Maine
Also called: 缅因 Beta- Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
- Avoid: Using the 32-kn speed to push rather than to rotate
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Maine Community Stats
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Maine Community Stats
Record History
Playstyle
Overview
Maine is a Tier VIII American sniper battleship (17.7 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (777 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best DCP duration in T8 BBs (20 s).
Positioning
Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.
Potato Avoidance
Using the 32-kn speed to push rather than to rotate
The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.
Signature Traits
541.0 mm max plate, best of T8 BBs.
- Top-tier · 777.0 AA
- Long-reach · 5.2 km
20.0 s Damage Control duration, best of T8 BBs. Stays fire / flood immune longer per activation.
- High-arc AP shells · 20.6°
- Long gun range · 17.66 km
- Sluggish rudder · 22.3 s
- Slow acceleration
How to get Maine
Maine is available in the Fast Battleships branch of the U.S. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 5,000,000 credits.
Show U.S.A. tech-tree branch diagram
Maine sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. fast battleships trade some of their deep citadel protection for speed, but they remain fully-fledged battleships. Their long-range main battery and adaptability make them suitable for almost any situation.
- Advantages
- Adaptable, Long-range main battery guns
- Disadvantages
- Low-velocity shells, Poor maneuverability
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 Maine sits among Tier VIII BBs (31 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 22 mid-pack stats
Not standouts for Maine -- 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 / 4 deg/s traverse speed = 45 s.ƒ
10 broadside guns x 60 / 30 s base reload = 20.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 10 broadside guns = 57,000.ƒ
57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000.ƒ
57,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.ƒ
20 shells/min x 36% fire chance = 7.2.AP shells
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floor(406 mm caliber / 14.3) = 28 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 (22.1 km), where the shell has slowed to 496.5 m/s: .ƒ
13,100 AP damage x 10 broadside guns = 131,000.ƒ
131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000.ƒ
131,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 291,111.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: (146×3.5×0.75) + (107×3.5×0.7) + (50×3.5×0.75) = 777. 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 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 50 + Medium 146 = 196ƒ
Far 50 + Medium 146 + Near 107 = 303ƒ
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 (28.8 kt of 32 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (31.7 kt of 32 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 · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 11,200 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 (80,000 HP) per second = 400 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter6 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 Seaplane6 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
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: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16050}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 220.5\,\text{m}$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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 220.5 \cdot 0.6 = 132.3\,\text{m}$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: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 220.5 \cdot 0.338\;(\sigma = 1.85) = 74.5\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.3 \cdot 0.338\;(\sigma = 1.85) = 44.7\,\text{m}$2.5% overall improvement compared to EU BB Disp.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 762^{1.38} = 847.6\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.5 m/s: $P = 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 496.5^{1.38} = 469.3\,\text{mm}$.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 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 / 4 deg/s traverse speed = 45 s.5,700 HE damage x 10 broadside guns = 57,000.13,100 AP damage x 10 broadside guns = 131,000.57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000.131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000.57,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.131,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 291,111.10 broadside guns x 60 / 30 s base reload = 20.10 broadside guns x 60 / 27 s installed Artillery reload = 22.2.20 shells/min x 36% fire chance = 7.2.22.2 shells/min x 36% fire chance = 8.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (146×3.5×0.75) + (107×3.5×0.7) + (50×3.5×0.75) = 777. 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: 10×2 127 mm (10/side) × 60/4 × 1800 = 270,000. 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 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 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: 21 mm from the 127 mm family.Acceleration and Ballistics Chart
Balance History
Balance updates affecting Maine. Cards are condensed; use each source link for full context.
Ministry of Balance: Spring Changes
- credit-earning rate increased by 11%.
Ministry of Balance Reports: Buffs, Nerfs, and Commanders
- HP for stock hull increased from 70,000 to 72,000.
- Bow HP reduced from 12,500 to 3,800.
- Casemate HP reduced from 33,000 to 9,800.
- Stern HP reduced from 16,750 to 5,000.
- Hull component HP reduced from 72,200 to 54,000.
- Magazine HP reduced from 48,200 to 36,000.
- Steering gear HP reduced from 28,900 to 21,600.
- Superstructure HP reduced from 10,000 to 3,000.
- HP for upgraded hull increased from 77,000 to 80,000.
- Bow HP reduced from 12,500 to 4,200.
- +4 more official change lines in the source post.
November Update: Under the Black Flag
- "Tough" changed to "Superior AP Damage".
Skins & permanent camouflages
Every custom exterior Maine can equip, from in-game data.
DefaultThe ship’s standard exterior
Maine IndependenceDecorative
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.
