World of Warships: Legends ship guide

Inamura

Also called: 稻村 Beta
Japan · Tier VII · Battleship · Premium
AP-DPM battleshipWins on AP volume; prioritise uptime and punish the line shot after shot.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
410 mm overmatch2.2 sigma accuracyHeavy HE shellsHigh HE / fire outputImproved HE penEngine Boost
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Community Data

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Playstyle

Overview

Inamura is a Tier VII Japanese AP-DPM battleship (326,190 AP DPM): her main battery throughput is top-decile, 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. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best sigma in T7 BBs (2.2) and best superstructure armor in T7 BBs (32 mm).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 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 30-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

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 15/49 T7 BBs.

Engine Boost

+12% speed, 80 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 BBs.

ELITE MAIN BATTERY
  • Tight grouping
  • Flat AP shells · 870 m
  • AP DPM machine · 326190 AP
  • Heavy HE shells · 7000 damage
ELITE ARMOR
  • Hardened superstructure · 32 mm
  • Thick citadel floor · 50 mm
Acquisition

How to get Inamura

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

Official WG availability sources
  • Blooming Mountain Campaign Breakdown Campaign Start: 2026-05-04 · End: 2026-06-01 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.
  • Through the Spy Glass: Inamura Ship feature / release Start: 2026-05-05 · 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

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

Nobutake Kondō

WG official

WG official build from Through the Spy Glass: Inamura.

Source: Through the Spy Glass: Inamura

Open in Build Tool →

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 Inamura sits among Tier VII BBs (48 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.

BestSigma2.2 (1/49) Top 10%Main battery caliber410 mm (5/49) Top 10%Fires per minute9.52 (3/48) Top 10%HE DPM166,667 (2/48) Top 10%AP DPM326,190 (2/49) Top 10%Secondary dispersion bracket33 (5/49) Top 10%Secondary HE alpha2,400 (5/46) Top 10%AP velocity870 m/s (2/49) Top 10%Effective HE DPM (incl. fire)237,284 (2/48) Top 25%Secondary DPM (per side)318,000 (8/49) Top 25%HE velocity870 m/s (7/48) Top 25%Displacement43,580 t (8/49) Bottom 25%Hit points62,200 HP (39/49) Bottom 25%Traverse-to-turn ratio3.98 × (38/49) Bottom 25%Turn-speed retention150 hp/m (43/49) Bottom 25%Max armor330 mm (43/49) WorstNo torpedoes (33 of 49 in cohort) WorstCitadel belt100 mm (47/47) WorstEnd plates25 mm (1 of 5 tied / 1 of 6 tied)
See 26 mid-pack stats

Not standouts for Inamura -- 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 speed30 kt(29/49) Concealment15.26 km(21/49) Air detection12.21 km(21/49) Rudder shift15.3 s(17/49) Main battery range17.09 km(24/49) Main battery reload25.2 s(23/49) Main dispersion207 m(16/49) Secondary fire chance10%(17/46) Secondary HE pen23 mm(31/46) Acceleration36.1 s(31/49) AP arming threshold68 mm(35/49) Engine power132,000 hp(35/49) Power-to-weight3.03 hp/t(32/49) AP pen at 10 km576 mm(21/48) Secondary range6.6 km(16/49) AA DPS518(26/49) AA range5 km(19/49) AA threat1,741(24/49) Flak per wave (expected)1,485(23/49) Repair charges3(23/49) Deck armor76 mm(13/45) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value)
Survivability
Hit Points62,200
Displacement43,580 t
Armor range19–330 mm
Plate armor thicknesses19, 25, 32, 38, 50, 51, 54, 64, 73, 76, 89, 95, 100, 102, 152, 203, 229, 248, 254, 330 mm
Armor material/layer entries64
Fire resistance36.6%
Fire duration60 s
Torp Reduction26%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
31,100
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.
18,700
Effective HP
ƒBase 62,200 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 8,708 HP per charge, x3 charges = 26,124 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
88,324
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 410 mm/50 10th Year Type mod. A
Mounts / barrels4 mounts / 10 barrels
Reload time28 s
Firing range17.1 km
Turret traverse4 °/s
Turret armor508 mm
AP pen max range434 mm
HE fire DPM vs T7 BB63581
Effective HE DPM vs T7 BB213581
Shell Grouping (σ)2.2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1709030·102.81000+2.8)·30=207m
207 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207·0.8=165.6m
165.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =207·0.62.2=56.5m
56.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =165.6·0.62.2=45.2m
45.2 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 28 s base reload = 21.4. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 25.2 s all-upgrades reload = 23.8.
Initial: 21.4 → 23.8
HE shells
HE Damage7,000
HE Velocity870 m/s
Fire Chance40%
HE penetration
ƒIn-game data: 82 mm = 410 mm caliber / 5 (non-standard HE penetration ratio).
82 mm
HE full-salvo alpha
ƒ7,000 HE damage x 10 broadside guns = 70,000.
70,000
HE DPM
ƒZero upgrades: 70,000 HE full-salvo alpha x 60 / 28 s base reload = 150,000. All upgrades (Main Battery Mod. 3 = -10% reload): 70,000 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 166,667.
Initial: 150,000 → 166,667
Fires/min
ƒZero upgrades: 21.4 shells/min x 40% fire chance = 8.57. All upgrades (Main Battery Mod. 3 = -10% reload): 23.8 shells/min x 40% fire chance = 9.52.
Initial: 8.57 → 9.52
AP shells
AP Damage13,700
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: P=107·K·m0.69·d1.07·v01.38 =107·2600·9700.69·0.411.07·8701.38=884.5mm. Matches the in-game spec card.
884.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 482.2 m/s: P=107·2600·9700.69·0.411.07·482.21.38=391.8mm.
391.8 mm
AP full-salvo alpha
ƒ13,700 AP damage x 10 broadside guns = 137,000.
137,000
AP DPM
ƒZero upgrades: 137,000 AP full-salvo alpha x 60 / 28 s base reload = 293,571. All upgrades (Main Battery Mod. 3 = -10% reload): 137,000 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 326,190.
Initial: 293,571 → 326,190
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 points58
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm Type96 mod. 126×2 25mm
25 mm/60 Type 9618×1 25mm
25 mm Type96 mod. 114×3 25mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Type89 mod. 3 (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 89 from dual-purpose secondaries firing as AA in this range band.
89
Range5 km
Outer Near aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 125 raw aura damage × 3.5 × 0.85 hit probability = 372 - the same in-game units as the Close-range AA DPS headline.
372
Range3.1 km
Total DPS in Aura
ƒFar 89 + Outer Near 372 = 461
461
Inner Near aura
Guns25 mm/60 Type 96
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.85 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
57
Range2.5 km
Total DPS in Aura
ƒFar 89 + Outer Near 372 + Inner Near 57 = 518
518
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 220 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
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
Mounts22
Firing range6.6 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis 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.
Improved (40%) + Standard
127 mm Type89 mod. 3 (×10) (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 time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Show 1 more gun family
140 mm 3rd Year Type (×12)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Maneuverability
Engine power132,000 hp
Maximum speed30 kt
Turning circle radius880 m
Rudder shift time15.3 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 (27.0 kt of 30 kt), from our in-house acceleration model.
36.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
58.2 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·30.0·0.5144880=1.00°/s, so ratio=ωturretωhull=41.00=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea15.26 km
Detectability by air12.21 km
Smoke firing penalty14.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.26 km
Detect Fire Sea17.26 km
Detect Fire Air15.21 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,708 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.
· 26,124 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.
· 311 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (62,200 HP) per second = 311 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost4 charges · 70 s reload · 80 s active · +12% speed bonus
Choose one
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.

