World of Warships: Legends ship guide

Blazing Dread

Also called: 烈焰恐惧 · Пылающий ужас · Magmaschreck Beta
Japan · Tier VII · CL Cruiser · Premium · Suzuya Variant
HE fire-spam cruiserAn HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Long torps (11 km)High HE / fire outputSmoke + SonarFast for the classBurny secondariesWeak AA
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Community Data

Blazing Dread Community Stats

Across 4,700+ Standard battles from 130+ players, Blazing Dread averages a 60% win rate, 72,900 damage and 1.0 kills per battle, and survives 45% of them.

Community Data

Blazing Dread Community Stats

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Playstyle

Overview

Blazing Dread is a Tier VII Japanese light cruiser whose 155mm guns bring 13.5 fires a minute (2nd of 50), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 4.4 km. Standout traits: top speed in T7 CAs (34.5 kt, 9th of 58) and best big torpedo salvo in T7 CAs (8, 5th of 43). The trade is AA DPS in T7 CAs (125, 57th of 58).

Positioning

Work the islands rather than a firing line. Sonar (4.4 km on ships, 3.1 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.96 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. The helm answers quickly (5.7 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Pushing in blind because the kit says brawler

4.4-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

ELITE MOBILITY ↗
  • Fast for the class · 34.5 kt
  • Sharp rudder · 5.7 s
ELITE TORPEDOES ↗
  • Big torpedo salvo · 8 tubes
  • Module-wrecking torpedoes · 1300 torpedo
High fire pressure ↗

13.5 fires/min, top decile of T7 CAs. Keeps DCP on cooldown.

ELITE SECONDARIES ↗
  • Burny secondaries · 8%
  • Punchy HE · 2100 max
Weak AA ↗

125 AA DPS, bottom decile of T7 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Loose grouping ↗

Sigma 1.85, bottom quartile of T7 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get Blazing Dread

Blazing Dread is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

  • Halloween '25 crate 0.5% Tier VII Premium ship Event · Halloween '25 crate · 1 of 2 ships
  • Piñata Chest 0.157895% Tier V, VI, or VII Premium ship Event · Piñata Chest · 1 of 19 ships
  • Explorer's Chest 0.111111% One of these ships Event · Explorer's Chest · 1 of 27 ships
Official WG availability sources
  • Halloween Is Coming: Get Ready for Crimson Break! Event currency Start: 2024-10-11
    • Here are some items available for purchase with Shadow Coins in the Store:
    • Japanese Tier VII cruiser Blazing Dread—a supernatural ship of the half-demon Amon Sitri, armed with 15 main guns that burn down everything in their path!
  • Halloween 2025: Journey to the Underworld Sale Start: 2025-10-03
    • 1x Ominous Coupon, granting 30% off these Premium ships: Rasputin, Leviathan, Blazing Dread, Scharnhorst '43, or Perth
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 Blazing Dread 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.

BestRudder shift5.7 s (1 of 3 tied) BestSecondary HE alpha2,100 (1 of 5 tied) Top 10%Fires per minute13.5 (2/50) Top 10%Secondary fire chance8% (5/51) Top 25%Max speed34.5 kt (9/58) Top 25%Smoke fire bloom5.99 km (11/58) Top 25%HE DPM207,000 (11/50) Top 25%AP DPM297,000 (13/58) Top 25%Time to 90% speed23.8 s (14/57) Top 25%Acceleration (0-12 kt)8.4 s (13/57) Top 25%Engine power152,000 hp (10/57) Top 25%Power / turn radius202.7 hp/m (7/57) Top 25%Power-to-weight9.91 hp/t (9/57) Top 25%Effective HE DPM (incl. fire)307,140 (7/50) Top 25%Torpedo range11.01 km (9/43) Top 25%Torpedo damage≈15,933 (9/43) Bottom 25%Hit points34,200 HP (50/58) Bottom 25%Sigma1.85 (53/58) Bottom 25%Secondary DPM (per side)100,800 (41/51) ShorterAP fuse timer0.01 s (50/58) Bottom 25%Flak damage per salvo (expected)792 (53/58) Bottom 25%Torpedo reload109 s (35/43) Bottom 10%Torpedo speed56 kt (40/43) WorstAA DPS125 (1 of 3 tied) WorstAA threat473 (1 of 4 tied) WorstTorpedo reaction time11.3 s (1 of 3 tied)
See 28 mid-pack stats

Not standouts for Blazing Dread -- 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.

