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Open research · June 2026 · Help wanted

Help us decode AA Explosions in WoWs Legends

Every ship's AA Defense card now has new rows the live game has never explained: AA Explosions, Flak burst damage, Flak inner ring (km). They describe a flak system we have partially mapped from in-game data, but the picture has gaps that will need pilots, AA shipowners, and curious players to test in real matches to finish. This page lays out what we believe so far and asks for help on the specific questions we cannot answer alone.

What we need from you

Five concrete experiments that anyone can run from a normal match. Even one observation on any of these would push the picture forward. Reply on the GamingDiver Discord, tag @GamingDiver on Reddit, or DM a1 in-game with what you saw.

What we currently believe, in one Mutsu

Every ship's AA defense is built from up to four overlapping auras. Each is a region around the hull with its own range and damage type. The in-game spec viewer only shows the longest range of each AA aura. Mutsu (Tier V Japanese battleship) lays it out clearly because her aura sizes separate well:

TOP-DOWN VIEW -- MUTSU (Tier V Japanese BB)Aura rings drawn to scale. Flak band is a donut with a 2.5 km dead zone in the center.2.5 km dead zone5.0 km2.0 km1.0 kmshipMUTSU AURASNear continuous0-1.0 km4 DPS at sea levelMedium continuous0-2.0 km12 DPS at sea levelFar continuous0-5.0 km21 DPS at sea levelFar flak (donut)2.5-5.0 km2 bursts × 190 dmgSIDE VIEW (cutaway through the ship)Reach on the horizontal axis. Flak ring floats above the water at its altitude factor.WATERLINE1 km2 km3 km4 km5 km6 kmFar flak (donut)2.5-5.0 km · alt × 1.32 bursts × 190 dmgMedium continuous0-2.0 km · alt × 1.512 DPS at sea levelFar continuous0-5.0 km · alt × 1.321 DPS at sea levelNear continuous0-1.0 km · alt × 14 DPS at sea levelNO FLAK ZONE (0 - 2.5 km)Side-view altitude axis uses the per-aura altitude-scaling factor; vertical scale is illustrative pending in-game confirmation.

Near (1.0 km) and medium (2.0 km) deal continuous DPS at point-blank range. Far continuous (5.0 km) extends sustained fire out to mid-range. And the amber ring is the flak band: a separate aura that produces 2 burst explosions of 190 damage each, anywhere a plane sits between 2.5 km and 5.0 km from her hull.

The donut shape

Notice in Mutsu's diagram that her near and medium auras fit entirely inside the 2.5 km flak dead zone. That's the cleanest illustration of how flak works: the burst aura has a hole in the middle.

Aircraft inside 2.5 km face continuous AA fire only, never a flak puff. For carrier captains, that's a big tactical fact: pushing planes closer to the target ship trades flak risk for continuous damage. There is no "stay back at 6 km to avoid AA" play. The only way to avoid flak specifically on a flak ship is to be inside 2.5 km.

How it scales: Minotaur

Mutsu is a Tier V battleship. Now compare against Minotaur (Legendary tier UK cruiser, one of the strongest AA platforms in the game):

TOP-DOWN VIEW -- MINOTAUR (Legendary tier UK CA)Aura rings drawn to scale. Flak band is a donut with a 2.5 km dead zone in the center.2.5 km dead zone6.0 km5.0 km2.0 kmshipMINOTAUR AURASNear continuous0-2.0 km33 DPS at sea levelMedium continuous0-5.0 km143 DPS at sea levelFar continuous0-6.0 km37 DPS at sea levelFar flak (donut)2.5-6.0 km3 bursts × 290 dmgSIDE VIEW (cutaway through the ship)Reach on the horizontal axis. Flak ring floats above the water at its altitude factor.WATERLINE1 km2 km3 km4 km5 km6 kmFar flak (donut)2.5-6.0 km · alt × 1.563 bursts × 290 dmgFar continuous0-6.0 km · alt × 1.5637 DPS at sea levelMedium continuous0-5.0 km · alt × 1.5143 DPS at sea levelNear continuous0-2.0 km · alt × 133 DPS at sea levelNO FLAK ZONE (0 - 2.5 km)Side-view altitude axis uses the per-aura altitude-scaling factor; vertical scale is illustrative pending in-game confirmation.

