World of Warships: Legends ship guide

Aki SE 25

Also called: 安艺SE '25 · Aki SE ’25 · Aki SE '25 Beta
Japan · Tier ★ · Battleship · Premium · Aki Variant
Airstrike battleshipAirstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
460 mm AP overmatch2.1 sigma accuracy17.7 km gun rangeThickest plateDeep effective HPSlow
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Community Data

Aki SE 25 Community Stats

Across 2,700+ Standard battles from 58 players, Aki SE 25 averages a 71% win rate, 131,000 damage and 1.3 kills per battle, and survives 52% of them.

Community Data

Aki SE 25 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Aki SE 25: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Aki SE 25 is the Legendary Japanese airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: best sigma in Legendary BBs (2.1, 2nd of 23) and main battery range in Legendary BBs (17.7 km, 4th of 23). The trade is AP DPM in Legendary BBs (190,286, 23rd of 23).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside. Her handling reads as a contradiction and is not one: 19.2 s on the rudder means she starts turning late, while a 900 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Long gun range · 17.7 km
  • Big-caliber AP overmatch · 32.1 mm
Thickest plate ↗

560 mm on her single heaviest plate, best of Legendary BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

ELITE HP ↗
  • Deep effective · 145266 effective
  • High HP pool · 102300 HP
Low AP DPM ↗

190286 AP DPM, bottom decile of Legendary BBs. Citadel windows matter more than spam.

Slow for the class ↗

26.3 kt, bottom quartile of Legendary BBs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Aki SE 25

Aki SE 25 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

  • Mystic Chest 0.033333% Special Edition ship Event · Mystic Chest · 1 of 3 ships
  • Mystic Lantern 0.005% Special Edition ship Event · Mystic Lantern → Mystic Chest · 1 of 3 ships
  • Mystic Box 0.000667% Special Edition ship Event · Mystic Box → Mystic Chest · 1 of 3 ships
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Takeo TakagiNobutake KondōAndrew CunninghamPaolo di Revel

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Aki SE 25 sits among Legendary BBs (22 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.

BestSigma2.1 (1 of 3 tied) BestSecondary HE alpha2,600 (1 of 3 tied) BestMax armor560 mm (1 of 3 tied) Top 10%Secondary fire chance10% (3/21) Top 10%AP pen at 10 km671 mm (3/23) Top 25%Hit points102,300 HP (5/23) Top 25%Turning circle900 m (4/23) Top 25%Main battery caliber460 mm (4/23) Top 25%Main battery range17.7 km (4/23) Bottom 25%Max speed26.3 kt (21/23) Bottom 25%Smoke fire bloom15.98 km (19/23) Bottom 25%Rudder shift19.2 s (19/23) Bottom 25%HE DPM93,857 (19/22) Bottom 25%Acceleration (0-12 kt)15.1 s (21/23) Bottom 25%AP arming threshold77 mm (20/23) Bottom 25%Engine power158,000 hp (19/23) Bottom 25%Displacement77,095 t (19/23) Bottom 25%Power-to-weight2.05 hp/t (21/23) Bottom 25%AA DPS548 (19/23) Bottom 25%AA threat1,966 (19/23) Bottom 10%Fires per minute4.5 (21/22) Bottom 10%Effective HE DPM (incl. fire)130,744 (21/22) WorstAP DPM190,286 (1 of 2 tied) WorstNo torpedoes (17 of 23 in cohort)
See 24 mid-pack stats

Not standouts for Aki SE 25 -- 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.

