World of Warships: Legends ship guide

AL Fusou

Also called: AL 扶桑 Beta
Japan · Tier V · Battleship · Premium
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
16.7 km gun rangeHigh HE DPMHigh AP DPMSpotter planePunchy HE secondariesEasily spotted

Variant of Fusō

This ship shares its hull with Fusō. Specific stat and loadout differences are shown on the Specs tab.

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Community Data

AL Fusou Community Stats

Across 530+ Standard battles from 61 players, AL Fusou averages a 62% win rate, 66,900 damage and 1.1 kills per battle, and survives 41% of them.

Community Data

AL Fusou Community Stats

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

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Playstyle

Overview

AL Fusou is a Tier V Japanese AP-DPM battleship (262,286 AP DPM): her main battery throughput is cohort-best, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. She also puts out cohort-best HE (146,571 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: main battery range in T5 BBs (16.7 km, 3rd of 26) and HE alpha in T5 BBs (5,700, 7th of 26). The trade is worst surface detection in T5 BBs (14.9 km, 25th of 26).

Positioning

Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot. With 15 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 28-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

Signature Traits

LOBBING BATTERY ↗
  • HE DPM machine · 146571 HE
  • AP DPM machine · 262286 AP
  • Long gun range · 16.7 km
  • Heavy HE shells · 5700 damage
  • High-arc HE shells · 22.68°
Punchy HE secondaries ↗

2500 max HE alpha per secondary shell, best of T5 BBs. Bigger per-shell damage than peers.

Long-reach AA ↗

5 km AA reach, top decile of T5 BBs.

Easily spotted ↗

14.9 km surface detect, worst of T5 BBs. Visible before you can react; position early.

Loose grouping ↗

Sigma 1.5, bottom quartile of T5 BBs. Shells scatter more; bracketing matters.

Acquisition

How to get AL Fusou

AL Fusou 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

Show all 4 containers (1 more)
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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 AL FusouArpeggio HarunaArpeggio Kirishima

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

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Where AL Fusou sits among Tier V BBs (25 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.

BestHE DPM146,571 (1 of 3 tied) BestAP DPM262,286 (1 of 3 tied) BestSecondary HE alpha2,500 (1 of 3 tied) BestEffective HE DPM (incl. fire)194,996 (1 of 3 tied) Top 10%Main battery range16.68 km (3/26) Top 25%Hit points57,100 HP (7/26) Top 25%Main battery reload28 s (7/26) Top 25%Main dispersion200.1 m (7/26) Top 25%Secondary HE pen25 mm (5/25) Bottom 25%Rudder shift15 s (23/26) WorstStealth profile14.9 km / 11.92 km (1 of 3 tied / 1 of 3 tied) WorstSigma1.5 (1 of 4 tied) WorstHE fire chance25% (1 of 5 tied)
See 33 mid-pack stats

Not standouts for AL Fusou -- 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.

