World of Warships: Legends ship guide

Azuma

Also called: 吾妻 Beta
Japan · Tier VII · CB Cruiser · Premium
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Sailing straight and flat
Key characteristics
310 mm AP overmatchHeavy AP penHeavy HE shellsSonarDefensive AAStiff AP fuse
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Community Data

Azuma Community Stats

Across 20,000+ Standard battles from 260+ players, Azuma averages a 60% win rate, 73,900 damage and 1.1 kills per battle, and survives 46% of them.

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. Sonar (4.4 km on ships and 3.1 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: AP overmatch threshold in T7 CAs (21.6 mm, 2nd of 58) and heavy AP shells in T7 CAs (8,650, 3rd of 58). The trade is AP arming threshold in T7 CAs (52 mm, 57th of 58).

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. Both phases of a turn are slow (12.4 s on the rudder, a 920 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Sailing straight and flat

With 12.4-second rudder she answers the helm too late to dodge a salvo already in the air, so the angle has to be set before you are shot at, not after. Weave between salvos and keep the bow or stern toward whoever can citadel you. There is no compensation once she is turning either: a 920 m circle is wide for her cohort, so a committed turn gives up a lot of water. Course changes have to be planned a salvo ahead rather than taken reactively.

Signature Traits

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 21.6 mm
  • Heavy AP shells · 8650 damage
  • Heavy HE shells · 5100 damage
  • Long-range AP brick · 359.59 mm
  • Close-range AP brick · 572.9 mm
ELITE HP ↗
  • High HP pool · 52500 HP
  • Deep effective · 78960 effective
MAIN BATTERY DOWNSIDES ↗
  • Stiff AP fuse · over-pens plate under 52 mm
  • Slow reload · 24 s
Acquisition

How to get Azuma

Azuma is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign, Global XP, and Containers. WG has listed Azuma in the Store for 750,000 Global XP (most recently 2022-02-04), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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

  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.384615% Tier VII Premium ship Archived · Spectral Vault 5.0 · 1 of 39 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
Show all 15 containers (12 more)
  • Spectral Vault 4.0 0.160256% Tier VII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
    Show 2 paths
    • Spectral Vault 4.00.102564%
    • Spectral Vault 4.0 → Spectral Vault 5.00.057692%
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · 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 0.080449% Tier VII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
    Show 4 paths
    • Spectral Vault 3.00.051282%
    • Spectral Vault 3.0 → Spectral Vault 5.00.011538%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011282%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
  • Mystic Lantern 0.07619% Tier VII Premium ship Event · Mystic Lantern · 1 of 42 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · 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 Archived · 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 0.013814% Tier VII Premium ship Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005128%
    • Spectral Vault 2.00.002564%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002051%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · 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 Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.002048% Tier VII Premium ship Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.000513%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000231%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
  • Yasen Butai Leader Campaign Breakdown Campaign Start: 2020-11-09 · End: 2020-12-06
    • The Yasen Butai Leader Campaign runs for 4 weeks, and you have 100 milestones to complete in order to unlock Japanese Tier VII cruiser Azuma.
  • Might of Japan Campaign Start: 2020-11-05
    • The Campaign to earn Azuma is scheduled to run across 4 weeks, starting November 9 and ending December 6.
  • Holiday Update: Chilling With the Beasts 750,000 Global XP 2021-12-16
    • A large HP pool makes Azuma pretty tough while her Repair Party also has a relatively short cooldown, which doesn't make life easier for her foes!
    • She's available from January 10 for 750,000 Global XP.
Show direct source rows

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 →

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Cohort position

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Where Azuma sits among Tier VII CAs (57 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.

