World of Warships: Legends ship guide

Bismarck

Also called: 俾斯麦 Beta
Turtleback brawlerBuilt to brawl: the sloped belt bounces point-blank shells while secondaries work.
Playstyle
  • Push to within secondary range (~7.5 km) so the auto-fire battery starts contributing
  • Avoid: Sniping from the back line
Key characteristics
Strong secondaries (8 km)Improved HE penSonarSpotter planeTurtleback armorLate auto-bounce
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Community Data

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Playstyle

Overview

Bismarck is a Tier VII German turtleback battleship: her sloped internal armor bounces plunging shells at close range, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 7.5 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: top-decile punch-through secondaries in T7 BBs (38 mm) and top-decile AP guaranteed-ricochet angle in T7 BBs (65°).

Positioning

Push to within secondary range (~7.5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.

Potato Avoidance

Sniping from the back line

The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does.

Signature Traits

Turtleback armor

Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 15/48 T7 BBs.

ELITE SECONDARIES
  • Punch-through · 38.0 mm
  • Secondary brawler BB
Late auto-bounce

65.0° AP guaranteed ricochet angle, top decile of T7 BBs. Auto-bounce kicks in later than peers'.

Bow-tanker

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

All-Weather

No stat falls into the cohort's bottom decile across T7 BBs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Bismarck

Bismarck is available in the Brawler Battleships branch of the Germany Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Bismarck sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Bismarck 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.

Top 10%AP auto-bounce angle65° (3/48) Top 10%Secondary range7.5 km (4/48) Top 25%Hit points69,200 HP (12/48) Top 25%Main battery reload23.4 s (12/48) Top 25%Sigma1.95 (11/48) Top 25%Secondary DPM (per side)253,540 (13/48) Top 25%Secondary HE pen38 mm (7/45) Top 25%AP arming threshold63 mm (11/48) Bottom 25%Main battery caliber380 mm (39/48) Bottom 25%HE DPM90,256 (41/47) Bottom 25%HE alpha1,700 (41/45) Bottom 25%AA range4.5 km (39/48) Bottom 25%Citadel belt245 mm (41/47) WorstNo torpedoes (32 of 48 in cohort)
See 30 mid-pack stats

Not standouts for Bismarck -- 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 speed31 kt(17/48) Concealment15.44 km(35/48) Air detection12.35 km(35/48) Rudder shift16 s(35/48) Traverse-to-turn ratio4.65 ×(21/48) Main battery range17.35 km(15/48) HE fire chance34%(32/47) Fires per minute6.97(29/47) AP shell damage11,600(34/48) AP DPM237,949(33/48) Main dispersion220.6 m(25/48) Secondary fire chance8%(28/45) AP velocity820 m/s(21/48) HE velocity820 m/s(25/47) Acceleration36.1 s(29/48) Engine power163,000 hp(20/48) Turn-speed retention191.8 hp/m(21/48) Displacement49,406 t(31/48) Power-to-weight3.3 hp/t(26/48) AA DPS471(27/48) AA threat1,478(28/48) Repair charges3(23/48) Max armor350 mm(34/48) Deck armor50 mm(25/45) 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) 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 PointsInitial: 64,500 → 69,200
Displacement49,406 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 25, 32, 38, 45, 50, 57, 60, 80, 100, 110, 120, 145, 150, 160, 180, 220, 245, 320, 350 mm
Armor material/layer entries48
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 380 mm L/52 Drh LC/34
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range (base)15.8 km
Firing range (top fire control)17.3 km
Turret traverse5 °/s
Shell Grouping (σ)1.95
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1577130·122.21000+2.2)·30=220.6m
220.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =220.6·0.6=132.3m
132.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =220.6·0.325(σ=1.95)=71.8m
71.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =132.3·0.326(σ=1.95)=43.1m
43.1 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage4,400
HE Velocity820 m/s
Fire Chance34%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 8 broadside guns = 35,200.
35,200
Base HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.
81,231
Installed HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
90,256
Base fires/min
ƒ18.5 shells/min x 34% fire chance = 6.28.
6.28
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 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 =107·2550·8000.69·0.381.07·8201.38=759.2mm. Matches the in-game spec card.
759.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 519.3 m/s: P=107·2550·8000.69·0.381.07·519.31.38=404.2mm.
404.2 mm
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
Base AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.
214,154
Installed AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
237,949
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 pointsInitial: 22 → 40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (51×3.5×0.75) + (83×3.5×0.7) + (51×3.5×0.75) = 471. 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.
471
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (8×2) → 37 mm Flak LM/42 (10×2)
20 mm Flak 38Initial: 12×1 → 14×1 20mm
20 mm Flakvierling 38Initial: 2×4 → 16×4 20mm
105 mm L/65 Dop. L. C/31 (DP)4×2 105mm
105 mm L/65 Dop. L. C/37 (DP)4×2 105mm
Far aura
DPS
ƒIncludes 51 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
51
Range4.5 km
Medium aura
DPSInitial: 11 → 51
Range3.5 km
Total DPS in Aura
ƒFar 51 + Medium 51 = 102
102
Near aura
DPSInitial: 32 → 83
Range2 km
Total DPS in Aura
ƒFar 51 + Medium 51 + Near 83 = 185
185
S
Secondary Battery
Mounts14
Firing range7.5 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 @ 7.5 km
ƒ7.5 km × 57 + 30 = 457.5 m.
457.5 m
105 mm L/65 Dop. L. C/31 (×4)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 3 more gun families
105 mm L/65 Dop. L. C/37 (×4)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 163,000 hp
Engine power163,000 hp
Maximum speed28.5 kt
Turning circle radius850 m
Rudder shift time16 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.
36.1 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.
58.1 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·28.5·0.5144850=0.99°/s, so ratio=ωturretωhull=50.99=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea15.44 km
Detectability by air12.35 km
Smoke firing penalty14.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.44 km
Detect Fire Sea17.44 km
Detect Fire Air15.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,688 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.
· 29,064 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 346 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,200 HP) per second = 346 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
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points64,500 → 69,200
  • Rudder shift29.2 → 20.9 s
  • AA mounts22 → 40
  • Close-range AA DPS43 → 134
Fire controlUpgrade
  • Main battery range15,771 → 17348.1 m

