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Open research · June 2026, updated July 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 in #game-mechanics on the GamingDiver Discord, tag @GamingDiver on Reddit, or DM a1 in-game with what you saw.

What we need most right now: one-on-one engagement footage. A Training Room clip of a single AA ship vs a single squadron - hover in one aura band for ~30 seconds, recorded at 60 fps - would settle several open questions at once. Battle footage is full of flak, but with several ships shooting we can't attribute bursts to a shooter or time the damage cadence cleanly. Frame analysis of community match videos already supports the 2/7-second damage-tick hypothesis, but only a clean duel can confirm it.

What testing has confirmed so far (updated July 2026)

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 drawn to scale; the 2.5 km inner ring is the trigger gate (bursts can land inside it).2.5 km trigger ring5.0 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 NEW SALVOS (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 - corrected by field testing

Notice in Mutsu's diagram that her near and medium auras fit entirely inside the 2.5 km inner flak ring. Our first reading treated that ring as a hard dead zone: no flak puffs inside it, ever. Community testing has now corrected this. Tester DemoDashImpact recorded flak bursts detonating well inside 2.5 km (planes at 2.8 km inbound, puffs bursting at 1.9 km) and past the outer edge too (planes at 5.9 km, puffs reaching 6.5 km).

The model that fits every observation: the 2.5 km–max band is the trigger zone, not the burst zone. The squadron has to be inside the band for the ship to fire a flak salvo - but the puffs are laid ahead of the squadron's flight path, so the actual explosions can land closer than 2.5 km or beyond the printed range. For carrier captains the practical read barely changes: once your planes are inside 2.5 km no NEW salvos trigger, but a salvo fired at the boundary can still burst around you - the "dive inside the ring" play buys safety with a short lag, not instantly.

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 drawn to scale; the 2.5 km inner ring is the trigger gate (bursts can land inside it).2.5 km trigger ring6.0 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 NEW SALVOS (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

Beyond the headline rows, the in-game data carries several per-aura values that look meaningful but that we have not yet matched to in-game observation. The full raw dump for every Tier VII carrier is in the candidate-values appendix at the bottom of this page. Each field 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.

Appendix: candidate values, Tier VII carriers

By request from testers: the raw candidate values behind the in-progress fields, dumped for every Tier VII carrier. Carriers make the best reference set because their kits carry every aura type at once - near and medium continuous, far continuous, and the far flak aura (the burst rows, which the game's data amusingly names "Bubbles" - the puffs). Every column after Burst dmg is unverified: the names are our working hypotheses from the list above, not official terms. If any experiment moves one of these from guess to fact, that's a win.

ShipAuraRangeCont. dmgBurstsBurst dmgTick (s)Alt ceilingFlak life/radEngage ceilFlak bonusRng dampHit decayBubble spreadPriority xAlt scaleTier const
AL FormidableFar15 km25000.2857305000.40.1051.30.035
Far1 (flak)5 km022000.285732.5675030.40.1151.30.035
Med 23.5 km241500.28574.7516000.50.200.51.50.028
Med 12.5 km421500.28574.7516000.50.200.51.50.028
Near 12 km1101500.28574.7516000.50.200.110.02
August von ParsevalFar4.5 km32000.2857305000.40.1051.30.035
Far (flak)4.5 km022000.285732.5675050.40.1151.30.035
Medium4.5 km1741500.28574.7516000.50.200.51.50.028
ChkalovFar15.2 km34000.2857305000.40.1051.350.035
Far1 (flak)5.2 km022300.285732.5675040.40.1151.350.035
Medium13.5 km1191500.28574.7516000.50.200.51.50.028
EnterpriseFar5 km22000.2857305000.40.1051.30.035
Far (flak)5 km022100.285732.5675030.40.1151.30.035
Medium3.5 km901500.28574.7516000.50.200.51.50.028
Near2 km1051500.28574.7516000.50.200.110.02
Graf ZeppelinFar4.5 km36000.2857305000.40.1051.170.035
Far (flak)4.5 km022100.285732.5675040.40.1151.170.035
Medium3.5 km591500.28574.7516000.50.200.51.50.028
Near2 km281500.28574.7516000.50.200.110.02
Graf Zeppelin BFar4.5 km36000.2857305000.40.1051.170.035
Far (flak)4.5 km022100.285732.5675040.40.1151.170.035
Medium3.5 km591500.28574.7516000.50.200.51.50.028
Near2 km281500.28574.7516000.50.200.110.02
ImplacableFar 15 km23000.2857305000.40.1051.30.035
Far 1 (flak)5 km022000.285732.5675030.40.1151.30.035
Med 13.5 km1821500.28574.7516000.50.200.51.50.028
Near 12 km281500.28574.7516000.50.200.110.02
KagaFar5 km31000.2857305000.40.1051.30.035
Far (flak)5 km022200.285732.5675030.40.1151.30.035
Medium3.1 km471500.28574.7516000.50.200.110.02
LexingtonFar5 km42000.2857305000.40.1051.30.035
Far (flak)5 km022200.285732.5675040.40.1251.30.035
Medium3.5 km1801500.28574.7516000.50.200.51.50.028
Near2 km321500.28574.7516000.50.200.110.02
PobedaFar5 km27000.2857305000.40.1051.30.035
Far (flak)5 km022300.285732.5675030.40.1151.30.035
Medium3.5 km911500.28574.7516000.50.200.51.50.028
SaipanMedium3.5 km991500.28574.7516000.50.200.51.50.028
Near2 km561500.28574.7516000.50.200.110.02
ShōkakuFar5 km32000.2857305000.40.1051.30.035
Far (flak)5 km022200.285732.5675030.40.1151.30.035
Medium3.1 km1091500.28574.7516000.50.200.110.02

Reading hints from the fleet-wide sweep: the tick is 0.2857 s everywhere (7 ticks per 2 s); altitude ceiling reads 4.75 on continuous auras and 3 on flak; the priority-target multiplier is 0.1 / 0.5 / 5 on near / medium / far; flak lifetime-or-radius is 2.567 on these flak rows and ~1 on continuous. The columns that vary by ship are the ones worth testing first.

How to send findings

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

Reach us in #game-mechanics on the GamingDiver Discord, 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.