Max speed24.5 kt(16/26) Smoke fire bloom13.03 km(18/26) Turning circle740 m(17/26) Main battery caliber356 mm(14/26) Fires per minute6.43(9/26) AP shell damage10,200(19/26) Secondary DPM (per side)205,800(8/26) Secondary fire chance9%(12/25) AP velocity775 m/s(17/26) HE velocity805 m/s(15/26) Time to 90% speed33.9 s(11/26) Acceleration (0-12 kt)15.9 s(18/26) AP arming threshold59 mm(12/26) Engine power70,000 hp(18/26) Power / turn radius94.6 hp/m(17/26) Displacement39,105 t(19/26) Power-to-weight1.79 hp/t(18/26) AP pen at 10 km465 mm(11/26) AA DPS171(17/26) AA range5 km(8/26) AA threat616(15/26) Flak damage per salvo (expected)570(17/26) Repair charges3(13/26) Max armor305 mm(18/26) Citadel belt305 mm(13/26) Bow armor25 mm(15/26) Stern armor25 mm(15/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP fuse timer0.033 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormSecondary range4 km(17 of 26 tied at this value) NormRepair heal rate0.5 %/s(23 of 26 tied at this value)
Survivability
Hit Points57,100
Displacement39,105 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.
205.1 x 28.7 m, draft 8.7 m
Armor range6–305 mm
Plate armor thicknesses6, 16, 19, 25, 32, 35, 38, 40, 44, 51, 57, 70, 76, 83, 95, 99, 102, 120, 131, 140, 152, 203, 229, 241, 305 mm
Armor material/layer entries65
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
23.3%
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 × 57,100 HP = 10,278 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 × 57,100 HP = 11,420 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.22 hull torpedo-damage coefficient / 0.333 unprotected baseline = 34%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
34%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
28,600
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.
17,100
Effective HP
ƒBase 57,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 57,100 HP = 7,994 HP per charge, × 3 charges = 23,982 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.
63,444–81,082
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 × 3,700 = 7,400), 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.
3,700
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 × 8,500 = 17,000), 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.
8,500
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 × 42,800 = 85,600), 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.
42,800
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 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 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 ×. 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
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: 356 mm 41st Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time28 s
Firing range16.7 km
Turret traverse3.2 °/s
Turret armor305 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°, 4x ±145°
Shell Grouping (σ)1.5
Dispersion type
ƒIn practice: 12% tighter (better) horizontal dispersion and 3% more vertical spread at max range (16.7 km) than a standard battleship: about 200 m wide × 140 m tall, against 227 m × 136 m. Also on this curve (5): Fusō, Heat Ray, Kawachi, Mutsu, Mutsu B.
Japanese battleship (Fusō / Mutsu)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1668330·10−2.51000+2.5)·30=200.1m
200.1 m at 16.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.1·0.7=140.1m
140.1 m at 16.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =200.1·0.61.5=80m
80 m at 16.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =140.1·0.61.5=56m
56 m at 16.7 km
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Shells/min
ƒ12 broadside guns x 60 / 28 s base reload = 25.7.
25.7
HE shells
HE alpha5,700
HE Velocity805 m/s
Fire Chance25%
HE fire DPM vs T5 BB48415
Effective HE DPM vs T5 BB194986
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 12 broadside guns = 68,400.
68,400
HE DPM
ƒ68,400 HE full-salvo alpha x 60 / 28 s base reload = 146,571.
146,571
Fires/min
ƒ25.7 shells/min × 0.25 (25% fire chance) = 6.43.
6.43
AP shells
AP alpha10,200
AP Velocity775 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP pen max range371 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2657·673.50.69·0.356−1.07·7751.38=696.8mm.
696.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 490.2 m/s: P=10−7·2657·673.50.69·0.356−1.07·490.21.38=370.3mm.
370.3 mm at 16.7 km
AP full-salvo alpha
ƒ10,200 AP damage x 12 broadside guns = 122,400.
122,400
AP DPM
ƒ122,400 AP full-salvo alpha x 60 / 28 s base reload = 262,286.
262,286
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.
60
AA Defense
AA mount points27
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm/60 Type96 mod. 117×1 25mm
25 mm Type96 mod. 110×2 25mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 127mm
Far aura
Guns127 mm Type89 A1 (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 45 from dual-purpose secondaries firing as AA in this range band.
45
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.75 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.
126
Range3.1 km
Total DPS in Aura
ƒFar 45 + Medium 126 = 171
171
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 190 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.
2 per salvo, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts18
Firing range4.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.8 + 3.8 = 7.6. 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.
7.6
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: 4×2 127 mm (4/side) × 60/5 s × 2100 = 100,800 + 14×1 152 mm (7/side) × 60/10 s × 2500 = 105,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
205,800
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 7.6 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 57,388. 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.
57,388
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 205,800 + secondary fire DPM 57,388 = 263,188: shell damage plus fire damage against one T5 battleship, every shell hitting.
263,188
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
127 mm Type89 A1 (4×2) (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 time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 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 1 more gun family
152 mm 41st Year Type (14×1)
Caliber152 mm
Reload time10 s
HE alpha2,500
Muzzle Velocity825 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ14×1 barrels / 2 sides × 60 / 10 s × 0.09 (9% 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 Pen25 mm
Maneuverability
Engine power70,000 hp
Maximum speed24.5 kt
Turning circle radius740 m
Rudder shift time15 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 = 24.5 / 4 + 4.9 = 11.0 kt. Base value; speed modifiers scale it.
11.0 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.
