World of Warships: Legends ship guide

Kamikaze BS

Beta
Japan · Tier IV · Destroyer · Premium
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7-km torpedoes for a perfect shot
Key characteristics
Torpedoes (7 km)SmokeEngine BoostWeak AA
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Community Data

Kamikaze BS Community Stats

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Playstyle

Overview

Kamikaze BS is a Tier IV Japanese torpedo destroyer reaching 7 km. The torpedoes travel at 68 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best magazine armor in T4 DDs (12 mm).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7 km reach at 68 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 7-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Heavy magazine armor

12.0 mm magazine protection, best of T4 DDs. Detonation-resistant.

Thick citadel floor

12.0 mm citadel bottom, best of T4 DDs. Deep-water torps and underwater pen do less.

Heavy citadel belt

18.0 mm citadel belt, top decile of T4 DDs. Citadels through angle are rare.

Slow reload

9.0 s reload, bottom decile of T4 DDs. Salvos punish more, but cycle is slower than peers.

Short gun range

9.55 km main battery reach, bottom decile of T4 DDs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Kamikaze BS

Kamikaze BS is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

AL Asashio, AL Yukikaze, and Abraham V. Hellsinger are useful Japanese destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, defensive gun comfort, or speed depending on whether you want safer scouting or harder cap fights. Guns are defensive tools: use HE mainly when you are already spotted, finishing a destroyer, or farming a battleship late only when it is safe and your spotting/torpedo job is secure.

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Commanders frequently paired with this ship AL AsashioAL YukikazeAbraham V. Hellsinger

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Cohort position

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Where Kamikaze BS sits among Tier IV DDs (22 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.

BestStealth profile5.62 km / 2.81 km (1 of 3 tied / 1 of 3 tied) Top 10%Displacement1,720 t (3/22) Top 10%Torpedo reload47 s (3/22) Top 10%Citadel belt18 mm (3/20) Top 25%AP arming threshold20 mm (5/20) Top 25%Torpedo speed68 kt (4/22) Top 25%Max armor18 mm (6/22) Top 25%Deck armor18 mm (5/19) Bottom 25%Hit points11,100 HP (19/22) Bottom 25%Traverse-to-turn ratio3.48 × (19/22) Bottom 25%Main battery reload9 s (20/22) Bottom 25%Fires per minute2.13 (19/22) Bottom 25%HE DPM53,333 (19/22) Bottom 25%AP DPM53,333 (17/20) WorstMain battery range9.55 km (1 of 2 tied) WorstAA DPS10 (1 of 2 tied) WorstAA range1 km (1 of 2 tied) WorstAA threat10 (1 of 2 tied)
See 15 mid-pack stats

