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Cruiser | U.S.A. | Tier VII
Tech Tree Position
Purchase pricepromo  Doubloons
Hit Points26,600 
Main Battery
127 mm/38 Mk32 mod. 126 х 2 pcs.
Rate of Fire12 shots/min.
Reload Timesec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
Firing Range11.12 km.
Maximum Dispersion98 m.
HE Shell127 mm HE Mk32 
Maximum HE Shell Damage1,800 
Chance of Fire on Target Caused by HE Shell%
Initial HE Shell Velocity792 m./s.
HE Shell Weight24.5 kg.
AP Shell127 mm AP/SC Mk38 
Maximum AP Shell Damage2,100 
Initial AP Shell Velocity792 m./s.
AP Shell Weight25 kg.
Torpedo Tubes
533 mm Quad2 х 4 pcs.
Rate of Fire0.61 shots/min.
Reload Time98 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoMk15 mod. 3 
Maximum Damage16,633 
Torpedo Speed55 knot
Torpedo Range9.15 km.
AA Defense
127 mm/38 Mk32 mod. 126 х 2 pcs.
. . . Average Damage per Second90.6 
. . . Firing Range5.01 km.
20 mm Oerlikon Mk412 х 1 pcs.
. . . Average Damage per Second43.2 
. . . Firing Range2.01 km.
40 mm Bofors Mk18 х 2 pcs.
. . . Average Damage per Second90.4 
. . . Firing Range3.51 km.
Maximum Speed32.5 knot
Turning Circle Radius610 m.
Rudder Shift Time8.4 sec.
Surface Detectability Range10.98 km.
Air Detectability Range6.42 km.
Battle Levels

Flint — American promo premium Tier VII cruiser.

Flint belonged to a series of cruisers with very powerful dual-purpose guns. The major difference from the lead ship was her short-range AA armament, which was improved at the expense of fewer main guns.

Flint is only available by reaching Rank 1 in three (3) separate seasons of Ranked Battles.


Main Battery Rate of Fire
180 Degree Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
127 mm/38 Mk32127.2981,80052,100 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Flint26,60068968/12/620 00
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180 Degree Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
Mk15 mod. 30.6987.216,633559.2 00
Gun Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Mk7 mod. 1011.1 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 75,000 hp32.5 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1
 Slot 2  Damage Control System Modification 1 Propulsion Modification 1 Steering Gears Modification 1
 Slot 3  Main Battery Modification 2 AA Guns Modification 2 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 2 Steering Gears Modification 2

Player Opinion


Flint is a Tier VII American cruiser that is a variant of the premium Tier VII American cruiser Atlanta, and is only available by reaching Rank One in three separate seasons of Ranked Battles. She plays very-similarly to Atlanta; she can be used as a slightly under-gunned light cruiser, or she can be played as "heavy" destroyer.

Success in game depends on finding the sweet spot between the two. At 26,600 HP and a good chance that one of the heavyweights on the enemy team will hit critical areas if given a clean shot, it's best to weave through friendly traffic, get in close (the 5-inch main guns have a range of a touch over 11km) and spray whatever target is a priority with HE rounds. She'll do far more damage with fire than she will with actual shell impacts. AP rounds are highly situational with this ship as they will only penetrate broadside targets at point-blank range (less than 5km); however, they can be utterly devastating if her captain knows when to use them.

Flint is one of the rare cruisers that has access to the Smoke Generator consumable. She - and her sister ship, Atlanta - are unique in the game in that they have unlimited charges of the Defensive AA Fire consumable. When coupled with her excellent anti-aircraft armament, she utterly shreds enemy planes. Flint’s torpedo armament is also improved over that of Atlanta; her torpedoes have a 9.2km range (versus Atlanta’s paltry 4.5km).