Concealment12.29 km(23/58) Air detection7.37 km(21/58) Turning circle750 m(39/58) Main battery caliber155 mm(33/58) Main battery range15.31 km(43/58) Main battery reload10 s(29/58) HE shell damage2,300(35/50) HE fire chance15%(14/50) AP shell damage3,300(41/58) Main dispersion138.7 m(18/58) Secondary HE pen21 mm(15/51) AP velocity925 m/s(17/58) HE velocity925 m/s(15/50) AP arming threshold26 mm(28/58) Displacement15,332 t(27/58) AP pen at 10 km140 mm(42/58) AA range5 km(29/58) Repair heal rate0.6 %/s(23/57) Max armor140 mm(32/58) Citadel belt140 mm(24/55) Bow armor25 mm(35/55) Stern armor25 mm(35/55) 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) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points34,200
Displacement15,332 t
Armor range6–140 mm
Plate armor thicknesses6, 12, 16, 25, 30, 35, 40, 50, 60, 65, 100, 140 mm
Armor material/layer entries65
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 × 34,200 HP = 3,078 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 × 34,200 HP = 3,420 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.3 hull torpedo-damage coefficient / 0.333 unprotected baseline = 10%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
10%
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.
19,000
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.
10,300
Effective HP
ƒBase 34,200 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 34,200 HP = 5,746 HP per charge, × 2 charges = 11,491 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.
38,000–45,691
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 × 1,100 = 2,200), 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.
1,100
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 × 7,000 = 14,000), 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.
7,000
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 × 25,700 = 51,400), 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.
25,700
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 × 800 = 1,600), 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.
800
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 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 155 mm 3rd Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time10 s
Firing range15.3 km
Turret traverse7 °/s
Turret armor25 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 ±130°, ±150°, ±140°, ±135°
Guns to bear
ƒ180° − 135° (the most restricted aft-facing mount's arc) = 45° off bow; 180° − 130° (the most restricted forward-facing mount's arc) = 50° 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.
45° off bow / 50° off stern
Shell Grouping (σ)1.85
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 139 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1531430·8−1.11000+1.1)·30=138.7m
138.7 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
83.2 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.61.85=45m
45 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.61.85=27m
27 m at 15.3 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 15 broadside guns x 60 / 10 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 9 s all-upgrades reload (10 s × 0.9 Main Battery Mod. 3 = 9 s) = 100.
Initial: 90 → 100
HE shells
HE alpha2,300
HE Velocity925 m/s
Fire Chance15%
HE fire DPM vs T7 BB100140
Effective HE DPM vs T7 BB307140
HE penetration
ƒ26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,300 HE damage x 15 broadside guns = 34,500.
34,500
HE DPM
ƒZero upgrades: 34,500 HE full-salvo alpha x 60 / 10 s base reload = 207,000. All upgrades (Main Battery Mod. 3 = -10% reload): 34,500 HE full-salvo alpha x 60 / 9 s all-upgrades reload (10 s × 0.9 Main Battery Mod. 3 = 9 s) = 230,000.
Initial: 207,000 → 230,000
Fires/min
ƒZero upgrades: 90 shells/min × 0.15 (15% fire chance) = 13.5. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min × 0.15 (15% fire chance) = 15.
Initial: 13.5 → 15
AP shells
AP alpha3,300
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold26 mm
AP pen max range95 mm
AP overmatch
ƒfloor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2429·55.870.69·0.155−1.07·9251.38=355.3mm.
355.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 355 m/s: P=10−7·2429·55.870.69·0.155−1.07·3551.38=94.8mm.
94.8 mm at 15.3 km
AP full-salvo alpha
ƒ3,300 AP damage x 15 broadside guns = 49,500.
49,500
AP DPM
ƒZero upgrades: 49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000. All upgrades (Main Battery Mod. 3 = -10% reload): 49,500 AP full-salvo alpha x 60 / 9 s all-upgrades reload (10 s × 0.9 Main Battery Mod. 3 = 9 s) = 330,000.
Initial: 297,000 → 330,000
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.
16
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time109 s
Projectile speed56.0 kt
Range11.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,800·0.333=15,933. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 15,933
Maximum damage (ammunition)
ƒ47,800 warhead alpha / 3 + 1,300 blast = 17,233. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
17,233
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,300
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km56 kt×2.6855=11.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
11.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
287%
Torpedo launcher traverse25 °/s
Launch arcswing 93° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
127,464
AA Defense
AA mount points6
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. 14×2 25mm
13 mm Type932×2 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.
4×2 127mm
Far aura
Guns127 mm Type89 A1 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.9 hit probability = 44 - the same in-game units as the Close-range AA DPS headline.
44
Range3.1 km
Total DPS in Aura
ƒFar 63 + Medium 44 = 107
107
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range1.2 km
Total DPS in Aura
ƒFar 63 + Medium 44 + Near 18 = 125
125
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 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, 2 clouds each
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.
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
Mounts4
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: 4×2 127 mm (4/side) × 60/5 s × 2100 = 100,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
100,800
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 3.8 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 28,484. 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.
28,484
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 100,800 + secondary fire DPM 28,484 = 129,284: shell damage plus fire damage against one T7 battleship, every shell hitting.
129,284
127 mm Type89 A1 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 127mm
Caliber127 mm
Reload time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 3.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.8
HE Pen21 mm
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 power152,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift time5.7 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 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 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.
26.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
23.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
37.6 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 5.3 = +1.7°/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 (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.29 km x 0.955 = 11.74 km. Camouflage does not change detectability by air.
12.29 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.29 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.74 km.
11.74 km
Detectability by air7.37 km
Smoke firing penalty5.99 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.29 km) = 15.31 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.31 km
Detect when firing (air)
ƒAir detectability 7.37 km + gun-firing bloom 3.1 km = 10.47 km. The bloom tracks main-battery caliber 155 mm × 0.020 = 3.1 km.
10.47 km
Detect when on fire (sea)
ƒSea detectability 12.29 km + 2.0 km while burning = 14.29 km.
14.29 km
Detect when on fire (air)
ƒAir detectability 7.37 km + 3.0 km while burning = 10.37 km.
10.37 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.
Choose one
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
Smoke Generator2 charges · 240 s reload · 20 s emit / 65 s cloud active · 450 m radius
Repair Party2 charges · 60 s reload · 28 s active · 5,746 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 × 34,200 HP = 5,746 HP: up to 16.8% of max HP restored per charge.
· 11,492 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 34,200 HP = 11,492 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 205 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 34,200 HP = 205 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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 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 km26.7 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=0.5·15314=7657 m, and radiusOnMax=0.6 at 15314 m. Below the kink: k=0.2+(0.5−0.2)·50007657=0.3959, so σV=σH·k=67.5·0.3959=26.7m.
Shell scatter height @ 10 km54.1 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=0.5·15314=7657 m, and radiusOnMax=0.6 at 15314 m. Above the kink: k=0.5+(0.6−0.5)·10000−765715314−7657=0.5306, so σV=σH·k=102·0.5306=54.1m.
Shell scatter height @ 15 km81.3 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=0.5·15314=7657 m, and radiusOnMax=0.6 at 15314 m. Above the kink: k=0.5+(0.6−0.5)·15000−765715314−7657=0.5959, so σV=σH·k=136.5·0.5959=81.3m.
AP pen 5 km220 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 =10−7·2429·55.870.69·0.155−1.07·654.61.38=220mm, where 654.6 m/s is the shell's speed when it arrives at 5 km (from 925 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 km140 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 =10−7·2429·55.870.69·0.155−1.07·4711.38=140mm, where 471 m/s is the shell's speed when it arrives at 10 km (from 925 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 km97 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 =10−7·2429·55.870.69·0.155−1.07·359.91.38=97mm, where 359.9 m/s is the shell's speed when it arrives at 15 km (from 925 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 km5.62 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·0.335·0.15528·55.87=5.66×10−5. That runs from a 925 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 km5.62 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·0.335·0.15528·55.87=5.66×10−5. That runs from a 925 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)15
5 mounts × 3 barrels = 15; all 15 bear on the broadside.