BestSecondary DPM (per side)272,000 (1/51) LongestAP fuse timer0.033 s (1 of 25 tied) BestRepair charges3 (1 of 6 tied) Top 10%Hit points52,500 HP (2/58) Top 10%Main battery caliber310 mm (2/58) Top 10%HE fire chance27% (3/50) Top 10%Engine power170,000 hp (6/57) Top 10%AP pen at 10 km429 mm (2/58) Top 10%AA threat1,849 (5/58) Top 10%Max armor215 mm (3/58) Top 10%Citadel belt178 mm (3/55) Top 25%Max speed34 kt (13/58) Top 25%Power / turn radius184.8 hp/m (12/57) Top 25%AA DPS486 (14/58) Top 25%Flak damage per salvo (expected)1,890 (9/58) Top 25%End plates27 mm (9/55 / 9/55) Bottom 25%HE DPM114,750 (41/50) Bottom 25%AP DPM194,625 (49/58) Bottom 25%Secondary HE pen17 mm (40/51) Bottom 25%Effective HE DPM (incl. fire)159,850 (40/50) Bottom 10%Smoke fire bloom9.69 km (55/58) Bottom 10%Rudder shift12.4 s (55/58) Bottom 10%Main battery reload24 s (56/58) Bottom 10%Main dispersion165 m (54/58) Bottom 10%Acceleration (0-12 kt)9.7 s (55/57) Bottom 10%AP arming threshold52 mm (57/58) Bottom 10%Displacement34,689 t (57/58) WorstTurning circle920 m (1 of 2 tied) WorstTime to 90% speed28.7 s (57/57) WorstPower-to-weight4.9 hp/t (1 of 2 tied) WorstNo torpedoes (15 of 58 in cohort)
See 16 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(36/58) Air detection7.62 km(34/58) Main battery range15.79 km(19/58) Sigma2(30/58) Fires per minute6.08(38/50) Secondary HE alpha1,700(19/51) Secondary fire chance6%(19/51) AP velocity836 m/s(44/58) HE velocity836 m/s(34/50) AA range5 km(29/58) Repair heal rate0.6 %/s(23/57) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value)
Survivability
Hit Points52,500
Displacement34,689 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.
259.8 x 30.44 m
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 resistance
ƒtop 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.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 52,500 HP = 4,725 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 52,500 HP = 5,250 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
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
Effective HP
ƒBase 52,500 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 52,500 HP = 8,820 HP per charge, × 3 charges = 26,460 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.
78,358–78,960
Repairable: penetration50%
Repairable: citadel33%
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 × 8,600 = 17,200), 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.
8,600
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 × 13,000 = 26,000), 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.
13,000
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 × 43,800 = 87,600), 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.
43,800
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 × 3,300 = 6,600), 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 ×. 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.
3,300
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 × 9,000 = 18,000), 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.
9,000
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: 310 mm/50 Type0
Mounts / barrels3 mounts / 9 barrels
Reload time24 s
Firing range15.8 km
Turret traverse5 °/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°, ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
35° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 16% wider (worse) horizontal dispersion and 16% more vertical spread at max range (15.8 km) than a standard cruiser: about 165 m wide × 99 m tall, against 142 m × 85 m. Also on this curve (2): Tsurugi, Yoshino.
Accurate Japanese heavy guns (Azuma / Yoshino / Tsurugi)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1578530·10−0.51000+0.5)·30=165m
165 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =165·0.6=99m
99 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =165·0.62=49.5m
49.5 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =99·0.62=29.7m
29.7 m at 15.8 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 24 s base reload = 22.5. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 24.9.
Initial: 22.5 → 24.9
HE shells
HE alpha5,100
HE Velocity836 m/s
Fire Chance27%
HE fire DPM vs T7 BB45063
Effective HE DPM vs T7 BB159813
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
HE DPM
ƒZero upgrades: 45,900 HE full-salvo alpha x 60 / 24 s base reload = 114,750. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 126,829.
Initial: 114,750 → 126,829
Fires/min
ƒZero upgrades: 22.5 shells/min × 0.27 (27% fire chance) = 6.08. All upgrades (Main Battery Mod. 3 = -10% reload): 24.9 shells/min × 0.27 (27% fire chance) = 6.71.
Initial: 6.08 → 6.71
AP shells
AP alpha8,650
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold52 mm
AP pen max range360 mm
AP overmatch
ƒfloor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2365·448.80.69·0.31−1.07·8361.38=603.4mm.
603.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 574.4 m/s: P=10−7·2365·448.80.69·0.31−1.07·574.41.38=359.5mm.
359.5 mm at 15.8 km
AP full-salvo alpha
ƒ8,650 AP damage x 9 broadside guns = 77,850.
77,850
AP DPM
ƒZero upgrades: 77,850 AP full-salvo alpha x 60 / 24 s base reload = 194,625. All upgrades (Main Battery Mod. 3 = -10% reload): 77,850 AP full-salvo alpha x 60 / 21.714 s (21.6 s = 152 ticks) all-upgrades reload (24 s × 0.9 Main Battery Mod. 3 = 21.6 s) = 215,112.
Initial: 194,625 → 215,112
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
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. 26×3 25mm
25 mm Type96 mod. 16×2 25mm
25 mm Type96 mod. 218×3 25mm
100 mm Type98 (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 100mm
Far aura
Guns100 mm Type98 (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 180 from dual-purpose secondaries firing as AA in this range band.
180
Range5 km
Near aura
Guns25 mm Type96 mod. 1 + 25 mm Type96 mod. 2
Continuous DPS
ƒEffective DPS: 103 raw aura damage × 3.5 × 0.85 hit probability = 306 - the same in-game units as the Close-range AA DPS headline.
306
Range3.1 km
Total DPS in Aura
ƒFar 180 + Near 306 = 486
486
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 210 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, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
90%
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
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
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: 8×2 100 mm (8/side) × 60/3 s × 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).
272,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 9.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 71,211. 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.
71,211
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 272,000 + secondary fire DPM 71,211 = 343,211: shell damage plus fire damage against one T7 battleship, every shell hitting.
343,211
100 mm Type98 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 100mm