46.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.1 kt of 24.5 kt).
33.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 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 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3.2 − 3.7 = -0.5°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.5°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.9 km x 0.955 = 14.23 km. Camouflage does not change detectability by air.
14.9 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.9 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.23 km.
14.23 km
Detectability by air11.92 km
Smoke firing penalty13.03 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.9 km) = 16.68 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
16.68 km
Detect when firing (air)
ƒAir detectability 11.92 km + gun-firing bloom 7.2 km = 19.12 km. The bloom tracks main-battery caliber x 0.020.
19.12 km
Detect when on fire (sea)
ƒSea detectability 14.9 km + 2.0 km while burning = 16.9 km.
16.9 km
Detect when on fire (air)
ƒAir detectability 11.92 km + 3.0 km while burning = 14.92 km.
14.92 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,994 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 × 57,100 HP = 7,994 HP: up to 14% of max HP restored per charge.
· 23,982 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 57,100 HP = 23,982 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 286 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 57,100 HP = 286 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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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 BB12% tighter H · 3% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.7 km) with the same model as Max Horiz/Vert Disp: horizontal 200 / 227 m − 1 = -12%, vertical 140 / 136 m − 1 = +3%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km112.5 m
(166.7 × (10 − 2.5) / 1000 + 2.5) × 30 = 112.5 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 km150 m
(333.3 × (10 − 2.5) / 1000 + 2.5) × 30 = 150 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 km187.5 m
(500 × (10 − 2.5) / 1000 + 2.5) × 30 = 187.5 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 km46.1 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=0.55 at delim·Rmax=0.5·16683=8342 m, and radiusOnMax=0.7 at 16683 m. Below the kink: k=0.2+(0.55−0.2)·50008342=0.4098, so σV=σH·k=112.5·0.4098=46.1m.
Shell scatter height @ 10 km87 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=0.55 at delim·Rmax=0.5·16683=8342 m, and radiusOnMax=0.7 at 16683 m. Above the kink: k=0.55+(0.7−0.55)·10000−834216683−8342=0.5798, so σV=σH·k=150·0.5798=87m.
Shell scatter height @ 15 km125.6 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=0.55 at delim·Rmax=0.5·16683=8342 m, and radiusOnMax=0.7 at 16683 m. Above the kink: k=0.55+(0.7−0.55)·15000−834216683−8342=0.6697, so σV=σH·k=187.5·0.6697=125.6m.
AP pen 5 km567 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 =10−7·2657·673.50.69·0.356−1.07·667.61.38=567mm, where 667.6 m/s is the shell's speed when it arrives at 5 km (from 775 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 km465 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 =10−7·2657·673.50.69·0.356−1.07·578.31.38=465mm, where 578.3 m/s is the shell's speed when it arrives at 10 km (from 775 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 km390 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 =10−7·2657·673.50.69·0.356−1.07·509.31.38=390mm, where 509.3 m/s is the shell's speed when it arrives at 15 km (from 775 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 km5.44 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·0.331·0.35628·673.5=2.45×10−5. That runs from a 775 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 km5.88 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·0.531·0.35628·625=4.23×10−5. 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)12
6 mounts × 2 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,657
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 mass673.5 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 coefficient0.331
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity775 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.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.5
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.
radiusOnDelim0.55
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.7
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 range45
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 single 17x1 -> 79 DPS @ 3.1 km; 25mm Type96 double 10x2 -> 47 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 45 DPS @ 5 km.
AA DPS layered by range45 DPS @ 5 km, 171 DPS @ 3.1 km
@ 5 km: 45 from one family; @ 3.1 km: 79 + 47 + 45 = 171. 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-blank171
79 + 47 + 45 = 171 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index616
79 × 3.1 + 47 × 3.1 + 45 × 5 = 616. 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 firepower

Max HE alpha2500
max(2100 (127 mm), 2500 (152 mm)) = 2500. Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 152 mm family.
Max HE fire chance9%
max(8% (127 mm), 9% (152 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 mm
max(21 mm (127 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.
Open in Charting Tool

Ship Charts

Background

This ship's design is based on the Fusou character from Azur Lane - one of the two ships of her class that belong to the Sakura Empire. Fusou was one of the mightiest battleships of her time. She had a fairly powerful artillery and reasonably heavy armor.

Armor Beta

Hull HP 57,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–102 mm)3,700 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)35 mm primary (range 19–305 mm)42,800 (75% of HP)
No common AP caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–229 mm)3,400 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–305 mm)≈ 165,500 (effectively 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.
Superstructure16 mm1,500 (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).
Turret (module, per magazine)separate HP pool, does not drain ship HP28,600 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-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 HP17,100 module HPIncapacitated at 0 HPWhen 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.

Balance History

Balance updates affecting AL Fusou. Cards are condensed; use each source link for full context.

Buff ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Improved dispersion with a new variant of Japanese dispersion inspired by Amagi.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior AL Fusou can equip.

  • AL Fusou default exterior
    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.