World of Warships: Legends ship guide

Daisen

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to…
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
Long torps (10 km)2 sigma accuracyStrong secondaries (7 km)Engine BoostSlow torp reload
Community Data

Daisen Community Stats

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Playstyle

Overview

Daisen is a Tier VIII Japanese torpedo-equipped battleship: she carries deck torpedoes reaching 10 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. Standout traits: best AP shell velocity in T8 BBs (870).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 35-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Flat AP shells

870.0 m/s AP muzzle velocity, best of T8 BBs. Flatter trajectory, less lead, harder to dodge.

Fast for the class

35.0 kt, best of T8 BBs. Lets you rotate flanks or escape disengagements.

Heavy powerplant

305000.0 hp engine, best of T8 BBs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

277.3 hp per metre of turn radius, best of T8 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Slow torp reload

150.0 s torpedo reload, worst of T8 BBs. Long wait between drops.

Slow acceleration

~11.0 s to max forward speed, worst of T8 BBs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Daisen

Daisen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources
  • Through the Spy Glass: Daisen Ship feature / release Start: 2024-04-18 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

Takeo Takagi is the official recommended direction, with Phoenix improving Repair Party value. Build for range/grouping, gun traverse, AP damage, and survivability while respecting the speed and fire-risk tradeoffs in skills like Flammable Cannonier and Gyrating Drillbits.

Open in Build Tool →

Commanders frequently paired with this ship Takeo Takagi

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 Daisen sits among Tier VIII BBs (25 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.

BestMax speed35 kt (1/25) BestAP velocity870 m/s (1 of 3 tied) BestEngine power305,000 hp (1/25) BestTurn-speed retention277.3 hp/m (1/25) BestPower-to-weight6.16 hp/t (1/25) Top 10%Secondary dispersion bracket43.5 (3/25) Top 10%Secondary DPM (per side)354,000 (3/25) Top 25%Traverse-to-turn ratio5.48 × (7/25) Top 25%Main battery caliber410 mm (7/25) Top 25%Sigma2 (5/25) Top 25%HE shell damage6,500 (7/25) Top 25%Main dispersion207.1 m (6/25) Top 25%HE alpha2,400 (6/23) Top 25%HE velocity869 m/s (4/25) Top 25%Displacement49,473 t (7/25) Top 25%Secondary range6.8 km (4/25) Bottom 25%Fires per minute5.52 (23/25) WorstAcceleration11 s (25/25) WorstTorpedo reload150 s (1 of 2 tied) WorstCitadel belt76 mm (25/25) WorstDeck armor76 mm (25/25)
See 27 mid-pack stats

Not standouts for Daisen -- 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.