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)2.2
Max Horiz Disp207 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1709030·102.81000+2.8)·30=207m
Shell scatter width @ 5 km120 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 km156 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 km192 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 Disp165.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207·0.8=165.6m
Shell scatter height @ 10 km98.9 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17090=8545 m, and radiusOnMax=0.8 at 17090 m. Above the kink: k=0.6+(0.80.6)·100008545170908545=0.6341, so σV=σH·k=156·0.6341=98.9m.
Med Horiz Disp56.5 m
50%-hit horizontal radius: σH,50=σH·0.6σ =207·0.62.2=56.5m
Med Vert Disp45.2 m
50%-hit vertical radius: σV,50=σV·0.6σ =165.6·0.62.2=45.2m
AP Pen Close884.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·9700.69·0.411.07·8701.38=884.5mm. Matches the in-game spec card.
AP Pen Far391.8 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 482.2 m/s: P=107·2600·9700.69·0.411.07·482.21.38=391.8mm.
AP pen 5 km722 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 km576 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 km469 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 flight time @ 10 km4.88 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.378·0.4128·970=2.57×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.88 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.378·0.4128·970=2.57×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration82 mm
In-game data: 82 mm = 410 mm caliber / 5 (non-standard HE penetration ratio).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.2 in this case. Lets HE pen ~102mm armor instead of ~68mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha70,000
7,000 HE damage x 10 broadside guns = 70,000.
AP full-salvo alpha137,000
13,700 AP damage x 10 broadside guns = 137,000.
HE DPMInitial: 150,000 → 166,667
Zero upgrades: 70,000 HE full-salvo alpha x 60 / 28 s base reload = 150,000. All upgrades (Main Battery Mod. 3 = -10% reload): 70,000 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 166,667.
AP DPMInitial: 293,571 → 326,190
Zero upgrades: 137,000 AP full-salvo alpha x 60 / 28 s base reload = 293,571. All upgrades (Main Battery Mod. 3 = -10% reload): 137,000 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 326,190.
Shells/minInitial: 21.4 → 23.8
Zero upgrades: 10 broadside guns x 60 / 28 s base reload = 21.4. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 25.2 s all-upgrades reload = 23.8.
Fires/minInitial: 8.57 → 9.52
Zero upgrades: 21.4 shells/min x 40% fire chance = 8.57. All upgrades (Main Battery Mod. 3 = -10% reload): 23.8 shells/min x 40% fire chance = 9.52.

AA defense

AA DPS at max range89
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 single light 18x1 -> 57 DPS @ 2.5 km; 25mm Type96 double 26x2 -> 242 DPS @ 3.1 km; 25mm Type96 light 14x3 -> 130 DPS @ 3.1 km; 127mm40 Type 89 10x2 -> 89 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range89 DPS @ 5 km, 461 DPS @ 3.1 km, 518 DPS @ 2.5 km
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.
AA DPS at point-blank518
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index1741
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 (40%) + Standard
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.
127 mm × 10 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 10 max disp @ 6.6 km406.2 m
6.6 km × 57 + 30 = 406.2 m.
127 mm × 10 disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 12 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 12 max disp @ 6.6 km247.8 m
6.6 km × 33 + 30 = 247.8 m.
140 mm × 12 disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)318,000
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 + 12×1 140 mm (6/side) × 60/8 × 2400 = 108,000. 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 Beta

Hull HP 62,200, 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 102+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–95 mm)2,100 (3% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle 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)19 mm primary (range 19–248 mm)46,700 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–229 mm)2,400 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–100 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.
Superstructure32 mm primary (range 32–330 mm)4,100 (7% 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 HP31,100 magazine HPTurret knocked outPer-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 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 HP18,700 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.

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Ship Charts

Balance History

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

Buff ×2Main Battery ×2
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • HE shell fire-starting chances increased from 36% to 40%.
  • AP shell maximum damage increased from 12,600 to 13,700.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Inamura 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.