LittleWhiteMouse's Premium Ship Review: Flint from the NA forums


  • Experience-making machine if you utilize all the bonus modifiers, camo upgrades, etc.
  • Huge rate of fire, she can usually get all of her guns on target which gives her a ROF of 70 rounds per MINUTE.
  • Fast, agile, responsive. Can get you into the fight fast, can get you out fast.
  • If you see the shots coming your way can generally avoid them.
  • Rewards a driver that thinks like a destroyer captain. This is a support (light) cruiser not a brawler.
  • This ship can harass the enemy all day long. In and out, land shells and you're gone. Enemies will go nuts chasing you seeing the low HP and working for an "easy" kill.
  • Excellent for picking off cripples or adding the "finishing" blow to a ship that your team is pounding on. While the enemy is trying to target a heavier light cruiser or battleship that is pumping shells at them every 15 or 30 seconds, you can rake the distracted boat with enough shells to really put the hurt on them.
  • Excellent anti-aircraft suite that will put the hurt on enemy aircraft, as well as unlimited charges of the Defensive AA Fire consumable.
  • Has access to the Smoke Generator consumable. This gives her a higher survivability rate than the average Atlanta.


  • Lightweight, doesn't handle damage well. Tends to wind up with lots of disabled modules if she gets hit by something solid.
  • Low health pool, as befitting a light cruiser.
  • Fewer main guns than her sister ship, Atlanta.
  • Puny 5-inch guns with only 11.1km range. This ship is all about quantity of fire rather than quality.
  • Players are likely to die frequently in this ship. Even the best driver can't avoid every solid hit and she will crumple if anything above 12 inches rakes it.
  • Extremely vulnerable to torpedo hits. A surprise or short range shot from a destroyer you didn't pick up will put a big hurt on Flint.


As a premium ship, Flint doesn't have any upgrades to research.

Tactical Advice: Stick with HE most of the time, she'll do more damage for you in the long run that way. Don't go toe to toe with anyone unless forced into it. Even some destroyers outrange and outgun her. Keep her speed up at all times and move, move, move. Twist, turn, vary her speed; anything to throw the enemy's aim off. This ship is a knife fighter and you need to use it like a shotgun. Fast, messy, quick hit and run close quarters combat. If she finds herself at the front of the pack staring down a couple of ships, she's probably going to get hammered. Practice predicting the "arc" of the shells. This ship has a ridiculously high rate of fire but at anything beyond 4-5km the shells come in at such an extreme angle that she's literally "raining" or "walking" shells across her target. If she ends up going one-on-one with someone and they can concentrate on what her arc of fire is doing even a large slow ship has a decent chance to evade most of the impacts. Focus on ships already under attack by allies, add her firepower to the carnage.

Optimal Configuration


  • Slot 1: Main Armaments Modification 1 (-20% to the risk of main battery becoming incapacitated. / +50% to main battery survivability. / -20% to main battery repair time. / -20% to the risk of torpedo tubes becoming incapacitated. / +50% to torpedo tubes survivability. / -20% to torpedo tubes repair time.) Flint lives and dies by her weaponry, this upgrade will keep them in the fight longer.
  • Slot 2: Damage Control System Modification 1 (-3% to the risk of flooding and damage received when torpedoes hit the torpedo protection. / -5% to the risk of fire.) fires can be deadly for Flint, so take this to keep the chance of fires lower.
  • Slot 3: AA Guns Modification 2 (+20% to AA mounts maximum firing range.) one of Flint 's strengths is her AA power, this upgrade will increase the reach of said AA allowing better fleet support.
  • Slot 4: Steering Gears Modification 2 (-20% to rudder shift time.) Flintis a fragile ship, and needs to duck and weave to stay alive, a faster rudder shift can help with dodging incoming shell fire.

Commander Skills

The following information is provided for players who wish to create a permanent captain for the ship. Those players who are retraining captains or using the ship to gain extra experience for a captain should consult the page relevant to the ship to which the captain will be assigned.


As a premium ship, Flint comes included with Type 10 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, and increases the amount of experience she earns.


Historical Info

Historical Gallery

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