Concealment16.08 km(17/23) Air detection12.86 km(17/23) Main battery reload28 s(9/23) HE fire chance35%(16/22) AP shell damage14,800(10/23) Main dispersion193.7 m(9/23) Secondary DPM (per side)264,849(17/23) Secondary HE pen26 mm(7/21) AP velocity780 m/s(11/23) HE velocity805 m/s(12/22) Time to 90% speed34.5 s(7/23) Power / turn radius175.6 hp/m(13/23) AA range5 km(17/23) Flak damage per salvo (expected)1,725(18/23) Repair charges3(9/23) Citadel belt410 mm(7/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points102,300
Displacement77,095 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
263 x 38.9 m
Armor range16–560 mm
Plate armor thicknesses16, 18, 19, 25, 32, 50, 57, 75, 80, 100, 135, 140, 200, 230, 270, 290, 340, 350, 410, 500, 560 mm
Armor material/layer entries70
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 102,300 HP = 18,414 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 102,300 HP = 20,460 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.15 hull torpedo-damage coefficient / 0.333 unprotected baseline = 55%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
55%
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
30,700
Effective HP
ƒBase 102,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 102,300 HP = 14,322 HP per charge, × 3 charges = 42,966 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
113,667–145,266
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,900 = 17,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,900
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,000 = 16,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 76,700 = 153,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
76,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 10,300 = 20,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
10,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 460 mm Type94
Mounts / barrels2 mounts / 6 barrels
Reload time28 s
Firing range17.7 km
Turret traverse4 °/s
Turret armor650 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°
Guns to bear
ƒCounted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
all guns bear at the bow
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: 18% tighter (better) horizontal dispersion and 9% more vertical spread at max range (17.7 km) than a standard battleship: about 194 m wide × 155 m tall, against 237 m × 142 m. Also on this curve (3): Aki, Dewa, Suwo.
Japanese battleship (Aki / Dewa)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1769830·9−2.81000+2.8)·30=193.7m
193.7 m at 17.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.7·0.8=155m
155 m at 17.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =193.7·0.62.1=55.4m
55.4 m at 17.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =155·0.62.1=44.3m
44.3 m at 17.7 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 28 s base reload = 12.9. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 14.2.
Initial: 12.9 → 14.2
HE shells
HE alpha7,300
HE Velocity805 m/s
Fire Chance35%
HE fire DPM vs T8 BB36887
Effective HE DPM vs T8 BB130745
HE penetration
ƒ77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ7,300 HE damage x 6 broadside guns = 43,800.
43,800
HE DPM
ƒZero upgrades: 43,800 HE full-salvo alpha x 60 / 28 s base reload = 93,857. All upgrades (Main Battery Mod. 3 = -10% reload): 43,800 HE full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 103,932.
Initial: 93,857 → 103,932
Fires/min
ƒZero upgrades: 12.9 shells/min × 0.35 (35% fire chance) = 4.5. All upgrades (Main Battery Mod. 3 = -10% reload): 14.2 shells/min × 0.35 (35% fire chance) = 4.98.
Initial: 4.5 → 4.98
AP shells
AP alpha14,800
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold77 mm
AP pen max range558 mm
AP overmatch
ƒfloor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2574·14600.69·0.46−1.07·7801.38=883mm.
883 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 559.3 m/s: P=10−7·2574·14600.69·0.46−1.07·559.31.38=558mm.
558 mm at 17.7 km
AP full-salvo alpha
ƒ14,800 AP damage x 6 broadside guns = 88,800.
88,800
AP DPM
ƒZero upgrades: 88,800 AP full-salvo alpha x 60 / 28 s base reload = 190,286. All upgrades (Main Battery Mod. 3 = -10% reload): 88,800 AP full-salvo alpha x 60 / 25.286 s (25.2 s = 177 ticks) all-upgrades reload (28 s × 0.9 Main Battery Mod. 3 = 25.2 s) = 210,712.
Initial: 190,286 → 210,712
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.
400
✈
Squadrons
Airstrike
Plane HP3,000
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,300 alpha
Flooding chance17%
Charges1
Range13.75 km
Reload120 s
Launch arc-75° to 75°
AA Defense
AA mount points66
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm/60 Type 514×2 40mm
25 mm/60 Type96 mod. 114×1 25mm
25 mm Type96 mod. 212×3 25mm
