World of Warships: Legends ship guide

Azuma

Beta
AP citadel cruiserPunish broadsides with AP; angle to deny return citadels.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
310 mm overmatchHeavy AP pen2 sigma accuracyStrong secondaries (5 km)Stiff AP fuse
Community Data

Azuma Community Stats

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Playstyle

Overview

Azuma is a Tier VII Japanese super-cruiser: a battleship-sized hull with a 310mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.6%/s, for 28 s, every 40 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best Repair Party charges in T7 CAs (3).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 3 charges before the cooldown completes.

Signature Traits

Big-caliber overmatch

21.7 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

324.7 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.

Close-range AP brick

572.9 mm AP pen at 1.5 km, top decile of T7 CAs. Citadels broadside cruisers up close.

Heavy HE shells

5100.0 damage per HE shell, best of T7 CAs. Punishes superstructure and modules harder than peers.

Stiff AP fuse

52.0 mm AP arming threshold, bottom decile of T7 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish for the tonnage

4.9 hp per ton, bottom decile of T7 CAs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Acquisition

How to get Azuma

Azuma is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, 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

  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
Show all 15 containers (12 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, range, mobility, concealment, and survivability. Commander choices can improve speed and incoming-fire dispersion to reinforce kiting.

Open in Build Tool →

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Cohort position

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Where Azuma sits among Tier VII CAs (46 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 shell damage5,100 (1/41) BestSecondary DPM (per side)272,000 (1/40) BestAP fuse timer0.03 s (1 of 20 tied) BestRepair charges3 (1 of 5 tied) BestEnd plates32 mm (1/45 / 3/45) Top 10%Hit points52,500 HP (2/46) Top 10%Main battery caliber310 mm (2/46) Top 10%HE fire chance27% (3/41) Top 10%AP shell damage8,650 (3/46) Top 10%Engine power170,000 hp (5/45) Top 10%Max armor215 mm (3/46) Top 10%Citadel belt178 mm (3/45) Top 25%Max speed34 kt (9/46) Top 25%Turn-speed retention184.8 hp/m (9/45) Top 25%AA DPS486 (11/46) Top 25%AA threat1,848 (6/46) Bottom 25%Rudder shift16.1 s (42/46) Bottom 25%Traverse-to-turn ratio4.59 × (40/46) Bottom 25%Main dispersion165 m (42/46) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 10%Main battery reload21.6 s (43/46) Bottom 10%AP arming threshold52 mm (45/46) Bottom 10%Displacement34,689 t (45/46) WorstPower-to-weight4.9 hp/t (1 of 2 tied) WorstNo torpedoes (13 of 46 in cohort)
See 19 mid-pack stats

Not standouts for Azuma -- 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.

Concealment12.7 km(27/46) Air detection7.62 km(27/46) Main battery range15.79 km(15/46) Sigma2(25/46) Fires per minute6.75(27/41) HE DPM127,500(30/41) AP DPM216,250(34/46) HE alpha1,700(15/40) Secondary fire chance6%(15/40) AP velocity836 m/s(33/46) HE velocity836 m/s(27/41) Acceleration10.2 s(29/46) AA range5 km(23/46) Repair heal rate0.6 %/s(18/45) Deck armor125 mm(15/44) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value)

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

Sonar 4.93 kmRepair 3Def-AAFighter
Survivability
Hit Points52,500
Displacement34,689 t
Armor range13–215 mm
Plate armor thicknesses13, 16, 21, 25, 27, 30, 32, 37, 40, 50, 76, 96, 101, 120, 125, 130, 144, 148, 175, 178, 195, 215 mm
Armor material/layer entries55
Fire resistance36.6%
Fire duration30 s
Torp Reduction22%
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.
29,200
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.
17,500
Main Battery
ModuleArtillery: 310 mm/50 Type0
Mounts / barrels3 mounts / 9 barrels
Reload time24 s
Firing range15.8 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15785/30·(10−0.5)/1000 + 0.5)·30 = 165 m
165 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165 × 0.6 = 99 m
99 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165 × 0.319 (σ=2) = 52.7 m
52.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99 × 0.319 (σ=2) = 31.6 m
31.6 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 24 s base reload = 22.5.
22.5
HE shells
HE Damage5,100
HE Velocity836 m/s
Fire Chance27%
HE penetration
ƒ52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).
52 mm
HE full-salvo alpha
ƒ5,100 HE damage x 9 broadside guns = 45,900.
45,900
Base HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 24 s base reload = 114,750.
114,750
Installed HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 127,500.
127,500
Base fires/min
ƒ9 HE shells x 60 / 24 s reload x 27% fire chance = 6.08.
6.08
AP shells
AP Damage8,650
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold52 mm
AP overmatch
ƒfloor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.
603.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.7 km), where the shell has slowed to 533.5 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.5^1.38 = 324.7 mm.
324.7 mm
AP full-salvo alpha
ƒ8,650 AP damage x 9 broadside guns = 77,850.
77,850
Base AP DPM
ƒ77,850 AP full-salvo alpha x 60 / 24 s base reload = 194,625.
194,625
Installed AP DPM
ƒ77,850 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 216,250.
216,250
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.
215
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.85) + (57×3.5×0.9) = 486. 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.
486
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 26×3 25mm
25 mm Type96 mod. 16×2 25mm
25 mm Type96 mod. 218×3 25mm
100 mm Type98 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 57 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
57
Range5 km
Near aura
DPS103
Range3.1 km
Total DPS in Aura
ƒFar 57 + Near 103 = 160
160
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 170,000 hp
Engine power170,000 hp
Maximum speed34 kt
Turning circle radius920 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea12.7 km
Detectability by air7.62 km
Smoke firing penalty9.69 km
Detect after firing main guns12.7 km
Detect Fire Sea14.7 km
Detect Fire Air10.62 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party3 charges · 40 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse5 → 10 °/s

