König Albert
Beta- Push to within secondary range (~5.5 km) so the auto-fire battery starts contributing
- Avoid: Sniping from the back line
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König Albert Community Stats
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König Albert Community Stats
Record History
Playstyle
Overview
König Albert is a Tier III 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 5.5 km that punish anyone who closes. 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 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 8/19 T3 BBs.
38.0 mm best HE pen across secondary families, best of T3 BBs. Pens hull plates peers' secondaries shatter on.
19.0% torpedo damage reduction, top decile of T3 BBs.
350.0 mm max plate, top decile of T3 BBs.
16.0 mm stern, bottom quartile of T3 BBs.
How to get König Albert
König Albert is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Best listed chance for this ship
- Battle of Jutland Crate 0.75% Tier III Premium ship Event containers · Battle of Jutland Crate · 1 of 4 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Battle of Jutland Crate 0.75% · Tier III 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 König 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.
See 26 mid-pack stats
Not standouts for König 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.
Peers in this cohort
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 / 3 deg/s traverse speed = 60 s.ƒ
10 broadside guns x 60 / 28 s base reload = 21.4.HE shells
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76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
3,400 HE damage x 10 broadside guns = 34,000.ƒ
34,000 HE full-salvo alpha x 60 / 28 s base reload = 72,857.ƒ
21.4 shells/min x 22% fire chance = 4.71.AP shells
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floor(305 mm caliber / 14.3) = 21 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 (17.1 km), where the shell has slowed to 419.6 m/s: .ƒ
8,300 AP damage x 10 broadside guns = 83,000.ƒ
83,000 AP full-salvo alpha x 60 / 28 s base reload = 177,857.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: (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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 3 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.Show 3 more gun families
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Time to reach 90% of top speed (18.9 kt of 21 kt), from our in-house acceleration model.ƒ
Time 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.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 · 5,208 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 (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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13642}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 199.7\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 199.7 \cdot 0.6 = 119.8\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 199.7 \cdot 0.344\;(\sigma = 1.8) = 68.7\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 119.8 \cdot 0.344\;(\sigma = 1.8) = 41.2\,\text{m}$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.Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 419.6 m/s: $P = 10^{-7}\cdot 2311 \cdot 405^{0.69} \cdot 0.305^{-1.07} \cdot 419.6^{1.38} = 215.9\,\text{mm}$.76 mm ≈ 305 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 ~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.floor(305 mm caliber / 14.3) = 21 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 10 barrels bear on the broadside.180 degrees / 3 deg/s traverse speed = 60 s.3,400 HE damage x 10 broadside guns = 34,000.8,300 AP damage x 10 broadside guns = 83,000.34,000 HE full-salvo alpha x 60 / 28 s base reload = 72,857.83,000 AP full-salvo alpha x 60 / 28 s base reload = 177,857.10 broadside guns x 60 / 28 s base reload = 21.4.21.4 shells/min x 22% fire chance = 4.71.AA defense
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.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.5.5 km × 57 + 30 = 343.5 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: 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.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.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 estimated from the standard WoWs damage-allocation model.
Overmatched by 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 10%, fires burn 60s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–180 mm) | ≈ 1,860 (~5% 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) | ≈ 27,900 (~75% 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. |
| Stern | 16 mm primary (range 16–180 mm) | ≈ 1,860 (~5% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 350 mm primary (range 25–300 mm) | no cap | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 10 mm primary (range 10–350 mm) | no cap | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Acceleration and Ballistics Chart
Balance History
Balance updates affecting König Albert. Cards are condensed; use each source link for full context.
Ministry of Balance: New Horizons, Greater Heights
- Removed small gaps between main guns and their barbettes. This doesn't affect the ship's performance.
- This ship falls behind her peers in several areas, so to improve her gameplay and add a unique quality, we're significantly buffing her secondary battery guns and improving her main artillery.
- Secondary battery maximum range increased from 3.5 to 5.5 km.
- Secondary battery dispersion improved by 22.5%.
- Main battery maximum range increased from 12.99 to 13.64 km.
- Main battery reload time reduced from 30 to 28 s.
- Added the Secondary Reach ship trait and replaced the Tough ship trait with "Superior HE Pen.
Skins & permanent camouflages
Every custom exterior König Albert can equip, from in-game data.
DefaultThe ship’s standard exterior
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.