25 mm Type96 mod. 28×3 25mm
25 mm Type96 mod. 116×3 25mm
13 mm Type932×2 13mm
127 mm Type89 A1 mod. 2 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Type89 A1 mod. 2 (DP) + 127 mm Type89 mod. 3 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 105 from dual-purpose secondaries firing as AA in this range band.
105
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.75 hit probability = 192 - the same in-game units as the Close-range AA DPS headline.
192
Range3.5 km
Total DPS in Aura
ƒFar 105 + Medium 192 = 297
297
Outer Near aura
Guns25 mm Type96 mod. 1 + 25 mm Type96 mod. 2 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 82 raw aura damage × 3.5 × 0.85 hit probability = 244 - the same in-game units as the Close-range AA DPS headline.
244
Range3.1 km
Total DPS in Aura
ƒFar 105 + Medium 192 + Outer Near 244 = 541
541
Inner Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 0.85 hit probability = 6 - the same in-game units as the Close-range AA DPS headline.
6
Range1.2 km
Total DPS in Aura
ƒFar 105 + Medium 192 + Outer Near 244 + Inner Near 6 = 547
547
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 3.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-5 km
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 3.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-5 km
S
Secondary Battery
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.8 + 4.8 + 1.5 = 10.1. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
10.1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/7.571 s (7.5 s = 53 ticks) × 2100 = 99,849 + 6×2 127 mm (6/side) × 60/6 s × 2100 = 126,000 + 2×3 155 mm (3/side) × 60/12 s × 2600 = 39,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
264,849
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 10.1 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 82,823. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
82,823
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 264,849 + secondary fire DPM 82,823 = 347,672: shell damage plus fire damage against one T8 battleship, every shell hitting.
347,672
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
127 mm Type89 A1 mod. 2 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time7.5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.08 (8% fire chance) = 3.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.8
HE Pen21 mm
Show 2 more gun families
127 mm Type89 mod. 3 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 4.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4.8
HE Pen21 mm
155 mm 3rd Year Type (2×3)
Caliber155 mm
Reload time12 s
HE alpha2,600
Muzzle Velocity925 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ2×3 barrels / 2 sides × 60 / 12 s × 0.1 (10% fire chance) = 1.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.5
HE Pen26 mm
Maneuverability
Engine power158,000 hp
Maximum speed26.3 kt
Turning circle radius900 m
Rudder shift time19.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 26.3 / 4 + 4.9 = 11.5 kt. Base value; speed modifiers scale it.
11.5 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
46.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (23.7 kt of 26.3 kt).
34.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.0 kt of 26.3 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.
54.9 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 2.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 2.9 = +1.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.08 km x 0.955 = 15.36 km. Camouflage does not change detectability by air.
16.08 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.08 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.36 km.
15.36 km
Detectability by air12.86 km
Smoke firing penalty15.98 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.08 km) = 17.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.7 km
Detect when firing (air)
ƒAir detectability 12.86 km + gun-firing bloom 9.2 km = 22.06 km. The bloom tracks main-battery caliber 460 mm × 0.020 = 9.2 km.
22.06 km
Detect when on fire (sea)
ƒSea detectability 16.08 km + 2.0 km while burning = 18.08 km.
18.08 km
Detect when on fire (air)
ƒAir detectability 12.86 km + 3.0 km while burning = 15.86 km.
15.86 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 14,322 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 102,300 HP = 14,322 HP: up to 14% of max HP restored per charge.
· 42,966 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 102,300 HP = 42,966 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 512 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 102,300 HP = 512 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB18% tighter H · 9% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.7 km) with the same model as Max Horiz/Vert Disp: horizontal 194 / 237 m − 1 = -18%, vertical 155 / 142 m − 1 = +9%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(166.7 × (9 − 2.8) / 1000 + 2.8) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km146 m
