World of Warships: Legends ship guide

Maine

Also called: 缅因 Beta
Sniper battleshipLong-range guns citadel broadsides from a backline peers cannot match.
Playstyle
  • 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
Key characteristics
18 km gun rangeStrong AALobs over islandsSpotter planeHeavy armorEasily spotted
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Community Data

Maine Community Stats

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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

Heavy armor

541.0 mm max plate, best of T8 BBs.

ELITE AA
  • Top-tier · 777.0 AA
  • Long-reach · 5.2 km
Long DCP window

20.0 s Damage Control duration, best of T8 BBs. Stays fire / flood immune longer per activation.

ELITE MAIN BATTERY
  • High-arc AP shells · 20.6°
  • Long gun range · 17.66 km
WEAK MOBILITY
  • Sluggish rudder · 22.3 s
  • Slow acceleration
Acquisition

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
U.S. Tech Tree

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.

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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.

BestAA DPS777 (1/31) BestAA range5.2 km (1 of 9 tied) BestMax armor541 mm (1/31) Top 10%Main battery range17.66 km (4/31) Top 10%AA threat2,548 (3/31) Top 25%Max speed32 kt (8/31) Top 25%AP DPM291,111 (8/31) Top 25%Engine power212,000 hp (6/31) Top 25%Turn-speed retention223.2 hp/m (7/31) Bottom 25%Stealth profile16.05 km / 12.84 km (28/31 / 28/31) Bottom 25%Traverse-to-turn ratio4.03 × (26/31) Bottom 25%HE alpha1,800 (23/29) Bottom 25%Secondary HE pen21 mm (27/29) Bottom 25%AP velocity762 m/s (25/31) Bottom 10%Acceleration38.1 s (29/31) Bottom 10%Displacement72,104 t (29/31) WorstRudder shift22.3 s (31/31) WorstNo torpedoes (24 of 31 in cohort)
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.

Hit points80,000 HP(9/31) Main battery caliber406 mm(17/31) Main battery reload27 s(15/31) Sigma1.85(15/31) HE shell damage5,700(19/31) HE fire chance36%(14/31) Fires per minute8(11/31) HE DPM126,667(16/31) AP shell damage13,100(9/31) Main dispersion220.5 m(14/31) Secondary DPM (per side)270,000(12/31) Secondary fire chance9%(13/29) HE velocity820 m/s(17/31) AP arming threshold68 mm(17/31) Power-to-weight2.94 hp/t(14/31) Repair charges3(13/31) NormSecondary dispersion bracket57(25 of 31 tied at this value) NormAP fuse timer0.03 s(28 of 31 tied at this value) NormAP ricochet start45°(28 of 31 tied at this value) NormAP auto-bounce angle60°(28 of 31 tied at this value) NormSecondary range5 km(16 of 31 tied at this value) NormRepair heal rate0.5 %/s(23 of 31 tied at this value)
Survivability
Hit PointsInitial: 72,000 → 80,000
Displacement72,104 t
Armor range6–541 mm
Plate armor thicknesses6, 19, 25, 32, 38, 50, 51, 105, 110, 150, 178, 180, 188, 197, 259, 324, 387, 409, 424, 432, 457, 541 mm
Armor material/layer entries67
Fire resistance40%
Fire duration60 s
Torp Reduction37%
Main Battery
ModuleArtillery: 406 mm Mk7
Mounts / barrels4 mounts / 10 barrels
Reload time30 s
Firing range (base)16.1 km
Firing range (top fire control)17.7 km
Turret traverse4 °/s
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1605030·1221000+2)·30=220.5m
220.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =220.5·0.6=132.3m
132.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =220.5·0.338(σ=1.85)=74.5m
74.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =132.3·0.338(σ=1.85)=44.7m
44.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 10 broadside guns = 57,000.
57,000
Base HE DPM
ƒ57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000.
114,000
Installed HE DPM
ƒ57,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.
126,667
Base fires/min
ƒ20 shells/min x 36% fire chance = 7.2.
7.2
AP shells
AP Damage13,100
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2520·12250.69·0.4061.07·7621.38=847.6mm. Matches the in-game spec card.
847.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.5 m/s: P=107·2520·12250.69·0.4061.07·496.51.38=469.3mm.
469.3 mm
AP full-salvo alpha
ƒ13,100 AP damage x 10 broadside guns = 131,000.
131,000
Base AP DPM
ƒ131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000.
262,000
Installed AP DPM
ƒ131,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 291,111.
291,111
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.
250
AA Defense
AA mount points60
Close-range AA DPS
ƒSum 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.
777
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk220×4 40mm
20 mm Oerlikon Mk420×1 20mm
20 mm Oerlikon Mk2020×2 20mm
127 mm Mk41 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range5.2 km
Medium aura
DPS146
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 146 = 196
196
Near aura
DPS107
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 146 + Near 107 = 303
303
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 212,000 hp
Engine power212,000 hp
Maximum speed32 kt
Turning circle radius950 m
Rudder shift time22.3 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 (28.8 kt of 32 kt), from our in-house acceleration model.
38.1 s
Acceleration 0-99%
ƒTime 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.
62 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·32.0·0.5144950=0.99°/s, so ratio=ωturretωhull=40.99=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea16.05 km
Detectability by air12.84 km
Smoke firing penalty15.49 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
16.05 km
Detect Fire Sea18.05 km
Detect Fire Air15.84 km
Guaranteed Detect2 km
Consumables
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)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 33,600 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.
· 400 HP/s (0.5% of max HP) heal per second
ƒ0.5% 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.
Choose one
Catapult Fighter6 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 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
Module options (2)

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

HullUpgrade
  • Hit points72,000 → 80,000
  • Rudder shift33 → 29 s
Fire controlUpgrade
  • Main battery range16,050 → 17,655 m

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)1.85
Max Horiz Disp220.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16050}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 220.5\,\text{m}$
Shell scatter width @ 10 km160 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: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 220.5 \cdot 0.6 = 132.3\,\text{m}$
Shell scatter height @ 10 km83.9 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 Disp74.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 220.5 \cdot 0.338\;(\sigma = 1.85) = 74.5\,\text{m}$
Med Vert Disp44.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.3 \cdot 0.338\;(\sigma = 1.85) = 44.7\,\text{m}$
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close847.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 762^{1.38} = 847.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far469.3 mm
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.5 m/s: $P = 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 496.5^{1.38} = 469.3\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha57,000
5,700 HE damage x 10 broadside guns = 57,000.
AP full-salvo alpha131,000
13,100 AP damage x 10 broadside guns = 131,000.
Base HE DPM114,000
57,000 HE full-salvo alpha x 60 / 30 s base reload = 114,000.
Base AP DPM262,000
131,000 AP full-salvo alpha x 60 / 30 s base reload = 262,000.
Installed HE DPM126,667
57,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 126,667.
Installed AP DPM291,111
131,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 291,111.
Base shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Installed shells/min22.2
10 broadside guns x 60 / 27 s installed Artillery reload = 22.2.
Base fires/min7.2
20 shells/min x 36% fire chance = 7.2.
Installed fires/min8
22.2 shells/min x 36% fire chance = 8.

AA defense

Close-range AA DPS777
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.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2548
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)270,000
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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
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.
Max HE pen21 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: 21 mm from the 127 mm family.
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Acceleration and Ballistics Chart

Balance History

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

Nerf ×12Buff ×3Rework ×1
2023-03-02

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Maine 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.