Caliber100 mm
Reload time3 s
HE alpha1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 9.6. 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.
9.6
HE Pen17 mm
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 power170,000 hp
Maximum speed34.0 kt
Turning circle radius920 m
Rudder shift time12.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
34.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
28.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
47 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.4 = +0.6°/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 (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.7 km x 0.955 = 12.13 km. Camouflage does not change detectability by air.
12.7 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.7 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.13 km.
12.13 km
Detectability by air7.62 km
Smoke firing penalty9.69 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.7 km) = 15.79 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.79 km
Detect when firing (air)
ƒAir detectability 7.62 km + gun-firing bloom 6.1 km = 13.72 km. The bloom tracks main-battery caliber x 0.020.
13.72 km
Detect when on fire (sea)
ƒSea detectability 12.7 km + 2.0 km while burning = 14.7 km.
14.7 km
Detect when on fire (air)
ƒAir detectability 7.62 km + 3.0 km while burning = 10.62 km.
10.62 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 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
Repair Party3 charges · 40 s reload · 28 s active · 8,820 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 52,500 HP = 8,820 HP: up to 16.8% of max HP restored per charge.
· 26,460 HP (50.4% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 3 charges = 0.504 × 52,500 HP = 26,460 HP: up to 50.4% of max HP if the whole Repair Party loadout is used.
· 315 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 52,500 HP = 315 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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 cruiser16% wider H · 16% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 165 / 142 m − 1 = +16%, vertical 99 / 85 m − 1 = +16%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km62.5 m
(166.7 × (10 − 0.5) / 1000 + 0.5) × 30 = 62.5 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 km110 m
(333.3 × (10 − 0.5) / 1000 + 0.5) × 30 = 110 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 km157.5 m
(500 × (10 − 0.5) / 1000 + 0.5) × 30 = 157.5 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 km24.4 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=0.5 at delim·Rmax=0.5·15785=7892 m, and radiusOnMax=0.6 at 15785 m. Below the kink: k=0.2+(0.5−0.2)·50007892=0.3901, so σV=σH·k=62.5·0.3901=24.4m.
Shell scatter height @ 10 km57.9 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=0.5 at delim·Rmax=0.5·15785=7892 m, and radiusOnMax=0.6 at 15785 m. Above the kink: k=0.5+(0.6−0.5)·10000−789215785−7892=0.5267, so σV=σH·k=110·0.5267=57.9m.
Shell scatter height @ 15 km92.9 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=0.5 at delim·Rmax=0.5·15785=7892 m, and radiusOnMax=0.6 at 15785 m. Above the kink: k=0.5+(0.6−0.5)·15000−789215785−7892=0.5901, so σV=σH·k=157.5·0.5901=92.9m.
AP pen 5 km507 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 =10−7·2365·448.80.69·0.31−1.07·737.31.38=507mm, where 737.3 m/s is the shell's speed when it arrives at 5 km (from 836 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 km429 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 =10−7·2365·448.80.69·0.31−1.07·653.11.38=429mm, where 653.1 m/s is the shell's speed when it arrives at 10 km (from 836 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 km368 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 =10−7·2365·448.80.69·0.31−1.07·584.21.38=368mm, where 584.2 m/s is the shell's speed when it arrives at 15 km (from 836 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.02 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·0.281·0.3128·448.8=2.36×10−5. That runs from a 836 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.
AP flight time @ 10 km4.92 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·0.244·0.3128·448.8=2.05×10−5. That runs from a 836 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,365
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 mass448.8 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 coefficient0.244
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity836 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity836 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.
minRadius0.5
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.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
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 range180
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 Triple 1 6x3 -> 61 DPS @ 3.1 km; 25mm Type96 double 6x2 -> 61 DPS @ 3.1 km; 25mm Type96 18x3 -> 184 DPS @ 3.1 km; 100mm65 Type98 8x2 -> 180 DPS @ 5 km.
AA DPS layered by range180 DPS @ 5 km, 486 DPS @ 3.1 km
@ 5 km: 180 from one family; @ 3.1 km: 61 + 61 + 184 + 180 = 486. 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-blank486
61 + 61 + 184 + 180 = 486 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1849
61 × 3.1 + 61 × 3.1 + 184 × 3.1 + 180 × 5 = 1849. 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 firepower

Max HE alpha1700
The only family (100 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. 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
The only family (100 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

A powerful high-speed ship (Project B-65) designed to destroy American heavy cruisers and confront Alaska-class "large cruisers." Some design solutions were borrowed from Yamato-class battleships. She was armed with nine 310 mm guns and had good anti-torpedo protection.

Armor Beta

Hull HP 52,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern27 mm

Overmatched by 69+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel178 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–32 mm)8,600 (16% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 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+ AP (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.
Stern27 mm primary (range 27–175 mm)9,000 (17% of HP)
Overmatched by 406mm+ AP (Colorado, Sinop)Angle bounces 380mm27 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: 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.
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 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 (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.

Balance History

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

Nerf ×2Buff ×10Main Battery ×11Consumable ×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 slightly reduced.
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.

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.