See all derived stats

Show

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)1.95
Max Horiz Disp220.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15771}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 220.6\,\text{m}$
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 Disp132.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 220.6 \cdot 0.6 = 132.3\,\text{m}$
Shell scatter height @ 10 km86.4 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 Disp71.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 220.6 \cdot 0.325\;(\sigma = 1.95) = 71.8\,\text{m}$
Med Vert Disp43.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.3 \cdot 0.326\;(\sigma = 1.95) = 43.1\,\text{m}$
AP Pen Close759.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2550 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 820^{1.38} = 759.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far404.2 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 519.3 m/s: $P = 10^{-7}\cdot 2550 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 519.3^{1.38} = 404.2\,\text{mm}$.
HE penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha35,200
4,400 HE damage x 8 broadside guns = 35,200.
AP full-salvo alpha92,800
11,600 AP damage x 8 broadside guns = 92,800.
Base HE DPM81,231
35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.
Base AP DPM214,154
92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.
Installed HE DPM90,256
35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
Installed AP DPM237,949
92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min6.28
18.5 shells/min x 34% fire chance = 6.28.
Installed fires/min6.97
20.5 shells/min x 34% fire chance = 6.97.

AA defense

Close-range AA DPS471
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (51×3.5×0.75) + (83×3.5×0.7) + (51×3.5×0.75) = 471. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1478
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 @ 7.5 km457.5 m
7.5 km × 57 + 30 = 457.5 m.

Secondary battery firepower

Secondary DPM (per side)253,540
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970 + 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400 + 2×2 150 mm (2/side) × 60/7.5 × 1700 = 27,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 64,50069,200 with hull upgrade, 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.

Bow & stern32 mm

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

Belt / citadel320 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 20–60 mm)2,100 (3% 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)110 mm primary (range 38–320 mm)51,900 (75% of HP)
No common caliber overmatches110 mm: standard HE shatters; improved HE (DE / FR BB) pens from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–110 mm)1,400 (2% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel320 mm primary (range 25–245 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.
Superstructure19 mm primary (range 19–50 mm)4,700 (7% 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 HP34,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 (150 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.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-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.
Engine (module, research)engine coefficient (unconfirmed)-0.080 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP20,800 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Bismarck. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×4
2021-04-08

Two Years Strong: The April Update

  • 105 mm secondary guns of German battleships can now penetrate 20 mm armor, which they weren't able to do before. This means that Bismarck and Tirpitz become more of a threat to any destroyers that wander too close, especially if the battleships have enhanced secondaries.
Read the full official post
2021-03-04

Marchin' on: The First Update of Spring 2021

  • Main battery accuracy improved by about 3%.
  • Guaranteed ricochet angle for main battery shells increased from 60 to 65 degrees, which means that Bismarck will be able to damage even more angled targets whose armor cannot be overmatched by 380 mm shells.
  • Penetration of AP shells increased by about 4%, which should lead to a few more citadels when shooting angled but penetrable targets.
Read the full official post

Historical context

The real Bismarck that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

ClassBismarck-class battleship
OperatorKriegsmarine (Germany)
Era1940–1941
WarsWorld War II
BuilderBlohm & Voss, Hamburg
Launched14 February 1939
Commissioned24 August 1940
DeploymentsOne operational sortie (Operation Rheinübung, May 1941).

Notable engagements

  • Battle of the Denmark Strait (24 May 1941) — Sank HMS Hood in roughly six minutes; damaged HMS Prince of Wales.
  • Final action and sinking (26–27 May 1941) — Rudder jammed by Swordfish torpedo from HMS Ark Royal; pummeled by HMS King George V and HMS Rodney.

Fate

Sunk 27 May 1941 in the North Atlantic. Crew scuttled the ship to prevent capture after sustained gunfire and torpedo damage. Roughly 2,200 dead; 114 survivors. Wreck discovered by Robert Ballard in 1989 at ~4,800 m depth.

Read more on Wikipedia ↗

Exteriors

Skins & permanent camouflages

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

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.