Kaga
Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
Kaga Community Stats
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Kaga Community Stats
Playstyle
Overview
Kaga is the Tier VII Japanese legacy strike carrier. Her squadron at 24 planes is the largest in the cohort (cohort median is 18), so her impact comes from volume waves rather than surgical alpha against a single target. Standout traits: best bomb fire chance in T7 CVs (50).
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.
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.
Signature Traits
50.0% fire chance per bomb, best of T7 CVs. Sustained burn pressure across drops.
24.0 planes per squadron at peak, best of T7 CVs. More attack passes before reserve runs dry.
259200.0 secondary DPM per side, best of T7 CVs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
3300.0 max HE alpha per secondary shell, best of T7 CVs. Bigger per-shell damage than peers.
265.0 AA DPS, bottom decile of T7 CVs. Aircraft chew through with impunity; lean on positioning over AA.
28.0 kt, bottom decile of T7 CVs. Hard to rotate flanks or disengage; commit positioning early.
How to get Kaga
Kaga is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for aircraft HP, restoration, speed, and torpedo/bomb consistency. Current advice should account for post-balance dive-bomber and torpedo-bomber damage, speed, and HP changes.
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 Kaga sits among Tier VII CVs (10 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 13 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.95) + (31×3.5×1) = 265. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 31 + Near 47 = 78ƒ
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.Show 2 more gun families
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
See all derived stats
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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.
AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.95) + (31×3.5×1) = 265. 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.Longest-reaching aura across AA-only + dual-purpose auras.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. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 2×2 127 mm (2/side) × 60/6 × 2100 = 42,000 + 6×2 127 mm (6/side) × 60/5 × 2100 = 151,200 + 10×1 200 mm (5/side) × 60/15 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 3300 from the 200 mm family.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.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.Armor
Hull HP 54,200, 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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 21 mm primary (range 21–120 mm) | 1,600 (3% of HP) | Overmatched by 305mm+ (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 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+ (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 ×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). |
| 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.
- 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 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
- 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
- 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).
- Maximum HP per aircraft reduced from 2,250 to 1,600 (squadron HP reduced from 20,000 to 19,200).
- +2 more official change lines in the source post.
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.
- That covers the changes made to carriers of all nations this update. Some were improved; others were downgraded according to their performance and your feedback on them.
- This is the first time that we’re writing a developer blog about upcoming balance changes—please let us know what you think in our feedback channels!.
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
- Tier VII Shōkaku (stock and upgraded dive and torpedo bombers); Shōkaku's squadrons were increased from 8 to 9 aircraft to 3 instead of 2.
- for both stock and upgraded torpedo bombers; hangar size for stock version increased from 12 to 15 aircraft.
- , maximum bomb damage was increased from 10,100 to 10,600.
- Tier V Zuihō (dive and torpedo bombers); Zuihō's maximum bomb damage was also increased from 9,100 to 9,400.
- Tier VII Implacable (stock and upgraded dive and torpedo bombers); hangar size for both stock and upgraded version increased from 12 to 15 aircraft.
- Tier VII August von Parseval (stock and upgraded dive bombers, upgraded torpedo bombers); Parseval's maximum torpedo bomber damage was also decreased from 5,833 to 5,600.
- for both stock and upgraded aircraft.
- Tier VII Pobeda (stock and upgraded skip and torpedo bombers); Pobeda's torpedo speed was also increased from 35 to 40 kt.
Skins & permanent camouflages
Every custom exterior Kaga can equip, from in-game data.
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.
