World of Warships: Legends ship guide

Inamura

Beta
Japan · Tier VII · Battleship · Premium
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to…
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
410 mm overmatch2.2 sigma accuracyHigh HE / fire outputImproved HE penEngine Boost
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Playstyle

Overview

Inamura is a Tier VII Japanese fast battleship at 30 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best sigma in T7 BBs (2.2) and best HE DPM in T7 BBs (166,667).

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; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 14/47 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.

Tight grouping

Sigma 2.2, best of T7 BBs. More shells land near aim.

HE DPM machine

166667 HE DPM, best of T7 BBs. Sustained fire pressure.

Thick citadel floor

50.0 mm citadel bottom, best of T7 BBs. Deep-water torps and underwater pen do less.

Heavy HE shells

7000.0 damage per HE shell, top decile of T7 BBs. Punishes superstructure and modules harder than peers.

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: 2026-05-31 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 Beta

Use a Japan battleship commander focused on accuracy, reload, survivability, and fire resistance. Inspirations that tighten salvos or improve repair-party value support the flank-anchor role.

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 (47 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 (1/46) BestHE DPM166,667 (1/45) Top 10%Main battery caliber410 mm (5/46) Top 10%Fires per minute8.57 (5/45) Top 10%AP DPM300,000 (3/46) Top 10%Secondary dispersion bracket33 (5/46) Top 10%HE alpha2,400 (5/43) Top 10%AP velocity870 m/s (2/46) Top 25%Secondary DPM (per side)318,000 (7/46) Top 25%HE velocity870 m/s (7/45) Top 25%Displacement43,580 t (8/46) Bottom 25%Hit points62,200 HP (37/46) Bottom 25%Turn-speed retention150 hp/m (40/46) Bottom 25%Max armor330 mm (41/46) WorstNo torpedoes (32 of 47 in cohort) WorstCitadel belt100 mm (37/37) WorstEnd plates25 mm (1 of 4 tied / 1 of 5 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(27/46) Concealment15.26 km(21/46) Air detection12.21 km(21/46) Rudder shift15.3 s(16/46) Traverse-to-turn ratio3.98 ×(35/46) Main battery range17.09 km(22/46) Main battery reload25.2 s(21/46) HE fire chance36%(21/45) AP shell damage12,600(18/46) Main dispersion207 m(18/46) Secondary fire chance10%(15/43) Secondary HE pen23 mm(29/43) Acceleration36.1 s(25/43) AP arming threshold68 mm(32/46) Engine power132,000 hp(32/46) Power-to-weight3.03 hp/t(29/46) Secondary range6.6 km(14/46) AA DPS518(23/46) AA range5 km(17/46) AA threat1,740(20/46) Repair charges3(23/46) Deck armor76 mm(13/36) NormAP fuse timer0.03 s(38 of 46 tied at this value) NormAP ricochet start45°(44 of 46 tied at this value) NormAP auto-bounce angle60°(43 of 46 tied at this value) NormRepair heal rate0.5 %/s(32 of 46 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
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.
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
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
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·GetHalfHitsRatio(σ) =207·0.297(σ=2.2)=61.4m
61.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =165.6·0.296(σ=2.2)=49.1m
49.1 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 28 s base reload = 21.4.
21.4
HE shells
HE Damage7,000
HE Velocity870 m/s
Fire Chance36%
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
Base HE DPM
ƒ70,000 HE full-salvo alpha x 60 / 28 s base reload = 150,000.
150,000
Installed HE DPM
ƒ70,000 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 166,667.
166,667
Base fires/min
ƒ10 HE shells x 60 / 28 s reload x 36% fire chance = 7.71.
7.71
AP shells
AP Damage12,600
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
ƒ12,600 AP damage x 10 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 28 s base reload = 270,000.
270,000
Installed AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 300,000.
300,000
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
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (125×3.5×0.85) + (34×3.5×0.75) = 518. 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.
518
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)10×2 127mm
Far aura
DPS
ƒIncludes 34 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
34
Range5 km
Outer Near aura
DPS125
Range3.1 km
Total DPS in Aura
ƒFar 34 + Outer Near 125 = 159
159
Inner Near aura
DPS19
Range2.5 km
Total DPS in Aura
ƒFar 34 + Outer Near 125 + Inner Near 19 = 178
178
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)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×12)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed30 kt
Turning circle radius880 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(132,00043,580)0.42=1.5927; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=36.1s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
36.1 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=58.2s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, 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 · 0.5% heal per second · 14% of max HP total heal
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% damage boost · +50% reload boost
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp207 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17090}{30}\cdot\dfrac{10-2.8}{1000} + 2.8\right)\cdot 30 = 207\,\text{m}$
Max Vert Disp165.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 207 \cdot 0.8 = 165.6\,\text{m}$
Med Horiz Disp61.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 207 \cdot 0.297\;(\sigma = 2.2) = 61.4\,\text{m}$
Med Vert Disp49.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 165.6 \cdot 0.296\;(\sigma = 2.2) = 49.1\,\text{m}$
AP Pen Close884.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2600 \cdot 970^{0.69} \cdot 0.41^{-1.07} \cdot 870^{1.38} = 884.5\,\text{mm}$. 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: $P = 10^{-7}\cdot 2600 \cdot 970^{0.69} \cdot 0.41^{-1.07} \cdot 482.2^{1.38} = 391.8\,\text{mm}$.
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 alpha126,000
12,600 AP damage x 10 broadside guns = 126,000.
Base HE DPM150,000
70,000 HE full-salvo alpha x 60 / 28 s base reload = 150,000.
Base AP DPM270,000
126,000 AP full-salvo alpha x 60 / 28 s base reload = 270,000.
Installed HE DPM166,667
70,000 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 166,667.
Installed AP DPM300,000
126,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 300,000.
Base shells/min21.4
10 broadside guns x 60 / 28 s base reload = 21.4.
Installed shells/min23.8
10 broadside guns x 60 / 25.2 s installed Artillery reload = 23.8.
Base fires/min7.71
10 HE shells x 60 / 28 s reload x 36% fire chance = 7.71.
Installed fires/min8.57
10 HE shells x 60 / 25.2 s installed reload x 36% fire chance = 8.57.

AA defense

Close-range AA DPS518
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (19×3.5×0.85) + (125×3.5×0.85) + (34×3.5×0.75) = 518. 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 index1740
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.
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.

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 98+ 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 ballistics 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 &#x27;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 ×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).
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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (140 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

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.