Aki
Beta- Park 14-17 km from a contested cap with island cover within one rotation of your bow
- Avoid: Launching airstrikes at maneuvering targets
Aki Community Stats
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Aki Community Stats
Playstyle
Overview
Aki is the Legendary Japanese airstrike battleship. Her right-trigger fires a line of dive bombers in place of torpedoes, which gives her a damage source that does not need line of sight on top of her main battery. Standout traits: best torpedo belt percent in Legendary BBs (55) and best armor plate in Legendary BBs (560 mm).
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.
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
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
55.0% torpedo damage reduction, best of Legendary BBs.
560.0 mm max plate, best of Legendary BBs.
Sigma 2.1, best of Legendary BBs. More shells land near aim.
2600.0 max HE alpha per secondary shell, best of Legendary BBs. Bigger per-shell damage than peers.
211429 AP DPM, bottom decile of Legendary BBs. Citadel windows matter more than spam.
How to get Aki
Aki 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.
Best listed chance for this ship
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Mystic Chest
4.966667%
Tier VIII Premium ship or Legendary Tier ship
Event containers · Mystic Chest · 1 of 3 ships
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Mystic Lantern
0.745%
Tier VIII Premium ship or Legendary Tier ship
Event containers · Mystic Lantern → Mystic Chest · 1 of 3 ships
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Mystic Box
0.099333%
Tier VIII Premium ship or Legendary Tier ship
Event containers · Mystic Box → Mystic Chest · 1 of 3 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Mystic Chest 4.966667% · Tier VIII Premium ship or Legendary Tier ship
Builds Beta
Primary Legendary premium. Jisaburō Ozawa carries the full airstrike skill suite and his Hidden Hand adds +1 squadron and cuts cooldown 50% (roughly doubles strike output across a match). Pair with Commander Worf (Sky Attack trait: more damage per dropped projectile) for raw damage, or Jonathan Hawke (Big Game Hunter trait: more airstrike damage vs BB / CA / CV) for big-target focus.
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Cohort position
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Where Aki sits among Legendary BBs (17 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.
See 24 mid-pack stats
Not standouts for Aki -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17698/30·(9−2.8)/1000 + 2.8)·30 = 193.7 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.7 × 0.8 = 155 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.7 × 0.308 (σ=2.1) = 59.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 155 × 0.308 (σ=2.1) = 47.7 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
6 broadside guns x 60 / 28 s base reload = 12.9.HE shells
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77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).ƒ
7,300 HE damage x 6 broadside guns = 43,800.ƒ
43,800 HE full-salvo alpha x 60 / 28 s base reload = 93,857.ƒ
43,800 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 104,286.ƒ
6 HE shells x 60 / 28 s reload x 35% fire chance = 4.5.AP shells
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floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2574 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 883 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 527.5 m/s: 1e-7 × 2574 × 1460^0.69 × 0.46^-1.07 × 527.5^1.38 = 514.7 mm.ƒ
14,800 AP damage x 6 broadside guns = 88,800.ƒ
88,800 AP full-salvo alpha x 60 / 28 s base reload = 190,286.ƒ
88,800 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.ƒ
AP 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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.75) + (2×3.5×0.85) + (15×3.5×0.85) + (23×3.5×0.85) + (30×3.5×0.85) + (14×3.5×0.85) + (20×3.5×0.75) + (20×3.5×0.75) = 547. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 40 + Medium 73 = 113ƒ
Far 40 + Medium 73 + Outer Near 82 = 195ƒ
Far 40 + Medium 73 + Outer Near 82 + Inner Near 2 = 197ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.Show 2 more gun families
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17698/30·(9−2.8)/1000 + 2.8)·30 = 193.7 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.7 × 0.8 = 155 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.7 × 0.308 (σ=2.1) = 59.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 155 × 0.308 (σ=2.1) = 47.7 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2574 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 883 mm. Matches the in-game spec card.Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 527.5 m/s: 1e-7 × 2574 × 1460^0.69 × 0.46^-1.07 × 527.5^1.38 = 514.7 mm.77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).AP 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.All 6 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.7,300 HE damage x 6 broadside guns = 43,800.14,800 AP damage x 6 broadside guns = 88,800.43,800 HE full-salvo alpha x 60 / 28 s base reload = 93,857.88,800 AP full-salvo alpha x 60 / 28 s base reload = 190,286.43,800 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 104,286.88,800 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 211,429.6 broadside guns x 60 / 28 s base reload = 12.9.6 broadside guns x 60 / 25.2 s installed Artillery reload = 14.3.6 HE shells x 60 / 28 s reload x 35% fire chance = 4.5.6 HE shells x 60 / 25.2 s installed reload x 35% fire chance = 5.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (73×3.5×0.75) + (2×3.5×0.85) + (15×3.5×0.85) + (23×3.5×0.85) + (30×3.5×0.85) + (14×3.5×0.85) + (20×3.5×0.75) + (20×3.5×0.75) = 547. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), 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) × 60/7.5 × 2100 = 100,800 + 6×2 127 mm (6/side) × 60/6 × 2100 = 126,000 + 2×3 155 mm (3/side) × 60/12 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.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.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.Armor
Hull HP 102,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–350 mm) | 8,900 (9% of HP) | Overmatched by 460mm+ (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) | 19 mm primary (range 18–560 mm) | 76,700 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 25–350 mm) | 10,300 (10% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 410 mm primary (range 16–410 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 50 mm primary (range 50–500 mm) | 3,400 (3% of HP) | 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). |
| Secondary mount (155 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 30,700 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Balance History
Balance updates affecting Aki. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
- Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Skins & permanent camouflages
Every custom exterior Aki can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
