Hyūga
Also called: 日向 Beta- Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
- Avoid: Idle reloads
On this page
Hyūga Community Stats
Across 21,000+ Standard battles from 340+ players, Hyūga averages a 66% win rate, 80,500 damage and 1.6 kills per battle, and survives 51% of them.
Hyūga Community Stats
Log in to GamingDiver and upload your data to see Community Data for Hyūga: community win rate, damage, survival, spotting, and your own comparison.
Hyūga Community Stats
Record History
Playstyle
Overview
Hyuga is a Tier V Japanese AP-DPM battleship (281,379 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 tanks well for a BB (60,700 HP, cohort-best), so the kit holds firing position longer than peers.
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
- High HP pool · 60700 HP
- Deep effective · 86194 effective
- Strong torpedo belt · 34%
- Thick end plates · 26 mm
- Heavy HE shells · 5700 damage
- HE DPM machine · 141517 HE
- AP DPM machine · 253241 AP
15.1 s rudder shift, worst of T5 BBs. Hard to dodge incoming AP; lean on island cover.
25% fire chance per HE shell, bottom quartile of T5 BBs. AP carries more weight.
How to get Hyūga
Hyūga is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- DoubloonsDoubloons in the Legends Store (May 2026).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Super V crate
4.166667%
One of the Tier V Premium ships
Event · Super V crate · 1 of 24 ships
-
Golden Week '26 crate
3%
V Hyūga
Event · Golden Week '26 crate
-
Golden Week '23 Crate
1%
VI Asashio or V Hyūga
Archived · Golden Week '23 Crate · 1 of 2 ships
Show all 17 containers (14 more)
-
Golden Week '24
0.666667%
Premium Ship
Archived · Golden Week '24 · 1 of 3 ships
-
Golden Week '25 crate
0.666667%
Premium Ship
Event · Golden Week '25 crate · 1 of 3 ships
-
Spectral Vault 4.0
0.26087%
Tier V Premium ship
Archived · Spectral Vault 4.0 · 1 of 23 ships
-
Summer Big Crate
0.25%
Tier V Premium ship
Common · Summer Big Crate · 1 of 2 ships
-
Super Santa '23
0.242273%
Tier V Premium ship
Archived · Super Santa '23 · 1 of 22 ships
-
Spectral Vault 3.0
0.239565%
Tier V Premium ship
Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
Show 2 paths
- Spectral Vault 3.00.21087%
- Spectral Vault 3.0 → Spectral Vault 4.00.028696%
-
Mystic Lantern
0.2%
Tier V Premium ship
Event · Mystic Lantern · 1 of 25 ships
-
Mega Santa '23
0.143955%
Tier V Premium ship
Archived · Mega Santa '23 · 1 of 22 ships
-
Champion's Box
0.133333%
Premium Ship
Archived · Champion's Box → Golden Week '24 · 1 of 3 ships
-
Ultimate Crate
0.124227%
VI Asashio or V Hyūga
Archived · Ultimate Crate · 2 paths combined · 1 of 2 ships
Show 2 paths
- Ultimate Crate → Golden Week '23 Crate0.1%
- Ultimate Crate → Super Santa '230.024227%
-
Spectral Vault 2.0
0.090043%
Tier V Premium ship
Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
Show 4 paths
- Spectral Vault 2.00.06087%
- Spectral Vault 2.0 → Spectral Vault 3.00.021087%
- Spectral Vault 2.0 → Spectral Vault 4.00.005217%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
-
Spectral Vault 1.0
0.019108%
Tier V Premium ship
Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
Show 7 paths
- Spectral Vault 1.00.008609%
- Spectral Vault 1.0 → Spectral Vault 2.00.005478%
- Spectral Vault 1.0 → Spectral Vault 3.00.002109%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
-
Mystic Box
0.012%
Tier V Premium ship
Event · Mystic Box · 1 of 25 ships
-
Secret Santa '23
0.0009%
Tier V Premium ship
Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
-
The Return of Treasure Hunt
Crates
Start: 2022-08-05
- 150 cells opened: Super V Crate
- Five ships of Tier V previously not included in possible drops, were added to the crate. Those are: Arizona, Hyūga, Zuihō, Anshan, and Huanghe.
-
Treasure Hunt: Better Than Ever!
Crates
Start: 2023-07-25
- It’s guaranteed to drop a Tier V Premium ship, with the likes of T-61, Hyūga, and Japanese destroyer Shinonome (exclusive to this container!) among the possible boats.
-
Golden Week '23
Crates
Start: 2023-04-24
- New year, new crate. Don't forget to pick up your free crate in the Store! They can drop:
- Premium ship: Tier III Iwaki, Tier V Hyūga, or Tier VI Asashio
-
4 Years on the Waves: Birthday Content
Crates
Start: 2023-07-24
- Here's the list of goods you can obtain with Quadrans:
- Super V crate: The return of the crate that drops a Premium ship! T-61, Hyūga, Shinonome (exclusive to this crate), and other ships can be your prize.
-
May Update: Gold and Crimson
Crates
Start: 2024-04-25
- Complete a series of missions during Golden Week to receive rewards and the final prize—a Golden Week '24 crate which can drop Japanese Tier III–VI ships: Iwaki, Hyūga, Asashio, and Maya, as well as festive permanent camouflages and skins.
-
April Update: Three Years Strong
Crates
Start: 2022-04-07
- New Golden Week '22 crate that hides credits; Commander progression items; and the following Japanese ships: Tier III Premium cruiser Iwaki, Tier V Premium battleship Hyūga, and Tier VI Premium destroyer Asashio.
-
Golden Week 2022
Store / event post
Start: 2022-04-22
- Hyūga is a new Japanese Tier V Premium battleship, obtainable in the Store.
-
Anniversary Update: New Horizons
Crates
Start: 2022-07-21
- This time, you can acquire up to two Super V crates, including the usual crate-exclusive Shinonome, but also the latest Tier V Premium ships added to the range of available drops—this means Arizona, Hyūga, Zuihō, Anshan, and Huanghe!
-
Three Years Young: Anniversary Gifts
Crates
Start: 2022-07-25
- Additionally, all Tier V Premium ships released since the first instance of Treasure Hunt concluded (those being Arizona, Hyūga, Zuihō, Anshan, and Huanghe) have been added to the possible drops.
-
Battle of Midway: Themed Missions & Historical Ships
Doubloons
2026-05-29
- If you're looking to expand your fleet with Zuihō, Hyūga, or Atago (the latter will also be available for doubloons during this update), you can use a free coupon to get a 4,000-doubloon discount on one of these ships.
-
Colors of Freedom
Crates
2023-06-20
- With even more juice: It can now drop as many as six different Premium ships, including Hyūga and Siegfried!
Show direct source rows
- Golden Week '23 Crate 1% · VI Asashio or V Hyūga
- Golden Week '24 0.666667% · Premium Ship
- Golden Week '25 crate 0.666667% · Premium Ship
- Golden Week '26 crate 3% · V Hyūga
- Mega Santa '23 0.143955% · Tier V Premium ship
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
AL Fusou, Arpeggio Haruna, and Arpeggio Kirishima are useful Japanese battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
Hide
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Where Hyūga 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.
See 32 mid-pack stats
Not standouts for Hyūga -- 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.
