World of Warships: Legends ship guide

ARP Musashi

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Take positions with safe firing lanes and enough map control to aim patiently
  • Avoid: Do not waste salvos on poor angles or drift into close fights where the big guns cannot compensate for…

Variant of Musashi

Cosmetic-only variant of Musashi. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Community Data

ARP Musashi Community Stats

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Playstyle

Overview

ARP Musashi is a Japanese premium battleship centered on huge-gun salvo discipline, with official commander guidance emphasizing Spotter-backed accuracy and longer Spotter duration. Play her as a long-range punishment platform that waits for high-value broadsides.

Positioning

Take positions with safe firing lanes and enough map control to aim patiently. Use Spotter windows for the shots that matter, then angle and reposition while the enemy reacts.

Potato Avoidance

Waste salvos on poor angles or drift into close fights…

ARP Musashi rewards patience, not panic shooting.

Acquisition

How to get ARP Musashi

ARP Musashi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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

  • Arpeggio II Crate 1% ARP Musashi + Flag Collaboration containers · Arpeggio II Crate
Official WG availability sources
  • Bushido Campaign Breakdown Campaign Start: 2022-08-29 · End: 2022-10-02 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
  • Through the Spy Glass: Musashi Ship feature / release Start: 2022-08-29 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for main-battery accuracy, Spotter synergy, reload/range, concealment, and survivability. Commander choices should enhance shell dispersion during Spotter windows.

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The stats below come from the base ship, Musashi. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Repair 2Fighter
Survivability
Hit Points85,000
Displacement72,810 t
Armor range16–500 mm
Plate armor thicknesses16, 18, 19, 25, 32, 50, 57, 75, 80, 100, 135, 140, 200, 230, 270, 290, 340, 350, 410, 500 mm
Armor material/layer entries66
Fire resistance40%
Fire duration60 s
Torp Reduction55%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
48,700
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.
29,200
Main Battery
ModuleArtillery: 460 mm/45 Type94
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.2 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.65
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17198/30·(10−2.8)/1000 + 2.8)·30 = 207.8 m
207.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.8 × 0.8 = 166.3 m
166.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.8 × 0.363 (σ=1.65) = 75.4 m
75.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 166.3 × 0.363 (σ=1.65) = 60.3 m
60.3 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage7,300
HE Velocity805 m/s
Fire Chance35%
HE penetration
ƒ115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
115 mm
HE full-salvo alpha
ƒ7,300 HE damage x 9 broadside guns = 65,700.
65,700
Base HE DPM
ƒ65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400.
131,400
Installed HE DPM
ƒ65,700 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 146,000.
146,000
Base fires/min
ƒ9 HE shells x 60 / 30 s reload x 35% fire chance = 6.3.
6.3
AP shells
AP Damage14,800
AP Velocity780 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold77 mm
AP overmatch
ƒfloor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 mm
AP Pen Close
ƒCanonical 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 × 2831 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 971.1 mm. Matches the in-game spec card.
971.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.5 km), where the shell has slowed to 531.3 m/s: 1e-7 × 2831 × 1460^0.69 × 0.46^-1.07 × 531.3^1.38 = 571.7 mm.
571.7 mm
AP full-salvo alpha
ƒ14,800 AP damage x 9 broadside guns = 133,200.
133,200
Base AP DPM
ƒ133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400.
266,400
Installed AP DPM
ƒ133,200 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 296,000.
296,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
400
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.85) + (49×3.5×0.85) + (24×3.5×0.75) = 224. 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.
224
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 28×3 25mm
25 mm Type96 mod. 14×3 25mm
13 mm Type932×2 13mm
127 mm Type89 A1 mod. 2 (DP)6×2 127mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range5 km
Outer Near aura
DPS49
Range3.1 km
Total DPS in Aura
ƒFar 24 + Outer Near 49 = 73
73
Inner Near aura
DPS5
Range1.2 km
Total DPS in Aura
ƒFar 24 + Outer Near 49 + Inner Near 5 = 78
78
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
127 mm Type89 A1 mod. 2 (×6)
Caliber127 mm
Reload time7.5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
155 mm 3rd Year Type (×4)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 150,000 hp
Engine power150,000 hp
Maximum speed27 kt
Turning circle radius900 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.5× drags
Concealment
Detectability by sea16.07 km
Detectability by air12.86 km
Smoke firing penalty15.97 km
Detect after firing main guns16.07 km
Detect Fire Sea18.07 km
Detect Fire Air15.86 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

Show

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 (σ)1.65
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp207.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17198/30·(10−2.8)/1000 + 2.8)·30 = 207.8 m
Max Vert Disp166.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.8 × 0.8 = 166.3 m
Med Horiz Disp75.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.8 × 0.363 (σ=1.65) = 75.4 m
Med Vert Disp60.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 166.3 × 0.363 (σ=1.65) = 60.3 m
AP Pen Close971.1 mm
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 × 2831 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 971.1 mm. Matches the in-game spec card.
AP Pen Far571.7 mm
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 531.3 m/s: 1e-7 × 2831 × 1460^0.69 × 0.46^-1.07 × 531.3^1.38 = 571.7 mm.
HE penetration115 mm
115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~115mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch32 mm
floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha65,700
7,300 HE damage x 9 broadside guns = 65,700.
AP full-salvo alpha133,200
14,800 AP damage x 9 broadside guns = 133,200.
Base HE DPM131,400
65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400.
Base AP DPM266,400
133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400.
Installed HE DPM146,000
65,700 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 146,000.
Installed AP DPM296,000
133,200 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 296,000.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min6.3
9 HE shells x 60 / 30 s reload x 35% fire chance = 6.3.
Installed fires/min7
9 HE shells x 60 / 27 s installed reload x 35% fire chance = 7.

AA defense

Close-range AA DPS224
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.85) + (49×3.5×0.85) + (24×3.5×0.75) = 224. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index785
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)178,800
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 + 4×3 155 mm (6/side) × 60/12 × 2600 = 78,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2600
Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 mm
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.
Exteriors

Skins & permanent camouflages

Every custom exterior ARP Musashi can equip, from in-game data.

  • ARP Musashi 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.