GamingDiver / WoWS Legends Data Lab / Kitakami specs
Tier VI

Kitakami

Per-category in-game stats. Click any category on the left to swap the detail panel; toggle modules in Install Upgrades to see derived stats move.

Armor

Survivability

Hit Points25,900
Armor range6–65 mm
Plate armor thicknesses6, 13, 16, 19, 25, 30, 35, 40, 51, 65 mm
Armor material/layer entries29
Fire resistance30%
Torp Reduction0%

Main Battery

ModuleArtillery: 140 mm
Mounts / barrels4 mounts / 4 barrels
Reload time6 s
Firing range — base14.5 km
Firing range — top fire control14.5 km
Turret traverse8.5 °/s
HE Damage2,400
HE Velocity (m/s)850
Fire Chance10%
HE Pen (mm)23
AP Damage2,700
AP Velocity (m/s)850
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer (s)0.025
Fuse Threshold (mm)23

Torpedoes

ModuleTorpedoes: Type90 mod. 1
Launchers / tubes10 launchers × 4 tubes = 40 tubes
Reload time101 s
Projectile speed59 kt
Range9 km
Display damage16,267
Torpedo detectability1.5 km
Torpedo launcher traverse25 °/s
Torp Turn (s)7.2 s
Torp Arming (m)200 m

Secondary Battery

Mounts1
Firing range4.5 km
Caliber127 mm
Reload time5 s
Shell Grouping (σ)1
HE Damage2,100
Muzzle Velocity (m/s)725
Fire Chance8%
Armor Pen (mm)21

Secondaries — Sec1

Sec1 Module127mm40 Type 89
Sec1 Config1 × 127 mm
Sec1 Range (km)4.5
Sec1 Reload (s)5
Sec1 Sigma1
Sec1 Shell TypeHE
Sec1 Damage2,100
Sec1 Velocity725 m/s
Sec1 Pen (mm)21
Sec1 Fire%8%
Sec1 Min Rico91 deg
Sec1 Max Rico60 deg

AA Defense

AA mount points10
25mm Type9610×3 25mm
Medium aura
DPS42
Range3.1 km

AA Defense — AA1

AA1 ModuleAura Medium
AA1 ConfigMedium aura
AA1 DPS42
AA1 Range (km)3.1

Maneuverability

Engine moduleEngine: 78,000 hp
Engine power78,000 hp
Maximum speed31.5 kt
Rudder shift≈ 9 s
Turning circle radius640 m
Engine power multiplier speed threshold7 kt

Concealment

Detectability by sea11.74 km
Detectability by air7.04 km
Smoke firing penalty5.33 km
Detect after firing main guns (km)11.74 km
Detect Fire Sea (km)13.74 km
Detect Fire Air (km)10.04 km
Guaranteed Detect (km)2 km

Consumables

Damage Control Party
Charges
Reload60 s
Active5 s
Smoke Generator
Charges2
Reload240 s
Active15 s
Engine Boost
Charges2
Reload180 s
Active120 s
Sonar
Charges2
Reload180 s
Active96 s
Defensive AA Fire
Charges3
Reload140 s
Active25 s

Dimensions

Length260 m
Beam20 m
Height parameter37 m
Tier key6

Derived stats

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp (m)133.1
Horizontal dispersion ellipse width at the ship's max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30.
Max Vert Disp (m)79.8
Vertical dispersion ellipse height at max range = horizontal × radiusOnMax.
Med Horiz Disp (m)42.5
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(sigma), the sigma-dependent normal quantile.
Med Vert Disp (m)25.5
50%-hit vertical radius = max vertical × GetHalfHitsRatio(sigma).
AP Pen Close (mm)177.6
0.5561613 * Krupp/2400 * v^1.1 * mass^0.55 / caliber_mm^0.65, with impact velocity from a numerical trajectory integration. Value at 1.5 km.
AP Pen Far (mm)60.5
Same model at the ship's max firing range (14.5 km), where the shell has slowed to 278.5 m/s.
HE penetration23 mm
floor(140 mm caliber / 6).
AP overmatch9 mm
floor(140 mm caliber / 14.3).
Broadside guns used for alpha3
Barrels that can bear on one beam (3 of 4); casemate/wing mounts only fire one side.
Turret turn time21.2 s
180 degrees / 8.5 deg/s traverse speed.
HE full-salvo alpha7,200
2400 HE damage x 3 broadside guns.
AP full-salvo alpha8,100
2700 AP damage x 3 broadside guns.
Base HE DPM54,000
HE full-salvo alpha x 60 / base reload.
Base AP DPM60,750
AP full-salvo alpha x 60 / base reload.
Installed HE DPM72,000
HE full-salvo alpha x 60 / installed Artillery reload.
Installed AP DPM81,000
AP full-salvo alpha x 60 / installed Artillery reload.
Base shells/min30
3 broadside guns x 60 / 6 s base reload.
Installed shells/min33.3
3 broadside guns x 60 / 5.4 s installed Artillery reload.
Base fires/min3
3 HE shells x 60 / 6 s reload x 10% fire chance.
Installed fires/min3.33
3 HE shells x 60 / 5.4 s installed reload x 10% fire chance.

Torpedoes

Torpedo detectability1.5 km
Torpedo visibility.
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Torpedo speed.
Tube count40
10 launchers x 4 tubes.
Per-side salvo20 torpedoes
tube count / 2 (symmetric launcher layout assumed; single-launcher ships train across).
Full-salvo damage650,680
tube count x per-torpedo display damage (all torpedoes hitting).
Per-side salvo damage325,340
per-side salvo x per-torpedo display damage.

AA defense

Close-range AA DPS42
Total continuous AA damage across all auras on the stock hull (42 DPS). Hull B raises this to 42.
Maximum AA range3.1 km
Max aura range on the stock hull.

Secondary battery dispersion

Improvement vs standard0% (standard)
No secondary dispersion override for this ship, so the standard dispersion formula applies (sigma 1.0, universal curve).
Standard dispersion @ 4.5 km286.5 m
Universal secondary dispersion curve at this ship's secondary range.

Ship handling / concealment

Turning circle640 m
Turning-circle radius.
Surface detectability11.74 km
Surface visibility.
Air detectability7.04 km
Air visibility.
Smoke firing penalty5.33 km
Smoke-firing visibility.

Ammunition

Modules

Consumables

High-Explosive Shells

Ammunition

HE shells explode on contact with the surface. They have significant damage-dealing potential and high chances of causing fire or incapacitating modules.

Click any ammunition, module, or consumable slot to inspect details.

Install upgrades

Click any slot to open its picker, then install an option — the picker shows each option's full effect. Everything flows into the derived stats.

Modernizations
Module upgrades