000625%
-
Champion's Box
0.016667%
Superprize: Premium Ship
Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.008333%
- Champion's Box → Santa Level 3 → Santa Level 40.005%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
- Champion's Box → Santa Level 30.000833%
- Mega Santa '23 0.01% Superprize: Premium Ship Event containers · Mega Santa '23 · 1 of 10 ships
-
Santa Level 1
0.006042%
Superprize: Premium Ship
Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
- Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
- Santa Level 1 → Santa Level 30.000208%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
-
Spectral Vault 1.0
0.004716%
Tier VI Premium ship
Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.00225%
- Spectral Vault 1.0 → Spectral Vault 3.00.00075%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
- Spectral Vault 1.00.00005%
- Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
- Super Santa '23 0.0013% Superprize: Premium Ship Event containers · Super Santa '23 · 1 of 10 ships
- Ultimate Crate 0.00013% Superprize: Premium Ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 10 ships
Official WG availability sources
- Back to Belfast Campaign Breakdown Campaign Start: 2022-05-16 · End: 2022-06-19 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: Belfast '43 Ship feature / release Start: 2022-05-17 · 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.
- Through the Spy Glass: HMS Plymouth Ship feature / release Start: 2022-09-20 · 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.
- Through the Spy Glass: HMS Cossack '38 Ship feature / release Start: 2022-10-31 · 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.
- Through the Spy Glass: Hector Ship feature / release Start: 2025-09-09 · 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.
Show direct source rows
- Mega Santa '23 0.01% · Superprize: Premium Ship
- Mystic Box 0.002273% · Tier VI Premium ship
- Mystic Lantern 0.102273% · Tier VI Premium ship
- Santa Level 3 0.004167% · Superprize: Premium Ship
- Santa Level 4 0.166667% · Superprize: Premium Ship
Builds Beta
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Belfast sits among Tier VI CAs (43 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 26 mid-pack stats
Not standouts for Belfast -- 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
Show all 42 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartpatched
- baseline7.5In-game data
- 2022-08-258.5Autumn Update: In the Shadow of Leaves Main battery reload time decreased from 9.5 s to 8.5 s.
- 2024-08-018Anniversary Update: Champion's Journey Main battery reload time reduced from 8.5 to 8 seconds.
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Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 7 deg/s traverse speed = 25.7 s.ƒ
12 broadside guns x 60 / 8 s base reload = 90.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 12 broadside guns = 25,200.ƒ
25,200 HE full-salvo alpha x 60 / 8 s base reload = 189,000.ƒ
90 shells/min x 9% fire chance = 8.1.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 304.5 m/s: .ƒ
3,100 AP damage x 12 broadside guns = 37,200.ƒ
37,200 AP full-salvo alpha x 60 / 8 s base reload = 279,000.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 every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (74×3.5×0.9) + (26×3.5×0.9) = 315. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 26 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 26 + Medium 74 = 100ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 15 s emit / 103 s cloud active
Surveillance Radar2 charges · 180 s reload · 25 s active · 8.49 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
Show
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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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14717}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 134.5\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 134.5 \cdot 0.6 = 80.7\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 134.5 \cdot 0.32\;(\sigma = 2) = 43\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 80.7 \cdot 0.32\;(\sigma = 2) = 25.8\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 841^{1.38} = 320\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (18.4 km), where the shell has slowed to 304.5 m/s: $P = 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 304.5^{1.38} = 78.8\,\text{mm}$.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.2,100 HE damage x 12 broadside guns = 25,200.3,100 AP damage x 12 broadside guns = 37,200.25,200 HE full-salvo alpha x 60 / 8 s base reload = 189,000.37,200 AP full-salvo alpha x 60 / 8 s base reload = 279,000.12 broadside guns x 60 / 8 s base reload = 90.90 shells/min x 9% fire chance = 8.1.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (74×3.5×0.9) + (26×3.5×0.9) = 315. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.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: 17 mm from the 102 mm family.Armor Beta
Hull HP 35,700, 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.
Overmatched by 177+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 13 mm primary (range 13–20 mm) | 1,200 (3% of HP) | Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 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) | 37 mm primary (range 19–37 mm) | 30,000 (84% of HP) | No common caliber overmatches37 mm: most HE shatters, standard pen from 283mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 13 mm primary (range 13–20 mm) | 1,200 (3% of HP) | Overmatched by 203mm+ (Aoba, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 10–114 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 6–114 mm) | 4,400 (12% 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 | 19,200 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (102 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. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 12,000 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.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Belfast. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- The "Superior HE Pen." ship trait has been replaced with Reloader. This doesn't affect the ship's performance.
Anniversary Update: Champion's Journey
- Main battery reload time reduced from 8.5 to 8 seconds.
- Main battery maximum firing range increased from 15.3 to 15.5 km.
- Ship HP increased from 38,400 to 40,000.
Autumn Update: In the Shadow of Leaves
- Main battery reload time decreased from 9.5 s to 8.5 s.
- Fire-setting chances for HE shells increased from 9% to 11%.
- Smoke Generator consumable duration increased from 15 s to 20 s.
Historical context
The real HMS Belfast that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Notable engagements
- Battle of the North Cape (26 December 1943) — Played a key role in the engagement that sank Scharnhorst.
- D-Day naval bombardment (6 June 1944) — Supported British and Canadian forces landing on Gold and Juno beaches.
- Korean War combat operations (1950–1952) — Two deployments off the Korean peninsula.
Fate
Decommissioned 1963. Now a museum ship moored on the River Thames in central London, operated by the Imperial War Museums.
Skins & permanent camouflages
Every custom exterior Belfast can equip, from in-game data.
DefaultThe ship’s standard exterior
Azur BelfastAzur Lane
Belfast1959 GreenDecorative
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.