Same four-aura structure, but bigger everywhere. Near covers 2.0 km, medium covers 5.0 km, far continuous reaches 6.0 km. The flak ring carries 3 bursts of 290 damage each, the heaviest flak alpha in the game (tied with a handful of other Legendary ships). Total flak salvo is AA Explosions × Flak burst damage:

Fleet-wide spread runs from 380 (Brindisi at 2 × 190) up to 870 (Minotaur, Halland, Hindenburg, Vermont at 3 × 290). Every flak ship sits in that range.

The questions we cannot answer alone

The AA Defense card on every ship page now includes an amber-bordered "Flak mechanics (decoding in progress)" expandable list. It holds raw per-aura values for several fields that look meaningful but that we have not yet matched to in-game observation. Each one is a question we are asking the community to test.

Test #1: altitude reach

Does flak use the 3D hypotenuse, not horizontal distance?

Each aura carries a per-aura altitude scaling factor: near reads 1.0, medium reads 1.5, far auras read 1.3 to 1.5. If the aura check were "is the plane within X km horizontally", we would not need a per-aura altitude knob. The fact that it varies per aura is suggestive.

What would help: a CV flight that climbs to maximum altitude directly above an AA ship, then crosses out beyond the aura's max range. Does the flak still hit at altitude? Where does it stop?

Test #2: damage falloff curve

How does damage drop as distance increases inside the aura?

A pair of small numbers changes consistently between flak (0.4 / 0.1) and continuous auras (0.5 / 0.2). They look like the two ends of a damage-vs-distance falloff curve.

What would help: notice whether continuous AA damage feels noticeably weaker at the edge of medium/far range vs at point-blank. Any rough observation helps narrow it down.

Test #3: priority-target effect

What does the per-aura priority-target multiplier do?

This one is striking: 0.1 on near, 0.5 on medium, 5.0 on far. A 50× range over a single tier suggests it controls a real gameplay knob. Best guess: extra damage on the plane your squadron has flagged as priority target, OR an AA aiming preference (the aura prioritises that plane). We have not yet isolated which.

What would help: CV captains, mark a target plane in your squadron and see if that plane takes obviously different damage at 5 km vs at 1 km.

Test #4: flak salvo cadence

How often does a ship throw a flak salvo?

We have the burst count and burst damage but no published cadence. Total burst alpha matters most if salvos fire every few seconds; less if they fire once per squadron approach.

What would help: count the time between visible flak puffs while a squadron sits inside a known-flak ship's donut. Even a rough "one burst per 4 seconds" observation pins this down.

Test #5: skill stacking

Do flak-bonus skills stack additively or hit a cap?

Sunaookami Shiroko's "Aerial Fire Support" adds +2 bursts while detected. There are other AA skills with similar mods. On a 3-burst ship like Minotaur, does the burst count cap at some value, or do bonuses keep adding? The AA Defense card on every ship page shows the base; the in-game card during battle shows the modified number.

What would help: load a captain combo with two or more flak bonuses on a ship you know the base count for. Compare the live AA card burst count vs base + sum of bonuses.

What we are confident about

Three numbers are now on every ship's AA Defense card as headline rows because their meaning is well anchored:

Multiply count by burst damage to get total flak alpha per salvo. The ship-by-ship spread is real: Mutsu's 380 per salvo is in a different league from Minotaur's 870.

How to send findings

Anything you observe is useful, even partial. The best ways to share:

Reach us on the GamingDiver Discord (#aa-research channel), reply to the article on Reddit, or DM a1 in-game.

This page is intentionally open-ended. The headline numbers (AA Explosions, Flak burst damage, Flak inner ring) are anchored to sister-game field names where comparable data exists; the altitude story, salvo cadence, and the rest of the in-progress list are inferences. The article will be revised as community findings come in.