Not standouts for Kamikaze BS -- 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 speed37.5 kt(7/22) Rudder shift2.9 s(10/22) Main battery caliber120 mm(17/22) HE fire chance8%(11/22) Main dispersion86.6 m(13/22) AP velocity825 m/s(9/20) HE velocity825 m/s(9/22) Acceleration17.3 s(13/22) Engine power37,500 hp(13/22) Turn-speed retention68.2 hp/m(13/22) Power-to-weight21.8 hp/t(9/22) Torpedo range6.99 km(11/22) Torpedo damage≈13,400(7/22) NormSigma2(21 of 22 tied at this value) NormAP fuse timer0.01 s(16 of 20 tied at this value)
Survivability
Hit Points11,100
Displacement1,720 t
Armor range6–18 mm
Plate armor thicknesses6, 10, 12, 14, 18 mm
Armor material/layer entries27
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
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.
5,600
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.
3,300
Main Battery
ModuleArtillery: 120 mm 3rd Year Type
Mounts / barrels4 mounts / 4 barrels
Reload time10 s
Firing range9.5 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(954630·80.51000+0.5)·30=86.6m
86.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.6·0.6=52m
52 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =86.6·0.32(σ=2)=27.7m
27.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =52·0.319(σ=2)=16.6m
16.6 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ4 broadside guns x 60 / 10 s base reload = 24.
24
HE shells
HE Damage2,000
HE Velocity825 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ2,000 HE damage x 4 broadside guns = 8,000.
8,000
Base HE DPM
ƒ8,000 HE full-salvo alpha x 60 / 10 s base reload = 48,000.
48,000
Base fires/min
ƒ4 HE shells x 60 / 10 s reload x 8% fire chance = 1.92.
1.92
AP shells
AP Damage2,000
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1750·20.30.69·0.121.07·8251.38=143mm. Matches the in-game spec card.
143 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.9 km), where the shell has slowed to 255.5 m/s: P=107·1750·20.30.69·0.121.07·255.51.38=28.4mm.
28.4 mm
AP full-salvo alpha
ƒ2,000 AP damage x 4 broadside guns = 8,000.
8,000
Base AP DPM
ƒ8,000 AP full-salvo alpha x 60 / 10 s base reload = 48,000.
48,000
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.
7
Torpedoes
ModuleTorpedoes: Type92
Launchers / tubes3 launchers × 2 tubes = 6 tubes
Reload time47 s
Projectile speed68 kt
Range6.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=40,200·0.333=13,400.
≈ 13,400
Torpedo detectability1.4 km
Flooding chance240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
80,400
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.7 mm Type922×1 8mm
Near aura
DPS3
Range1 km
Maneuverability
Engine moduleEngine: 37,500 hp
Engine power37,500 hp
Maximum speed37.5 kt
Turning circle radius550 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (33.8 kt of 37.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(37,5001,720)0.42=3.649; 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=202.61=7.7s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=17.3s. 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.
17.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (37.1 kt of 37.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=29.3s. 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.
29.3 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·37.5·0.5144550=2.01°/s, so ratio=ωturretωhull=72.01=3.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.5× drags
Concealment
Detectability by sea5.62 km
Detectability by air2.81 km
Smoke firing penalty2.04 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.62 km
Detect Fire Sea7.62 km
Detect Fire Air5.81 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 77 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp86.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{9546}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 86.6\,\text{m}$
Max Vert Disp52 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 86.6 \cdot 0.6 = 52\,\text{m}$
Med Horiz Disp27.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86.6 \cdot 0.32\;(\sigma = 2) = 27.7\,\text{m}$
Med Vert Disp16.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 52 \cdot 0.319\;(\sigma = 2) = 16.6\,\text{m}$
AP Pen Close143 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1750 \cdot 20.3^{0.69} \cdot 0.12^{-1.07} \cdot 825^{1.38} = 143\,\text{mm}$. Matches the in-game spec card.
AP Pen Far28.4 mm
Same formula at the ship's max firing range (11.9 km), where the shell has slowed to 255.5 m/s: $P = 10^{-7}\cdot 1750 \cdot 20.3^{0.69} \cdot 0.12^{-1.07} \cdot 255.5^{1.38} = 28.4\,\text{mm}$.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha8,000
2,000 HE damage x 4 broadside guns = 8,000.
AP full-salvo alpha8,000
2,000 AP damage x 4 broadside guns = 8,000.
Base HE DPM48,000
8,000 HE full-salvo alpha x 60 / 10 s base reload = 48,000.
Base AP DPM48,000
8,000 AP full-salvo alpha x 60 / 10 s base reload = 48,000.
Base shells/min24
4 broadside guns x 60 / 10 s base reload = 24.
Base fires/min1.92
4 HE shells x 60 / 10 s reload x 8% fire chance = 1.92.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed68 kt
Travel time to max range39.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
3 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage80,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (3×3.5×0.95) = 10. 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 range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index10
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 range1 km

Armor Beta

Hull HP 11,100, 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 & stern10 mm

Overmatched by 135+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–14 mm)1,600 (14% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–14 mm)1,200 (11% of HP)
Overmatched by 150mm+ (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel18 mm primary (range 10–18 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–18 mm)500 (5% 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 HP5,600 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.
AA mount (8 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 HP3,300 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.
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3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Kamikaze BS default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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