World of Warships: Legends ship guide

Heat Ray

Also called: 热能射线 · Тепловой луч · 熱線 · Hitzestrahl · Rayon d'énergie Beta
Japan · Tier V · Battleship · Premium
AP-DPM battleshipWins on AP volume; prioritise uptime and punish the line shot after shot.
Playstyle
  • Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
17 km gun rangeHigh HE DPMHigh AP DPMSpotter planePunchy HE secondariesEasily spotted
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Community Data

Heat Ray Community Stats

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Playstyle

Overview

Heat Ray is a Tier V Japanese AP-DPM battleship (262,286 AP DPM): her main battery throughput is cohort-best, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. She also puts out cohort-best HE (146,571 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best punchy HE secondaries in T5 BBs (2,500) and top-decile main battery range in T5 BBs (16.7 km).

Positioning

Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 20-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

Signature Traits

LOBBING BATTERY
  • HE DPM machine · 146571 HE
  • AP DPM machine · 262286 AP
  • Long gun range · 16.68 km
  • High-arc HE shells · 22.68°
Punchy HE secondaries

2500.0 max HE alpha per secondary shell, best of T5 BBs. Bigger per-shell damage than peers.

Long-reach AA

5.0 km AA reach, top decile of T5 BBs.

Easily spotted

14.9 km surface detect, worst of T5 BBs. Visible before you can react; position early.

Sluggish rudder

15.0 s rudder shift, bottom decile of T5 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Heat Ray

Heat Ray is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: 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.

Best listed chance for this ship

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL FusouArpeggio HarunaArpeggio Kirishima

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Heat Ray sits among Tier V 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.

BestHE DPM146,571 (1 of 3 tied) BestAP DPM262,286 (1 of 3 tied) BestHE alpha2,500 (1 of 3 tied) BestEffective HE DPM (incl. fire)194,996 (1 of 3 tied) Top 10%Main battery range16.68 km (3/25) Top 25%Hit points57,100 HP (7/25) Top 25%Main battery reload28 s (7/25) Top 25%Main dispersion200.1 m (7/25) Top 25%Secondary DPM (per side)205,800 (7/25) Top 25%Secondary HE pen25 mm (5/24) Top 25%AA range5 km (7/25) Top 25%Deck armor76 mm (6/22) Bottom 25%Rudder shift15 s (22/25) WorstStealth profile14.9 km / 11.92 km (1 of 3 tied / 1 of 3 tied) WorstSigma1.5 (1 of 4 tied) WorstHE fire chance25% (1 of 5 tied)
See 29 mid-pack stats

Not standouts for Heat Ray -- 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.