(333.3 × (9 − 2.8) / 1000 + 2.8) × 30 = 146 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.
Shell scatter width @ 15 km177 m
(500 × (9 − 2.8) / 1000 + 2.8) × 30 = 177 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km49 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Below the kink: k=0.2+(0.6−0.2)·50008849=0.426, so σV=σH·k=115·0.426=49m.
Shell scatter height @ 10 km91.4 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Above the kink: k=0.6+(0.8−0.6)·10000−884917698−8849=0.626, so σV=σH·k=146·0.626=91.4m.
Shell scatter height @ 15 km130.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Above the kink: k=0.6+(0.8−0.6)·15000−884917698−8849=0.739, so σV=σH·k=177·0.739=130.8m.
AP pen 5 km768 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2574·14600.69·0.46−1.07·704.71.38=768mm, where 704.7 m/s is the shell's speed when it arrives at 5 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km671 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2574·14600.69·0.46−1.07·6391.38=671mm, where 639 m/s is the shell's speed when it arrives at 10 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km592 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2574·14600.69·0.46−1.07·583.91.38=592mm, where 583.9 m/s is the shell's speed when it arrives at 15 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.15 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.292·0.4628·1460=1.66×10−5. That runs from a 780 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.54 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.543·0.4628·1360=3.32×10−5. That runs from a 805 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)6
2 mounts × 3 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,574
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,460 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.292
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius9
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.8
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.6
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.8
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range106
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 14x2 -> 192 DPS @ 3.5 km; 13mm76 Type93 double 2x2 -> 6 DPS @ 1.2 km; 25mm Type96 Triple 1945 closed 8x3 -> 45 DPS @ 3.1 km; 25mm Type96 Triple closed 12x3 -> 68 DPS @ 3.1 km; 25mm Type96 light 16x3 -> 89 DPS @ 3.1 km; 25mm Type96 single 14x1 -> 42 DPS @ 3.1 km; 127mm40 Type89 Mod A 6x2 -> 53 DPS @ 5 km; 127mm40 Type 89 6x2 -> 53 DPS @ 5 km.
AA DPS layered by range106 DPS @ 5 km, 298 DPS @ 3.5 km, 542 DPS @ 3.1 km, 548 DPS @ 1.2 km
@ 5 km: 53 + 53 = 106; @ 3.5 km: 192 + 53 + 53 = 298; @ 3.1 km: 192 + 45 + 68 + 89 + 42 + 53 + 53 = 542; @ 1.2 km: 192 + 6 + 45 + 68 + 89 + 42 + 53 + 53 = 548. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank548
192 + 6 + 45 + 68 + 89 + 42 + 53 + 53 = 548 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index1966
192 × 3.5 + 6 × 1.2 + 45 × 3.1 + 68 × 3.1 + 89 × 3.1 + 42 × 3.1 + 53 × 5 + 53 × 5 = 1966. 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 range3.1 km

Secondary battery firepower

Max HE alpha2600
max(2100 (127 mm), 2100 (127 mm), 2600 (155 mm)) = 2600. Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
max(8% (127 mm), 8% (127 mm), 10% (155 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 mm
max(21 mm (127 mm), 21 mm (127 mm), 26 mm (155 mm)) = 26 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: 26 mm from the 155 mm family.
Open in Charting Tool

Ship Charts

Background

A large hybrid battleship representing a hypothetical option to convert one of the preliminary Yamato-class battleship designs into an aircraft-carrying ship. Such a rebuild could have followed the conversion of the Ise-class battleships into hybrid ships during the final stages of the Pacific War.

Armor Beta

Hull HP 102,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel410 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–350 mm)≈ 5,115 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 18–560 mm)≈ 76,725 (~75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 25–350 mm)≈ 5,115 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel410 mm primary (range 16–410 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure19 mm primary (range 19–50 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Aki SE 25 can equip.

  • Aki SE 25 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision