World of Warships: Legends ship guide

Hizen

Beta
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
High HE / fire outputLobs over islandsSpotter plane
Community Data

Hizen Community Stats

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Playstyle

Overview

Hizen is a Tier VIII Japanese battleship with 410mm guns at 17.4 km on a 30.2-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available.

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Punchy HE secondaries

2600.0 max HE alpha per secondary shell, best of T8 BBs. Bigger per-shell damage than peers.

Thick citadel floor

50.0 mm citadel bottom, best of T8 BBs. Deep-water torps and underwater pen do less.

HE DPM machine

154967 HE DPM, top decile of T8 BBs. Sustained fire pressure.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Acquisition

How to get Hizen

Hizen is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. 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

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • "Divine Regent" Campaign Breakdown Campaign Start: 2023-11-06 · End: 2023-12-10 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Hizen Ship feature / release Start: 2023-11-09 · 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.
  • Legendary Birthday in Piñata Style 17,500 Doubloons 2025-08-01 Tier VIII default; exact price not in source
  • Anniversary Update: Operation Piñata 17,500 Doubloons 2025-07-31 Tier VIII default; exact price not in source
Show direct source rows

Builds Beta

Build around main-battery consistency and AP damage. Official inspiration guidance calls out Angelo Iachino for shell grouping and Otto Ciliax for AP shell damage, matching Hizen’s role as a heavy salvo battleship.

Open in Build Tool →

Commanders frequently paired with this ship Angelo IachinoOtto Ciliax

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

Cohort position

Hide

Where Hizen 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.

BestHE alpha2,600 (1 of 5 tied) Top 10%HE DPM154,967 (2/25) Top 25%Main battery caliber410 mm (7/25) Top 25%Main battery range17.38 km (7/25) Top 25%Secondary HE pen26 mm (6/23) Top 25%Acceleration8.5 s (7/25) Top 25%Max armor410 mm (7/25) Bottom 25%Traverse-to-turn ratio4.12 × (21/25) Bottom 25%Power-to-weight2.46 hp/t (21/25) WorstSecondary range5 km (1 of 12 tied) WorstNo torpedoes (18 of 25 in cohort) WorstRepair charges2 (1 of 7 tied)
See 32 mid-pack stats

Not standouts for Hizen -- 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 points75,900 HP(11/25) Max speed29 kt(18/25) Concealment15.51 km(12/25) Air detection12.47 km(10/25) Rudder shift22.4 s(19/25) Main battery reload30.2 s(19/25) Sigma1.85(13/25) HE fire chance30%(19/25) Fires per minute7.15(14/25) AP shell damage12,100(15/25) AP DPM288,477(8/25) Main dispersion209.1 m(9/25) Secondary DPM (per side)201,300(17/25) Secondary fire chance10%(7/23) AP velocity834 m/s(11/25) HE velocity834 m/s(9/25) AP arming threshold68 mm(15/25) Engine power145,000 hp(19/25) Turn-speed retention164.8 hp/m(19/25) Displacement58,962 t(17/25) AA DPS469(18/25) AA range5 km(13/25) AA threat1,594(18/25) Citadel belt360 mm(9/25) Bow armor32 mm(13/25) Deck armor140 mm(11/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) 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 2Fighter
Survivability
Hit Points75,900
Displacement58,962 t
Armor range19–410 mm
Plate armor thicknesses19, 25, 32, 38, 45, 50, 51, 55, 75, 76, 93, 102, 108, 115, 127, 140, 152, 191, 203, 229, 254, 305, 356, 360, 380, 410 mm
Armor material/layer entries82
Fire resistance40%
Fire duration60 s
Torp Reduction37%
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.
38,000
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.
22,800
Main Battery
ModuleArtillery: 410 mm/50 10th Year Type Mod.A
Mounts / barrels4 mounts / 12 barrels
Reload time33.5 s
Firing range17.4 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17380/30·(10−2.8)/1000 + 2.8)·30 = 209.1 m
209.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.1 × 0.8 = 167.3 m
167.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.1 × 0.338 (σ=1.9) = 70.6 m
70.6 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 167.3 × 0.338 (σ=1.9) = 56.5 m
56.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 33.5 s base reload = 21.5.
21.5
HE shells
HE Damage6,500
HE Velocity834 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 12 broadside guns = 78,000.
78,000
Base HE DPM
ƒ78,000 HE full-salvo alpha x 60 / 33.5 s base reload = 139,701.
139,701
Installed HE DPM
ƒ78,000 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 154,967.
154,967
Base fires/min
ƒ12 HE shells x 60 / 33.5 s reload x 30% fire chance = 6.45.
6.45
AP shells
AP Damage12,100
AP Velocity834 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 × 2650 × 1020^0.69 × 0.41^-1.07 × 834^1.38 = 880.5 mm. Matches the in-game spec card.
880.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 500.1 m/s: 1e-7 × 2650 × 1020^0.69 × 0.41^-1.07 × 500.1^1.38 = 434.7 mm.
434.7 mm
AP full-salvo alpha
ƒ12,100 AP damage x 12 broadside guns = 145,200.
145,200
Base AP DPM
ƒ145,200 AP full-salvo alpha x 60 / 33.5 s base reload = 260,060.
260,060
Installed AP DPM
ƒ145,200 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 288,477.
288,477
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
AA Defense
AA mount points54
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (133×3.5×0.85) + (28×3.5×0.75) = 469. 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.
469
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm/60 Type96 mod. 118×1 25mm
25 mm Type96 mod. 124×2 25mm
25 mm Type96 mod. 212×3 25mm
127 mm Type89 A1 mod. 2 (DP)6×2 127mm
127 mm Type89 mod. 3 (DP)2×2 127mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range5 km
Near aura
DPS133
Range3.1 km
Total DPS in Aura
ƒFar 28 + Near 133 = 161
161
S
Secondary Battery
Mounts11
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
127 mm Type89 A1 mod. 2 (×6)
Caliber127 mm
Reload time7.5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
127 mm Type89 mod. 3 (×2)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
155 mm 3rd Year Type (×3)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 145,000 hp
Engine power145,000 hp
Maximum speed29 kt
Turning circle radius880 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.1× drags
Concealment
Detectability by sea15.51 km
Detectability by air12.47 km
Smoke firing penalty15.15 km
Detect after firing main guns15.51 km
Detect Fire Sea17.51 km
Detect Fire Air15.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 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 Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4 → 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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp209.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17380/30·(10−2.8)/1000 + 2.8)·30 = 209.1 m
Max Vert Disp167.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.1 × 0.8 = 167.3 m
Med Horiz Disp70.6 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.1 × 0.338 (σ=1.9) = 70.6 m
Med Vert Disp56.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 167.3 × 0.338 (σ=1.9) = 56.5 m
AP Pen Close880.5 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 × 2650 × 1020^0.69 × 0.41^-1.07 × 834^1.38 = 880.5 mm. Matches the in-game spec card.
AP Pen Far434.7 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 500.1 m/s: 1e-7 × 2650 × 1020^0.69 × 0.41^-1.07 × 500.1^1.38 = 434.7 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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha78,000
6,500 HE damage x 12 broadside guns = 78,000.
AP full-salvo alpha145,200
12,100 AP damage x 12 broadside guns = 145,200.
Base HE DPM139,701
78,000 HE full-salvo alpha x 60 / 33.5 s base reload = 139,701.
Base AP DPM260,060
145,200 AP full-salvo alpha x 60 / 33.5 s base reload = 260,060.
Installed HE DPM154,967
78,000 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 154,967.
Installed AP DPM288,477
145,200 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 288,477.
Base shells/min21.5
12 broadside guns x 60 / 33.5 s base reload = 21.5.
Installed shells/min23.8
12 broadside guns x 60 / 30.2 s installed Artillery reload = 23.8.
Base fires/min6.45
12 HE shells x 60 / 33.5 s reload x 30% fire chance = 6.45.
Installed fires/min7.15
12 HE shells x 60 / 30.2 s installed reload x 30% fire chance = 7.15.

AA defense

Close-range AA DPS469
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (133×3.5×0.85) + (28×3.5×0.75) = 469. 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 index1594
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 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)201,300
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: 6×2 127 mm (6/side) × 60/7.5 × 2100 = 100,800 + 2×2 127 mm (2/side) × 60/6 × 2100 = 42,000 + 3×3 155 mm (4.5/side) × 60/12 × 2600 = 58,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2600
Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 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 155 mm family.
Max HE pen26 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: 26 mm from the 155 mm family.

Armor

Hull HP 75,900, 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 32–360 mm)3,500 (5% 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)360 mm primary (range 45–380 mm)56,900 (75% of HP)
No common caliber overmatches360 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–356 mm)3,400 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel360 mm primary (range 38–360 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).
Superstructure19 mm primary (range 19–410 mm)3,300 (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 HP38,000 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 (155 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 HP22,800 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.

Balance History

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

Buff ×7Main Battery ×3Concealment ×3
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main battery reload time reduced from 36 to 33.5 s.
  • Main battery range increased from 17.18 to 17.38 km.
  • Main battery shell grouping increased by 2.5% (from 1.8 to 1.85).
  • Ship speed increased from 28.2 to 29 knots.
  • Detectability range by sea reduced from 15.84 to 15.51 km.
  • Detectability range by air reduced from 12.67 to 12.47 km.
  • Detectability while firing in smoke reduced from 15.4 to 15.15 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Hizen 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.