Bismarck
Also called: 俾斯麦 Beta- Push to within secondary range (~7.5 km) so the auto-fire battery starts contributing
- Avoid: Sniping from the back line
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Bismarck Community Stats
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Bismarck Community Stats
Record History
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
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.
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.
- Punch-through · 38.0 mm
- Secondary brawler BB
65.0° AP guaranteed ricochet angle, top decile of T7 BBs. Auto-bounce kicks in later than peers'.
Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.
No stat falls into the cohort's bottom decile across T7 BBs. Stable baseline in every category, no glaring weakness to play around.
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
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.
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 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.
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.
Peers in this cohort
Show all 47 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
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 / 5 deg/s traverse speed = 36 s.ƒ
8 broadside guns x 60 / 26 s base reload = 18.5.HE shells
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95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
4,400 HE damage x 8 broadside guns = 35,200.ƒ
35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.ƒ
35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.ƒ
18.5 shells/min x 34% fire chance = 6.28.AP shells
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floor(380 mm caliber / 14.3) = 26 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 (21.7 km), where the shell has slowed to 519.3 m/s: .ƒ
11,600 AP damage x 8 broadside guns = 92,800.ƒ
92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.ƒ
92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.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: (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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 51 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 51 + Medium 51 = 102ƒ
Far 51 + Medium 51 + Near 83 = 185ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7.5 km × 57 + 30 = 457.5 m.Show 3 more gun families
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Time to reach 90% of top speed (27.9 kt of 31 kt), from our in-house acceleration model.ƒ
Time 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.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 · 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) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% 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.
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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 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):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15771}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 220.6\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 220.6 \cdot 0.6 = 132.3\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 220.6 \cdot 0.325\;(\sigma = 1.95) = 71.8\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.3 \cdot 0.326\;(\sigma = 1.95) = 43.1\,\text{m}$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.Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 519.3 m/s: $P = 10^{-7}\cdot 2550 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 519.3^{1.38} = 404.2\,\text{mm}$.95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(380 mm caliber / 14.3) = 26 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 8 barrels bear on the broadside.180 degrees / 5 deg/s traverse speed = 36 s.4,400 HE damage x 8 broadside guns = 35,200.11,600 AP damage x 8 broadside guns = 92,800.35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.8 broadside guns x 60 / 26 s base reload = 18.5.8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.18.5 shells/min x 34% fire chance = 6.28.20.5 shells/min x 34% fire chance = 6.97.AA defense
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.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.7.5 km × 57 + 30 = 457.5 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: 4×2 105 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.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.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 64,500 → 69,200 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.
Overmatched by only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 320 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. |
| Superstructure | 19 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 HP | 34,600 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 (150 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 (37 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.080 research estimate | Largest on BB/BC; zero on destroyers | Engine 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 HP | 20,800 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 Bismarck. Cards are condensed; use each source link for full context.
September update: the Redinforcements
- Shell grouping increased by 5%.
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.
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.
Historical context
The real Bismarck that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
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.
Skins & permanent camouflages
Every custom exterior Bismarck can equip, from in-game data.
DefaultThe ship’s standard exterior
Bismarck Clean
Bismarck Veteran
Azur BismarckAzur Lane
Bismarck H2017Halloween
Bismarck H2022Halloween
Bismarck MegatronTransformers- The Last ConquestThe Last Conquest skin for BismarckThe Last Conquest
- From the Bottom of the OceanFrom the Bottom of the Ocean skin for BismarckFrom the Bottom of the Ocean
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.
