Chikuma
Beta- Stay near your team; do not push ahead alone
- Avoid: Sailing in a straight line
Chikuma Community Stats
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Chikuma Community Stats
Playstyle
Overview
Chikuma is a Tier I Japanese cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best HE alpha in T1 CAs (2,500) and top-decile HE fire chance in T1 CAs (9).
Positioning
Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.
Potato Avoidance
Sailing in a straight line
Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.
Signature Traits
2500.0 damage per HE shell, best of T1 CAs. Punishes superstructure and modules harder than peers.
10.6 mm overmatch threshold, top decile of T1 CAs. Punishes bow-tanking ships peers can't crack.
9.0% fire chance per HE shell, top decile of T1 CAs.
Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.
10.8 s reload, worst of T1 CAs. Salvos punish more, but cycle is slower than peers.
How to get Chikuma
Chikuma is available in the Chikuma branch of the Japan Tech Tree as an early line ship.
Show Japan tech-tree branch diagram
Chikuma sits in the Chikuma branch. The highlighted path shows the local branch context inside the full Japan tree.
Builds Beta
AL Atago, AL Azuma, and Arpeggio Haguro are useful Japanese cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Chikuma sits among Tier I CAs (13 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.
See 12 mid-pack stats
Not standouts for Chikuma -- here's where she sits on every other ranked stat in the cohort.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9107/30·(8−0.5)/1000 + 0.5)·30 = 83.3 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.3 × 0.6 = 50 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.3 × 0.319 (σ=2) = 26.6 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 mƒ
180 degrees / 9 deg/s traverse speed = 20 s.ƒ
5 broadside guns x 60 / 12 s base reload = 25.HE shells
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25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,500 HE damage x 5 broadside guns = 12,500.ƒ
12,500 HE full-salvo alpha x 60 / 12 s base reload = 62,500.ƒ
5 HE shells x 60 / 12 s reload x 9% fire chance = 2.25.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.85) = 9. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.
Damage Control Party∞ charges · 60 s reload · 5 s active
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9107/30·(8−0.5)/1000 + 0.5)·30 = 83.3 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.3 × 0.6 = 50 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.3 × 0.319 (σ=2) = 26.6 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50 × 0.32 (σ=2) = 16 mStandard cruiser dispersion baseline.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.180 degrees / 9 deg/s traverse speed = 20 s.2,500 HE damage x 5 broadside guns = 12,500.12,500 HE full-salvo alpha x 60 / 12 s base reload = 62,500.5 broadside guns x 60 / 12 s base reload = 25.5 HE shells x 60 / 12 s reload x 9% fire chance = 2.25.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.85) = 9. 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.Longest-reaching aura across AA-only + dual-purpose auras.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.Armor
Hull HP 13,100, 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 |
|---|---|---|---|---|
| Bow | 19 mm primary (range 6–102 mm) | 1,300 (10% of HP) | Overmatch not possible at T IIAngle bounces 203mm19 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 6 mm primary (range 6–13 mm) | 10,800 (82% of HP) | Overmatched by 127mm+ (Farragut)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 22 mm primary (range 6–89 mm) | 800 (6% of HP) | Overmatched by 356mm+ (Kongō, Nevada)Angle bounces 305mm22 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 40 mm primary (range 6–40 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–20 mm) | 200 (2% 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 HP | 6,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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. |
| AA mount (7 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,600 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Chikuma can equip, from in-game data.
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.
