World of Warships: Legends ship guide

K. Albert

Also called: 阿尔伯特国王 Beta
Germany · Tier III · Battleship · Premium
Secondary battleshipPush into secondary range so the auto-battery adds to your main-gun damage.
Playstyle
  • Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
305 mm overmatchStrong secondaries (6 km)Improved HE penStrong torpedo beltHeavy armorThin stern plate
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Community Data

K. Albert Community Stats

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Playstyle

Overview

K. Albert is a Tier III German secondary battleship with top-decile secondary reach out to 5.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. 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: best punch-through secondaries in T3 BBs (38 mm) and top-decile torpedo belt percent in T3 BBs (19).

Positioning

Push to within secondary range (~5.5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

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 8/19 T3 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T3 BBs. Pens hull plates peers' secondaries shatter on.

Strong torpedo belt

19.0% torpedo damage reduction, top decile of T3 BBs.

Heavy armor

350.0 mm max plate, top decile of T3 BBs.

ELITE MOBILITY
  • Nimble for the tonnage · 2.23 hp
  • Quick acceleration
WEAK ARMOR
  • Thin stern plate · 16.0 mm
  • Soft superstructure · 10.0 mm
Acquisition

How to get K. Albert

K. Albert is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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 K. Albert sits among Tier III BBs (19 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.

BestSecondary HE pen38 mm (1 of 5 tied) BestAcceleration30.7 s (1 of 2 tied) BestSecondary range5.5 km (1 of 2 tied) Top 10%Secondary dispersion bracket43.5 (2/19) Top 25%Secondary DPM (per side)178,215 (5/19) Top 25%Secondary fire chance10% (5/18) Top 25%Engine power55,180 hp (5/18) Top 25%Turn-speed retention92 hp/m (3/18) Top 25%Power-to-weight2.23 hp/t (3/18) Top 25%Max armor350 mm (3/19) Top 25%Citadel belt300 mm (5/19) Bottom 25%HE shell damage3,400 (16/19) Bottom 25%Main dispersion199.7 m (17/19) Bottom 25%AA threat24 (13/16) WorstEnd plates16 mm (1 of 6 tied / 1 of 4 tied)
See 25 mid-pack stats