Peers in this cohort
Compare Tier V BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.ƒ
In practice: 10% tighter (better) horizontal dispersion and 21% more vertical spread at max range (16.2 km) than a standard battleship: about 200 m wide × 160 m tall, against 222 m × 133 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga W, Inamura, Ise, Ishizuchi, Iwami, Iwami B and 7 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
12 broadside guns x 60 / 29 s base reload = 24.8.HE shells
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59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 12 broadside guns = 68,400.ƒ
68,400 HE full-salvo alpha x 60 / 29 s base reload = 141,517.ƒ
24.8 shells/min × 0.25 (25% fire chance) = 6.21.AP shells
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floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (16.2 km), where the shell has slowed to 495.6 m/s: .ƒ
10,200 AP damage x 12 broadside guns = 122,400.ƒ
122,400 AP full-salvo alpha x 60 / 29 s base reload = 253,241.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 37 raw aura damage × 3.5 × 0.85 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 45 + Near 110 = 155ƒ
Each ~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 × 190 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum of each gun family's fires/min (per side): 3.2 + 6 = 9.2. 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.ƒ
Sum 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) × 60/6 s × 2100 = 84,000 + 16×1 140 mm (8/side) × 60/8 s × 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).ƒ
Fires/min (per side) 9.2 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 69,287. 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.ƒ
Secondary DPM (per side) 228,000 + secondary fire DPM 69,287 = 297,287: shell damage plus fire damage against one T5 battleship, every shell hitting.ƒ
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 3.2. 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.Show 1 more gun family
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16×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 6. 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.ƒ
top speed / 4 + 4.9 = 25.3 / 4 + 4.9 = 11.2 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (22.8 kt of 25.3 kt).ƒ
Time to reach 99% of top speed (25.0 kt of 25.3 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.ƒ
With the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.8 = +0.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.46 km x 0.955 = 13.81 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.46 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.81 km.ƒ
max(main battery range, sea detectability 14.46 km) = 16.17 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 11.57 km + gun-firing bloom 7.12 km = 18.69 km. The bloom tracks main-battery caliber 356 mm × 0.020 = 7.12 km.ƒ
Sea detectability 14.46 km + 2.0 km while burning = 16.46 km.ƒ
Air detectability 11.57 km + 3.0 km while burning = 14.57 km.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,498 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 60,700 HP = 8,498 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 60,700 HP = 25,494 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 60,700 HP = 304 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Under the hood
Show
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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
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (16.2 km) with the same model as Max Horiz/Vert Disp: horizontal 200 / 222 m − 1 = -10%, vertical 160 / 133 m − 1 = +21%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 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.(333.3 × (10 − 2.8) / 1000 + 2.8) × 30 = 156 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.(500 × (10 − 2.8) / 1000 + 2.8) × 30 = 192 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.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: at 0 m, at m, and at 16172 m. Below the kink: , so .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: at 0 m, at m, and at 16172 m. Above the kink: , so .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: at 0 m, at m, and at 16172 m. Above the kink: , so .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 , where 667.6 m/s is the shell's speed when it arrives at 5 km (from 775 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 578.3 m/s is the shell's speed when it arrives at 10 km (from 775 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 509.3 m/s is the shell's speed when it arrives at 15 km (from 775 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 805 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 775 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.6 mounts × 2 barrels = 12; all 12 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 10x2 -> 110 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 45 DPS @ 5 km.@ 5 km: 45 from one family; @ 3.1 km: 110 + 45 = 155. 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.110 + 45 = 155 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).110 × 3.1 + 45 × 5 = 566. 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
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.4 km × 57 + 30 = 258 m.Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.4 km × 33 + 30 = 162 m.Secondary battery firepower
max(2100 (127 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.max(8% (127 mm), 10% (140 mm)) = 10%. 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(21 mm (127 mm), 23 mm (140 mm)) = 23 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.Ship Charts
Background
An Ise-class battleship that was a further development of the Fusō-class warships with a different artillery arrangement. Significant reconstruction during the 1930s resulted in the battleship having better speed, stronger anti-torpedo protection, and more solid horizontal armor.
Armor Beta
Hull HP 60,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–212 mm) | 2,800 (5% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 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) | 149 mm primary (range 32–299 mm) | 45,500 (75% of HP) | No common AP caliber overmatches149 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 25–350 mm) | 4,400 (7% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 299 mm primary (range 25–299 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. |
| Superstructure | 16 mm | 2,000 (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 HP | 30,400 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (140 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 18,200 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.
Skins & permanent camouflages
Every custom exterior Hyūga can equip.
DefaultThe ship’s standard exterior
Golden Week (Hyūga)Decorative
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.