Model inputs

Krupp (AP)2,429
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 mass55.87 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 coefficient0.335
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity925 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity925 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.

Torpedoes

Estimated torpedo reaction time11.3 s
1700 m / (56.0 kt × 2.6855) = 11.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range73.2 s
11010 m / (56.0 kt × 2.6855) = 73.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage254,928
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,933 = 254,928. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 4x2 -> 44 DPS @ 3.1 km; 13mm76 Type93 double 2x2 -> 18 DPS @ 1.2 km; 127mm40 Type 89 4x2 -> 63 DPS @ 5 km.
AA DPS layered by range63 DPS @ 5 km, 107 DPS @ 3.1 km, 125 DPS @ 1.2 km
@ 5 km: 63 from one family; @ 3.1 km: 44 + 63 = 107; @ 1.2 km: 44 + 18 + 63 = 125. 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-blank125
44 + 18 + 63 = 125 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index473
44 × 3.1 + 18 × 1.2 + 63 × 5 = 473. 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 range1.2 km

Secondary battery firepower

Max HE alpha2100
The only family (127 mm): 2100. Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
The only family (127 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.
Max HE pen21 mm
The only family (127 mm): 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

Suzuya was built as a light cruiser. Her armor and equipment were on par with heavy cruisers, despite her being of a smaller size and displacement. The number of 155 mm main caliber guns was increased to 15 to compensate for the lower mass of the shells in comparison with the 203 mm main caliber guns of the Washington Naval Treaty cruisers.

Armor Beta

Hull HP 34,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

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

Farming6 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
Bow25 mm primary (range 25–40 mm)≈ 1,710 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–100 mm)≈ 25,650 (~75% 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.
Stern25 mm primary (range 25–100 mm)≈ 1,710 (~5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 12–140 mm)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.
Superstructure6 mm primary (range 6–100 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Blazing Dread can equip.

  • Blazing Dread default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision