World of Warships: Legends ship guide

Amagi

Also called: 天城 Beta
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
410 mm AP overmatchHeavy HE shellsHigh HE DPMLobs over islandsSpotter planeEasily spotted
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Community Data

Amagi Community Stats

Across 17,000+ Standard battles from 270+ players, Amagi averages a 56% win rate, 78,200 damage and 1.0 kills per battle, and survives 43% of them.

Community Data

Amagi Community Stats

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

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Playstyle

Overview

Amagi is a Tier VII Japanese AP-DPM battleship (280,000 AP DPM): her main battery throughput is top-decile, 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 top-decile HE (144,444 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: AP overmatch threshold in T7 BBs (28.6 mm, 5th of 49) and HE alpha in T7 BBs (6,500, 7th of 48). The trade is surface detection in T7 BBs (15.6 km, 46th of 49).

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 18.2 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 27-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

ELITE MAIN BATTERY ↗
  • HE DPM machine · 144444 HE
  • AP DPM machine · 280000 AP
  • Big-caliber AP overmatch · 28.6 mm
  • Heavy HE shells · 6500 damage
Strong torpedo belt ↗

43% torpedo damage reduction, top decile of T7 BBs.

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 195 m
  • Punchy HE · 2400 max
Easily spotted ↗

15.6 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Thin armor ↗

330 mm max plate, bottom quartile of T7 BBs. Citadel windows open against peer-tier guns.

Acquisition

How to get Amagi

Amagi is available in the Outranging Battleships branch of the Japan Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

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

Show Japan tech-tree branch diagram
Official WG availability sources
  • April Update: The Bonds of Loyalty Sale Start: 2025-04-03
    • Plus, for those looking to strengthen their fleet with Japanese ships, enjoy a 20% discount on Mogami and Amagi from April 7 through May 5

Builds

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

Open in Build Tool →

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 Amagi sits among Tier VII BBs (48 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.

Top 10%Main battery caliber410 mm (5/49) Top 10%HE DPM144,444 (3/48) Top 10%AP DPM280,000 (4/49) Top 10%Secondary dispersion bracket33 (5/49) Top 10%Secondary HE alpha2,400 (5/46) Top 10%Effective HE DPM (incl. fire)193,921 (3/48) Top 25%Secondary DPM (per side)312,000 (9/49) Bottom 25%Hit points62,300 HP (38/49) Bottom 25%Rudder shift18.2 s (45/49) Bottom 25%HE fire chance30% (37/48) Bottom 25%Max armor330 mm (43/49) Bottom 25%Citadel belt254 mm (39/48) Bottom 10%Stealth profile15.57 km / 12.46 km (46/49 / 46/49) Bottom 10%Smoke fire bloom15.14 km (48/49) WorstNo torpedoes (33 of 49 in cohort)
See 33 mid-pack stats

Not standouts for Amagi -- 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 speed30 kt(29/49) Turning circle870 m(33/49) Main battery range17.24 km(19/49) Main battery reload27 s(19/49) Sigma1.8(29/49) Fires per minute6.67(19/48) AP shell damage12,600(19/49) Main dispersion206.9 m(15/49) Secondary fire chance10%(17/46) Secondary HE pen23 mm(31/46) AP velocity806 m/s(29/49) HE velocity805 m/s(33/48) Time to 90% speed33.8 s(21/49) Acceleration (0-12 kt)13.4 s(30/49) AP arming threshold68 mm(35/49) Engine power150,000 hp(32/49) Power / turn radius172.4 hp/m(34/49) Displacement47,000 t(23/49) Power-to-weight3.19 hp/t(28/49) AP pen at 10 km587 mm(17/49) Secondary range5 km(35/49) AA DPS376(35/49) AA range5 km(19/49) AA threat1,310(35/49) Flak damage per salvo (expected)1,155(37/49) Repair charges3(23/49) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit PointsInitial: 56,300 → 62,300
Displacement47,000 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.
252.4 x 32.3 m, draft 9.5 m
Armor range6–330 mm
Plate armor thicknesses6, 19, 25, 32, 48, 50, 70, 76, 89, 95, 102, 114, 152, 229, 254, 330 mm
Armor material/layer entries54
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
Initial: 33.3% → 36.6%
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 × 62,300 HP = 11,214 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 × 62,300 HP = 12,460 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.19 hull torpedo-damage coefficient / 0.333 unprotected baseline = 43%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
43%
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.
33,200
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.
19,900
Effective HP
ƒBase 62,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 62,300 HP = 8,722 HP per charge, × 3 charges = 26,166 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.
69,222–88,466
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 × 15,000 = 30,000), 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.
15,000
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 × 49,700 = 99,400), 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.
49,700
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 × 2,700 = 5,400), 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 ×. 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.
2,700
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 × 3,500 = 7,000), 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.
3,500
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: 410 mm/45 Type3
Mounts / barrels5 mounts / 10 barrels
Reload time27 s
Firing range (base)15.7 km
Firing range (top fire control)17.2 km
Turret traverse4 °/s
Turret armor458 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.
4x ±145°, ±143°
Guns to bear
ƒ180° − 143° (the most restricted aft-facing mount's arc) = 37° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° off stern. 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.
37° off bow / 35° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 4% more vertical spread at max range (17.2 km) than a standard battleship: about 207 m wide × 145 m tall, against 232 m × 139 m. No other ship uses this curve.
Unique to this ship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(17240.330·10−2.71000+2.7)·30=206.9m
206.9 m at 17.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =206.9·0.7=144.8m
144.8 m at 17.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =206.9·0.61.8=69m
69 m at 17.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =144.8·0.61.8=48.3m
48.3 m at 17.2 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 27 s base reload = 22.2. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 24.6.
Initial: 22.2 → 24.6
HE shells
HE alpha6,500
HE Velocity805 m/s
Fire Chance30%
HE fire DPM vs T7 BB49452
Effective HE DPM vs T7 BB193896
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 10 broadside guns = 65,000.
65,000
HE DPM
ƒZero upgrades: 65,000 HE full-salvo alpha x 60 / 27 s base reload = 144,444. All upgrades (Main Battery Mod. 3 = -10% reload): 65,000 HE full-salvo alpha x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 159,649.
Initial: 144,444 → 159,649
Fires/min
ƒZero upgrades: 22.2 shells/min × 0.3 (30% fire chance) = 6.67. All upgrades (Main Battery Mod. 3 = -10% reload): 24.6 shells/min × 0.3 (30% fire chance) = 7.37.
Initial: 6.67 → 7.37
AP shells
AP alpha12,600
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range464 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2711·10200.69·0.41−1.07·8061.38=859.3mm.
859.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.2 km), where the shell has slowed to 515.5 m/s: P=10−7·2711·10200.69·0.41−1.07·515.51.38=463.7mm.
463.7 mm at 17.2 km
AP full-salvo alpha
ƒ12,600 AP damage x 10 broadside guns = 126,000.
126,000
AP DPM
ƒZero upgrades: 126,000 AP full-salvo alpha x 60 / 27 s base reload = 280,000. All upgrades (Main Battery Mod. 3 = -10% reload): 126,000 AP full-salvo alpha x 60 / 24.429 s (24.3 s = 171 ticks) all-upgrades reload (27 s × 0.9 Main Battery Mod. 3 = 24.3 s) = 309,474.
Initial: 280,000 → 309,474
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.
150
AA Defense
AA mount points54
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 Type96 mod. 1 (upgraded hull only)12×3 25mm
25 mm/60 Type96 mod. 1Initial: 42×1 → 18×1 25mm
25 mm Type96 mod. 1 (upgraded hull only)24×2 25mm
13 mm Type93 (stock hull only)12×4 13mm
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.
8×2 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 76 from dual-purpose secondaries firing as AA in this range band.
76
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒInitial: 42 × 3.5 × 0.75 = 110 → 114 × 3.5 × 0.75 = 299. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 110 → 299
Range3.1 km
Total DPS in Aura
ƒFar 76 + Medium 299 = 375
375
Flak
AA explosions
ƒEach ~2 s salvo fires 2 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 7 clouds per salvo × 220 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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
Mounts24
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 6.4 + 6 = 12.4. 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.
12.4
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: 8×2 127 mm (8/side) × 60/6 s × 2100 = 168,000 + 16×1 140 mm (8/side) × 60/8 s × 2400 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
312,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 12.4 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 91,981. 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.
91,981
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 312,000 + secondary fire DPM 91,981 = 403,981: shell damage plus fire damage against one T7 battleship, every shell hitting.
403,981
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 A1 (8×2) (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)
ƒ8×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 6.4. 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.
6.4
HE Pen21 mm
Show 1 more gun family
140 mm 3rd Year Type (16×1)
Caliber140 mm
Reload time8 s
HE alpha2,400
Muzzle Velocity850 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ16×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 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.
6
HE Pen23 mm
Maneuverability
Engine power150,000 hp
Maximum speed30.0 kt
Turning circle radius870 m
Rudder shift timeInitial: 21.7 s → 18.2 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 = 30 / 4 + 4.9 = 12.4 kt. Base value; speed modifiers scale it.
12.4 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.
44.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30.0 kt).
33.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30.0 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.
53.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.9 = +0.1°/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 (+0.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.57 km x 0.955 = 14.87 km. Camouflage does not change detectability by air.
15.57 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.57 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.87 km.
14.87 km
Detectability by air12.46 km
Smoke firing penalty15.14 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.57 km) = 17.24 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.24 km
Detect when firing (air)
ƒAir detectability 12.46 km + gun-firing bloom 8.2 km = 20.66 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.
20.66 km
Detect when on fire (sea)
ƒSea detectability 15.57 km + 2.0 km while burning = 17.57 km.
17.57 km
Detect when on fire (air)
ƒAir detectability 12.46 km + 3.0 km while burning = 15.46 km.
15.46 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,722 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 × 62,300 HP = 8,722 HP: up to 14% of max HP restored per charge.
· 26,166 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 62,300 HP = 26,166 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 312 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 62,300 HP = 312 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 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 Seaplane4 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
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points56,300 → 62,300
  • Rudder shift21.7 → 18.2 s
  • Close-range AA DPS81 → 114
Fire controlUpgrade
  • Main battery range15,673 → 17240.3 m
EngineUpgrade
  • Time to 12 kt14.9 → 13.4 s

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 BB11% tighter H · 4% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.2 km) with the same model as Max Horiz/Vert Disp: horizontal 207 / 232 m − 1 = -11%, vertical 145 / 139 m − 1 = +4%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km117.5 m
(166.7 × (10 − 2.7) / 1000 + 2.7) × 30 = 117.5 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 km154 m
(333.3 × (10 − 2.7) / 1000 + 2.7) × 30 = 154 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 km190.5 m
(500 × (10 − 2.7) / 1000 + 2.7) × 30 = 190.5 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 km47.4 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=0.5·17240.3=8620 m, and radiusOnMax=0.7 at 17240.3 m. Below the kink: k=0.2+(0.55−0.2)·50008620=0.403, so σV=σH·k=117.5·0.403=47.4m.
Shell scatter height @ 10 km88.4 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=0.55 at delim·Rmax=0.5·17240.3=8620 m, and radiusOnMax=0.7 at 17240.3 m. Above the kink: k=0.55+(0.7−0.55)·10000−862017240.3−8620=0.574, so σV=σH·k=154·0.574=88.4m.
Shell scatter height @ 15 km125.9 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=0.5·17240.3=8620 m, and radiusOnMax=0.7 at 17240.3 m. Above the kink: k=0.55+(0.7−0.55)·15000−862017240.3−8620=0.661, so σV=σH·k=190.5·0.661=125.9m.
AP pen 5 km708 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 =10−7·2711·10200.69·0.41−1.07·700.51.38=708mm, where 700.5 m/s is the shell's speed when it arrives at 5 km (from 806 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 km587 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 =10−7·2711·10200.69·0.41−1.07·611.91.38=587mm, where 611.9 m/s is the shell's speed when it arrives at 10 km (from 806 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 km496 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 =10−7·2711·10200.69·0.41−1.07·540.91.38=496mm, where 540.9 m/s is the shell's speed when it arrives at 15 km (from 806 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 km5.18 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·0.355·0.4128·1020=2.3×10−5. That runs from a 806 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 km5.63 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·0.505·0.4128·938.5=3.55×10−5. 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)10
5 mounts × 2 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,711
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 mass1,020 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 coefficient0.355
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity806 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.
minRadius2.7
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 range76
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 12x3 -> 67 DPS @ 3.1 km; 25mm Type96 single 18x1 -> 100 DPS @ 3.1 km; 25mm Type96 double 24x2 -> 133 DPS @ 3.1 km; 127mm40 Type 89 8x2 -> 76 DPS @ 5 km.
AA DPS layered by range76 DPS @ 5 km, 376 DPS @ 3.1 km
@ 5 km: 76 from one family; @ 3.1 km: 67 + 100 + 133 + 76 = 376. 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-blank376
67 + 100 + 133 + 76 = 376 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1310
67 × 3.1 + 100 × 3.1 + 133 × 3.1 + 76 × 5 = 1310. 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

127 mm × 8 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 8 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 16 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 16 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Max HE alpha2400
max(2100 (127 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
max(8% (127 mm), 10% (140 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 mm
max(21 mm (127 mm), 23 mm (140 mm)) = 23 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: 23 mm from the 140 mm family.
Open in Charting Tool

Ship Charts

Background

A battlecruiser design with very powerful artillery. Though outclassed by other battleships of her time in terms of armor, Amagi was to a great extent superior to them in terms of speed.

Armor Beta

Hull HP 56,300 → 62,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel254 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 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–76 mm)3,700 (6% 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 19–152 mm)49,700 (80% 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 6–254 mm)3,500 (6% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel254 mm primary (range 25–254 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.
Superstructure19 mm2,700 (4% 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 HP33,200 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 (140 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.
Engine (module, research)engine coefficient (unconfirmed)-0.065 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP19,900 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 Amagi. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×2
2020-06-18

Update: June 2020

  • Despite Amagi not losing much in the way of statistical success, her popularity took a big hit and many players suggested that her accuracy was very unreliable. To compensate, we’ve narrowed her dispersion ellipse a little, which should bump up the hit rate for her shells by about 6.5%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Amagi can equip.

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.