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp165 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15785/30·(10−0.5)/1000 + 0.5)·30 = 165 m
Max Vert Disp99 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165 × 0.6 = 99 m
Med Horiz Disp52.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165 × 0.319 (σ=2) = 52.7 m
Med Vert Disp31.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99 × 0.319 (σ=2) = 31.6 m
AP Pen Close603.4 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 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.
AP Pen Far324.7 mm
Same formula at the ship's max firing range (19.7 km), where the shell has slowed to 533.5 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.5^1.38 = 324.7 mm.
HE penetration52 mm
52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius215
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha45,900
5,100 HE damage x 9 broadside guns = 45,900.
AP full-salvo alpha77,850
8,650 AP damage x 9 broadside guns = 77,850.
Base HE DPM114,750
45,900 HE full-salvo alpha x 60 / 24 s base reload = 114,750.
Base AP DPM194,625
77,850 AP full-salvo alpha x 60 / 24 s base reload = 194,625.
Installed HE DPM127,500
45,900 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 127,500.
Installed AP DPM216,250
77,850 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 216,250.
Base shells/min22.5
9 broadside guns x 60 / 24 s base reload = 22.5.
Installed shells/min25
9 broadside guns x 60 / 21.6 s installed Artillery reload = 25.
Base fires/min6.08
9 HE shells x 60 / 24 s reload x 27% fire chance = 6.08.
Installed fires/min6.75
9 HE shells x 60 / 21.6 s installed reload x 27% fire chance = 6.75.

AA defense

Close-range AA DPS486
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.85) + (57×3.5×0.9) = 486. 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 index1848
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)272,000
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: 8×2 100 mm (8/side) × 60/3 × 1700 = 272,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor

Hull HP 52,500, 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
Bow32 mm primary (range 27–32 mm)8,600 (16% 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)16 mm primary (range 16–195 mm)43,800 (83% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 27–175 mm)9,000 (17% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 27–178 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–215 mm)3,300 (6% 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 HP29,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (100 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 HP17,500 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.

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 Azuma. Cards are condensed; use each source link for full context.

Nerf ×3Buff ×9Main Battery ×12Consumable ×1
2022-06-16

Summer Update: The High Roll

  • Azuma is admittedly trailing behind her closest rivals, mainly by damage dealt, so we’re giving her a straightforward main battery buff.
  • Main battery reload time decreased from 26 to 24 s.
  • Maximum HE shell damage increased from 4,500 to 5,100.
  • Maximum AP shell damage increased from 8,150 to 8,650.
  • Main battery AP penetration increased by 18.5%.
  • Main battery AP minimum ricochet angle decreased from 50 to 45.
  • Main battery 180.
  • ° traverse speed decreased from 40s to 36s.
  • Main battery shell grouping Improved by 7.5%.
  • Main battery dispersion.
  • +1 more official change line in the source post.
Read the full official post
2022-04-19

Balance Overdue!

  • Azuma gets buffed.
  • Staying with Japan, there’s a ship that unfortunately didn’t quite live up to our hopes in more ways than one, and that is Azuma. We’re giving her the deluxe treatment: 7.5% better shell grouping; 24 second main gun reload (down from 26); HE shell damage boosted to 5,100 (600 more); and AP damage up to 8,650 (500 more). However, as these buffs are quite significant, we're also making her AP shells start ricocheting at a 45-degree angle, down from 50 they used to.
Read the full official post
2021-03-04

Marchin' on: The First Update of Spring 2021

  • Main battery accuracy improved by about 3%.
  • Rudder-shift time decreased from 13.9 to 12.3 seconds.
  • Angle at which AP shells start checking for ricochet increased from 45 to 50 degrees, which will increase damage inflicted to angled targets should they be insufficiently angled.
  • Repair Party now regenerates 20% more HP per second.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.