Not standouts for K. Albert -- 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 points37,200 HP(15/19) Max speed21 kt(13/19) Concealment12.15 km(7/19) Air detection9.72 km(7/19) Rudder shift12.2 s(9/19) Traverse-to-turn ratio2.91 ×(11/19) Main battery caliber305 mm(9/19) Main battery range13.64 km(11/19) Main battery reload28 s(7/19) Sigma1.8(7/19) HE fire chance22%(13/19) Fires per minute4.71(13/19) HE DPM72,857(15/19) AP shell damage8,300(8/19) AP DPM177,857(7/19) HE alpha1,800(9/18) AP velocity855 m/s(6/19) HE velocity850 m/s(11/19) AP arming threshold51 mm(11/19) Displacement24,740 t(9/19) AA DPS8(15/19) AA range3 km(9/19) Repair charges3(9/19) Deck armor50 mm(8/19) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit Points37,200
Displacement24,740 t
Armor range10–350 mm
Plate armor thicknesses10, 16, 20, 25, 30, 35, 40, 50, 60, 80, 100, 120, 140, 150, 165, 170, 180, 200, 250, 265, 300, 350 mm
Armor material/layer entries74
Fire resistance10%
Fire duration60 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
20,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
12,400
Main Battery
ModuleArtillery: 305 mm L/50 Drh LC/1909
Mounts / barrels5 mounts / 10 barrels
Reload time28 s
Firing range13.6 km
Turret traverse3 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1364230·122.21000+2.2)·30=199.7m
199.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =199.7·0.6=119.8m
119.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =199.7·0.344(σ=1.8)=68.7m
68.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =119.8·0.344(σ=1.8)=41.2m
41.2 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ10 broadside guns x 60 / 28 s base reload = 21.4.
21.4
HE shells
HE Damage3,400
HE Velocity850 m/s
Fire Chance22%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,400 HE damage x 10 broadside guns = 34,000.
34,000
Base HE DPM
ƒ34,000 HE full-salvo alpha x 60 / 28 s base reload = 72,857.
72,857
Base fires/min
ƒ21.4 shells/min x 22% fire chance = 4.71.
4.71
AP shells
AP Damage8,300
AP Velocity855 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2311·4050.69·0.3051.07·8551.38=576.6mm. Matches the in-game spec card.
576.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 419.6 m/s: P=107·2311·4050.69·0.3051.07·419.61.38=215.9mm.
215.9 mm
AP full-salvo alpha
ƒ8,300 AP damage x 10 broadside guns = 83,000.
83,000
Base AP DPM
ƒ83,000 AP full-salvo alpha x 60 / 28 s base reload = 177,857.
177,857
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.
40
AA Defense
AA mount points0
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.75) = 8. 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.
8
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
88 mm L/45 MPL C/13 (DP)4×1 88mm
Far aura
DPS
ƒIncludes 3 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
3
Range3 km
S
Secondary Battery
Mounts26
Firing range5.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 43.5 + 30 = 269.2 m.
269.2 m
150 mm L/45 MPL C/06 (×14)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 3 more gun families
88 mm L/45 MPL C/13 (×4)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
88 mm L/45 MPL C/06 (×2)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
88 mm L/45 SK L/45 (×6)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 55,180 hp
Engine power55,180 hp
Maximum speed21 kt
Turning circle radius600 m
Rudder shift time12.2 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 (18.9 kt of 21 kt), from our in-house acceleration model.
30.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21 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.
48.2 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·21.0·0.5144600=1.03°/s, so ratio=ωturretωhull=31.03=2.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.9× drags
Concealment
Detectability by sea12.15 km
Detectability by air9.72 km
Smoke firing penalty9.29 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.15 km
Detect Fire Sea14.15 km
Detect Fire Air12.72 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,208 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.
· 15,624 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.
· 186 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (37,200 HP) per second = 186 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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)1.8
Max Horiz Disp199.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13642}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 199.7\,\text{m}$
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 Disp119.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 199.7 \cdot 0.6 = 119.8\,\text{m}$
Shell scatter height @ 10 km89.6 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 Disp68.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 199.7 \cdot 0.344\;(\sigma = 1.8) = 68.7\,\text{m}$
Med Vert Disp41.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 119.8 \cdot 0.344\;(\sigma = 1.8) = 41.2\,\text{m}$
AP Pen Close576.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2311 \cdot 405^{0.69} \cdot 0.305^{-1.07} \cdot 855^{1.38} = 576.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far215.9 mm
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 419.6 m/s: $P = 10^{-7}\cdot 2311 \cdot 405^{0.69} \cdot 0.305^{-1.07} \cdot 419.6^{1.38} = 215.9\,\text{mm}$.
HE penetration76 mm
76 mm ≈ 305 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 ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha34,000
3,400 HE damage x 10 broadside guns = 34,000.
AP full-salvo alpha83,000
8,300 AP damage x 10 broadside guns = 83,000.
Base HE DPM72,857
34,000 HE full-salvo alpha x 60 / 28 s base reload = 72,857.
Base AP DPM177,857
83,000 AP full-salvo alpha x 60 / 28 s base reload = 177,857.
Base shells/min21.4
10 broadside guns x 60 / 28 s base reload = 21.4.
Base fires/min4.71
21.4 shells/min x 22% fire chance = 4.71.

AA defense

Close-range AA DPS8
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.75) = 8. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index24
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km269.2 m
5.5 km × 43.5 + 30 = 269.2 m.

Secondary battery firepower

Secondary DPM (per side)178,215
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: 14×1 150 mm (7/side) × 60/8.57 × 1800 = 88,215 + 4×1 88 mm (2/side) × 60/4 × 1000 = 30,000 + 2×1 88 mm (1/side) × 60/4 × 1000 = 15,000 + 6×1 88 mm (3/side) × 60/4 × 1000 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% 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 37,200, 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 & stern16 mm

Overmatched by 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

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

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–180 mm)2,200 (6% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 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)170 mm primary (range 20–350 mm)31,000 (83% of HP)
No common caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–180 mm)2,300 (6% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 25–300 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.
Superstructure10 mm primary (range 10–350 mm)500 (1% 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 HP20,700 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.
Rudder (module)separate HP pool, does not drain ship HP12,400 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
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Acceleration and Ballistics Chart

Balance History

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

Nerf ×1
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Removed small gaps between main guns and their barbettes. This doesn't affect the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior K. Albert 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.