Hit points69,300 HP(19/25) Concealment15.81 km(15/25) Air detection12.65 km(15/25) Rudder shift20.9 s(9/25) Main battery range17.09 km(16/25) Main battery reload26.1 s(9/25) HE fire chance30%(19/25) HE DPM119,540(14/25) AP shell damage12,900(11/25) AP DPM237,241(18/25) Secondary fire chance10%(7/23) Secondary HE pen23 mm(16/23) AP arming threshold68 mm(15/25) AA DPS611(10/25) AA range5 km(13/25) AA threat2,146(11/25) Torpedo range9.99 km(4/7) Torpedo damage20,967(3/7) Torpedo speed67 kt(5/7) Repair charges3(11/25) Max armor356 mm(19/25) Bow armor32 mm(13/25) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormRepair heal rate0.5 %/s(18 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Repair 3Engine BoostFighter
Survivability
Hit Points69,300
Displacement49,473 t
Armor range19–356 mm
Plate armor thicknesses19, 25, 32, 38, 50, 51, 76, 127, 152, 203, 254, 273, 279, 305, 330, 356 mm
Armor material/layer entries76
Fire resistance40%
Fire duration60 s
Torp Reduction53%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
34,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
20,800
Main Battery
ModuleArtillery: 410 mm/50 10th Year Type mod. A
Mounts / barrels4 mounts / 8 barrels
Reload time29 s
Firing range17.1 km
Turret traverse5.14 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17095/30·(10−2.8)/1000 + 2.8)·30 = 207.1 m
207.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.1 × 0.8 = 165.7 m
165.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.1 × 0.32 (σ=2) = 66.2 m
66.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 165.7 × 0.319 (σ=2) = 52.9 m
52.9 m
Turret turn time
ƒ180 degrees / 5.14 deg/s traverse speed = 35 s.
35 s
Base shells/min
ƒ8 broadside guns x 60 / 29 s base reload = 16.6.
16.6
HE shells
HE Damage6,500
HE Velocity869 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 8 broadside guns = 52,000.
52,000
Base HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 29 s base reload = 107,586.
107,586
Installed HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 119,540.
119,540
Base fires/min
ƒ8 HE shells x 60 / 29 s reload x 30% fire chance = 4.97.
4.97
AP shells
AP Damage12,900
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 870^1.38 = 954.8 mm. Matches the in-game spec card.
954.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 550.9 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 550.9^1.38 = 508.2 mm.
508.2 mm
AP full-salvo alpha
ƒ12,900 AP damage x 8 broadside guns = 103,200.
103,200
Base AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 29 s base reload = 213,517.
213,517
Installed AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 237,241.
237,241
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.
250
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time150 s
Projectile speed67 kt
Range9.99 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming207 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
156,536
AA Defense
AA mount points60
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.75) + (103×3.5×0.85) + (33×3.5×0.75) = 611. 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.
611
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 514×2 40mm
40 mm/60 Type 52×2 40mm
25 mm Type96 mod. 14×3 25mm
25 mm/60 Type96 mod. 120×1 25mm
25 mm Type96 mod. 120×3 25mm
127 mm Type89 mod. 3 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
33
Range5 km
Medium aura
DPS83
Range3.5 km
Total DPS in Aura
ƒFar 33 + Medium 83 = 116
116
Near aura
DPS103
Range3.1 km
Total DPS in Aura
ƒFar 33 + Medium 83 + Near 103 = 219
219
S
Secondary Battery
Mounts26
Firing range6.8 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6.8 km
ƒ6.8 km × 43.5 + 30 = 325.8 m.
325.8 m
127 mm Type89 mod. 3 (×10)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×16)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 305,000 hp
Engine power305,000 hp
Maximum speed35 kt
Turning circle radius1100 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea15.81 km
Detectability by air12.65 km
Smoke firing penalty15.37 km
Detect after firing main guns15.81 km
Detect Fire Sea17.81 km
Detect Fire Air15.65 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster5 charges · 90 s reload · 25 s active · +150% damage boost · +60% reload boost
Engine Boost4 charges · 70 s reload · 80 s active · +12% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse5.14 → 5 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp207.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17095/30·(10−2.8)/1000 + 2.8)·30 = 207.1 m
Max Vert Disp165.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.1 × 0.8 = 165.7 m
Med Horiz Disp66.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.1 × 0.32 (σ=2) = 66.2 m
Med Vert Disp52.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 165.7 × 0.319 (σ=2) = 52.9 m
AP Pen Close954.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 870^1.38 = 954.8 mm. Matches the in-game spec card.
AP Pen Far508.2 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 550.9 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 550.9^1.38 = 508.2 mm.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time35 s
180 degrees / 5.14 deg/s traverse speed = 35 s.
HE full-salvo alpha52,000
6,500 HE damage x 8 broadside guns = 52,000.
AP full-salvo alpha103,200
12,900 AP damage x 8 broadside guns = 103,200.
Base HE DPM107,586
52,000 HE full-salvo alpha x 60 / 29 s base reload = 107,586.
Base AP DPM213,517
103,200 AP full-salvo alpha x 60 / 29 s base reload = 213,517.
Installed HE DPM119,540
52,000 HE full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 119,540.
Installed AP DPM237,241
103,200 AP full-salvo alpha x 60 / 26.1 s installed reload (Main Battery Mod. 3 = -10%) = 237,241.
Base shells/min16.6
8 broadside guns x 60 / 29 s base reload = 16.6.
Installed shells/min18.4
8 broadside guns x 60 / 26.1 s installed Artillery reload = 18.4.
Base fires/min4.97
8 HE shells x 60 / 29 s reload x 30% fire chance = 4.97.
Installed fires/min5.52
8 HE shells x 60 / 26.1 s installed reload x 30% fire chance = 5.52.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range57.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage313,072
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage156,536
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS611
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.75) + (103×3.5×0.85) + (33×3.5×0.75) = 611. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2146
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.8 km325.8 m
6.8 km × 43.5 + 30 = 325.8 m.

Secondary battery firepower

Secondary DPM (per side)354,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 2100 = 210,000 + 16×1 140 mm (8/side) × 60/8 × 2400 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor

Hull HP 69,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–76 mm)2,700 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–330 mm)52,000 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–152 mm)1,800 (3% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 32–76 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).
Superstructure356 mm2,900 (4% 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 HP34,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (140 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 (40 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 HP20,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Daisen default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.