Max speed24.5 kt(15/25) Traverse-to-turn ratio3.28 ×(13/25) Main battery caliber356 mm(14/25) Fires per minute6.43(8/25) AP shell damage10,200(19/25) Secondary fire chance9%(12/24) AP velocity775 m/s(16/25) HE velocity805 m/s(13/25) Acceleration35.8 s(10/25) AP arming threshold59 mm(11/25) Engine power70,000 hp(17/25) Turn-speed retention94.6 hp/m(16/25) Displacement39,105 t(18/25) Power-to-weight1.79 hp/t(17/25) AP pen at 10 km456 mm(11/25) AA DPS171(15/25) AA threat614(13/25) Flak per wave (expected)540(18/25) Repair charges3(13/25) Max armor305 mm(18/25) Citadel belt305 mm(13/25) Bow armor25 mm(16/25) Stern armor25 mm(15/25) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormSecondary range4 km(17 of 25 tied at this value) NormRepair heal rate0.5 %/s(23 of 25 tied at this value)
Survivability
Hit Points57,100
Displacement39,105 t
Armor range6–305 mm
Plate armor thicknesses6, 16, 19, 25, 32, 35, 38, 40, 44, 51, 57, 70, 76, 83, 95, 99, 102, 120, 131, 140, 152, 203, 229, 241, 305 mm
Armor material/layer entries65
Fire resistance23.3%
Fire duration60 s
Torp Reduction34%
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time28 s
Firing range16.7 km
Turret traverse3.2 °/s
AP pen max range358 mm
HE fire DPM vs T5 BB48415
Effective HE DPM vs T5 BB194986
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1668330·102.51000+2.5)·30=200.1m
200.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.1·0.7=140.1m
140.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =200.1·0.382(σ=1.5)=76.4m
76.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =140.1·0.382(σ=1.5)=53.5m
53.5 m
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Shells/min
ƒ12 broadside guns x 60 / 28 s base reload = 25.7.
25.7
HE shells
HE Damage5,700
HE Velocity805 m/s
Fire Chance25%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 12 broadside guns = 68,400.
68,400
HE DPM
ƒ68,400 HE full-salvo alpha x 60 / 28 s base reload = 146,571.
146,571
Fires/min
ƒ25.7 shells/min x 25% fire chance = 6.43.
6.43
AP shells
AP Damage10,200
AP Velocity775 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
696.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.9 km), where the shell has slowed to 455.2 m/s: P=107·2657·673.50.69·0.3561.07·455.21.38=334.4mm.
334.4 mm
AP full-salvo alpha
ƒ10,200 AP damage x 12 broadside guns = 122,400.
122,400
AP DPM
ƒ122,400 AP full-salvo alpha x 60 / 28 s base reload = 262,286.
262,286
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.
60
AA Defense
AA mount points27
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.75) + (17×3.5×0.75) = 171. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
171
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm/60 Type96 mod. 117×1 25mm
25 mm Type96 mod. 110×2 25mm
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 45 from dual-purpose secondaries firing as AA in this range band.
45
Range5 km
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.75 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.
126
Range3.1 km
Total DPS in Aura
ƒFar 45 + Medium 126 = 171
171
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts18
Firing range4.0 km
Shell Grouping (σ)1
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
127 mm Type89 A1 (×4) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm 41st Year Type (×14)
Caliber152 mm
Reload time10 s
HE Damage2,500
Muzzle Velocity825 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power70,000 hp
Maximum speed24.5 kt
Turning circle radius740 m
Rudder shift time15 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.1 kt of 24.5 kt), from our in-house acceleration model.
35.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 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.
58.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·24.5·0.5144740=0.98°/s, so ratio=ωturretωhull=3.20.98=3.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.3× drags
Concealment
Detectability by sea14.9 km
Detectability by air11.92 km
Smoke firing penalty13.03 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.9 km
Detect Fire Sea16.9 km
Detect Fire Air14.92 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,994 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 23,982 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 286 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (57,100 HP) per second = 286 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

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

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)1.5
Max Horiz Disp200.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1668330·102.51000+2.5)·30=200.1m
Shell scatter width @ 5 km112.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km150 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 km187.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp140.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.1·0.7=140.1m
Shell scatter height @ 10 km87 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.
Med Horiz Disp76.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =200.1·0.382(σ=1.5)=76.4m
Med Vert Disp53.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =140.1·0.382(σ=1.5)=53.5m
AP Pen Close696.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
AP Pen Far334.4 mm
Same formula at the ship's max firing range (20.9 km), where the shell has slowed to 455.2 m/s: P=107·2657·673.50.69·0.3561.07·455.21.38=334.4mm.
AP pen 5 km564 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km456 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km378 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time56.2 s
180 degrees / 3.2 deg/s traverse speed = 56.2 s.
HE full-salvo alpha68,400
5,700 HE damage x 12 broadside guns = 68,400.
AP full-salvo alpha122,400
10,200 AP damage x 12 broadside guns = 122,400.
HE DPM146,571
68,400 HE full-salvo alpha x 60 / 28 s base reload = 146,571.
AP DPM262,286
122,400 AP full-salvo alpha x 60 / 28 s base reload = 262,286.
Shells/min25.7
12 broadside guns x 60 / 28 s base reload = 25.7.
Fires/min6.43
25.7 shells/min x 25% fire chance = 6.43.

AA defense

Close-range AA DPS171
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.75) + (17×3.5×0.75) = 171. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index614
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)205,800
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: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800 + 14×1 152 mm (7/side) × 60/10 × 2500 = 105,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2500
Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 57,100, 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.

Bow & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–102 mm)3,700 (6% of HP)
Overmatch not possible in its bracketAngle 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)35 mm primary (range 19–305 mm)42,800 (75% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–229 mm)3,400 (6% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–305 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.
Superstructure16 mm1,500 (3% 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 HP28,600 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 (152 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 HP17,100 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Improved dispersion with a new variant of Japanese dispersion inspired by Amagi.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Heat Ray default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Godzilla YamashiroDecorative

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.