Kaga
Also called: 加贺 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
- Launch from positions where the recall path stays inside your team's AA umbrella
- Avoid: Trading a full squadron for one high-value kill
On this page
Kaga Community Stats
Across 11,000+ Standard battles from 220+ players, Kaga averages a 60% win rate, 81,600 damage and 1.2 kills per battle, and survives 66% of them.
Kaga Community Stats
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Kaga Community Stats
Record History
Playstyle
Overview
Kaga is the premium Tier VII Japanese carrier: a balanced strike kit across dive bombers and air torpedoes without a single dominant weapon. The kit rewards reading the enemy AA and picking the squadron that fits the next target. Standout traits: fast plane restore in T7 CVs (22 s, 1st of 12) and stealthy air torps in T7 CVs (1.2 km, 1st of 10). The trade is AA DPS in T7 CVs (264, 12th of 12). Each squadron flies 12 planes and they come back 22 s apiece, so losing a full wave costs 264 seconds of reserves.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 13.8 km and run at 28 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Reserves refill in 22 s per aircraft at best, the quickest in the cohort, so you can spend planes others cannot - but your thinnest-skinned squadron flies at 1,550 HP and decides how much of each wave comes home.
Signature Traits
- Heavy secondary DPM · 259200 secondary
- Burny secondaries · 17%
- Punchy HE · 3300 max
- Burny bombs · 50%
- Big squadrons · 24 planes
- Fast plane restore · 22 s
- Stealthy air torps · 1.2 km
264 AA DPS, bottom decile of T7 CVs. Aircraft chew through with impunity; lean on positioning over AA.
28 kt, bottom decile of T7 CVs. Hard to rotate flanks or disengage; commit positioning early.
How to get Kaga
Kaga is available as a Bureau project.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Azur Lane wave III
Bureau project
Start: 2022-02-04
- She's a perfect choice for your Japanese aircraft carriers, including the all-new Tier VII Premium Kaga, which is obtainable through the Bureau.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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
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Where Kaga sits among Tier VII CVs (11 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 15 mid-pack stats
Not standouts for Kaga -- 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 VII Aircraft CarriersShow all 11 peers
Stats & specs
Customize in the Build Tool →ƒ
4 planes per drop x 1 bomb each = 4.ƒ
4 bombs x 8,000 alpha = 32,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.ƒ
4 planes per drop x 1 torpedo each = 4.ƒ
4 torpedoes x 4,500 alpha = 18,000, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.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
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 108 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 47 raw aura damage × 3.5 × 0.95 hit probability = 156 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 108 + Near 156 = 264ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 220 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
Every potential cloud spawns - the full pattern, every salvo. 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): 1.6 + 5.8 + 3.4 = 10.8. 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: 2×2 127 mm (2/side) × 60/6 s × 2100 = 42,000 + 6×2 127 mm (6/side) × 60/5 s × 2100 = 151,200 + 10×1 200 mm (5/side) × 60/15 s × 3300 = 66,000. 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) 10.8 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 79,816. 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) 259,200 + secondary fire DPM 79,816 = 339,016: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 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
2×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 1.6. 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.Show 2 more gun families
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
6×2 barrels / 2 sides × 60 / 5 s × 0.08 (8% fire chance) = 5.8. 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
10×1 barrels / 2 sides × 60 / 15 s × 0.17 (17% fire chance) = 3.4. 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 = 28 / 4 + 4.9 = 11.9 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 (25.2 kt of 28.0 kt).ƒ
Time to reach 99% of top speed (27.7 kt of 28.0 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
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.8 km x 0.955 = 13.18 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.18 km.ƒ
Air detectability 9.66 km + gun-firing bloom 0 km = 9.66 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 13.8 km + 2.0 km while burning = 15.8 km.ƒ
Air detectability 9.66 km + 3.0 km while burning = 12.66 km.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
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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.
AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 14x2 -> 156 DPS @ 3.1 km; 127mm40 Type89 Mod A 2x2 -> 27 DPS @ 5 km; 127mm40 Type 89 6x2 -> 81 DPS @ 5 km.@ 5 km: 27 + 81 = 108; @ 3.1 km: 156 + 27 + 81 = 264. 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.156 + 27 + 81 = 264 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).156 × 3.1 + 27 × 5 + 81 × 5 = 1024. 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 firepower
max(2100 (127 mm), 2100 (127 mm), 3300 (200 mm)) = 3300. Maximum HE damage per shell across secondary HE families. Best on this ship: 3300 from the 200 mm family.max(8% (127 mm), 8% (127 mm), 17% (200 mm)) = 17%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 17% from the 200 mm family.max(21 mm (127 mm), 21 mm (127 mm), 34 mm (200 mm)) = 34 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: 34 mm from the 200 mm family.Ship Charts
Background
Until the early 1940s, she was one of the biggest aircraft carriers of the Imperial Japanese Navy. Initially laid down as a battleship, she was redesigned during construction to become a carrier. The ship had good armor protection for her type, powerful secondary battery guns, and carried quite a numerous air group.
Armor Beta
Hull HP 54,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 133+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 21 mm primary (range 21–120 mm) | 1,600 (3% of HP) | Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 152 mm primary (range 14–152 mm) | 40,700 (75% of HP) | No common AP caliber overmatches152 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 21 mm primary (range 21–152 mm) | 1,100 (2% of HP) | Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 152 mm primary (range 21–152 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 | 13 mm primary (range 13–38 mm) | 100 (0% 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). |
| Secondary mount (200 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 | 16,300 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.
Balance History
Balance updates affecting Kaga. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo bombers:
- Torpedo bomber restoration time increased from 16 to 22 s.
- Torpedo bomber maximum HP per aircraft reduced from 1,600 to 1,550.
- Torpedo bomber base speed reduced from 140 to 133 kts.
- Dive bombers:
- Dive bomber restoration time increased from 16 to 22 s.
- Dive bomber base speed reduced from 156 to 144 kts.
Ministry of Balance: Carriers 2.0 – First Update
- Dive bombers:
- Bomb damage reduced from 9,500 to 8,000.
- Torpedo bombers:
- Base speed reduced from 146 to 140 knots.
- Torpedo speed reduced from 50 to 47 knots.
- Torpedo damage reduced from 6,600 to 5,400.
Ministry of Balance: Carriers 2.0 – First Wave
- Dive Bombers:
- Aiming speed increased (aiming circle shrinks faster).
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
- Number of aircraft in squadron increased from 8 to 12.
- Maximum HP per aircraft reduced from 2,250 to 1,550 (squadron HP reduced from 20,000 to 18,600).
- Base speed increased from 135 to 156 knots.
- Maximum flight range set to 32 kilometers.
- Aircraft restoration time reduced from 75 to 16 seconds.
- Torpedo Bombers:
- Aiming speed increased (aiming cone shrinks faster).
- Number of aircraft in squadron increased from 8 to 12.
- Maximum HP per aircraft reduced from 2,250 to 1,600 (squadron HP reduced from 20,000 to 19,200).
- Base speed increased from 125 to 146 knots.
- Maximum flight range set to 30 kilometers.
- Aircraft restoration time reduced from 75 to 16 seconds.
Ministry of Balance Reports: Carrier Changes
- This iconic ship from the Battle of Midway is lagging behind her opponents in all three main areas, so we want to amp her up some by improving her plane HP and damage output.
- Dive bomber HP increased from 2,050 to 2,250.
- Torpedo bomber HP increased from 2,100 to 2,250.
- HE bomb damage increased from 9,000 to 9,500.
- Torpedo damage increased from 6,300 to 6,600.
- Torpedo arming time decreased from 6 to 5 seconds.
- Torpedoes are more likely to disable modules.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 12.6 to 13.8 km; air detectability range changed from 10.1 to 9.7 km.
Anniversary Update: New Horizons
- First and foremost, the planes now have more HP, about 150 on average. This change affects the following ships, with more buffs included:
- Tier VII Kaga (stock dive and torpedo bombers).
Skins & permanent camouflages
Every custom exterior Kaga can equip.
DefaultThe ship’s standard exterior
Mecha PioneerDecorative
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.
