Katori
Beta- Sit under 10 km on a lane that the torpedoes can reach without exposing the hull
- Avoid: Holding torpedoes for a perfect drop
Katori Community Stats
Log in to GamingDiver and upload your data to see Community Data for Katori: community win rate, damage, survival, spotting, and your own comparison.
Katori Community Stats
Playstyle
Overview
Katori is a Tier II Japanese light cruiser with a long-range torpedo battery reaching 7 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best AA reach in T2 CAs (5 km).
Positioning
Sit under 10 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.
Potato Avoidance
Holding torpedoes for a perfect drop
The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.
Signature Traits
8.0% best HE fire chance per secondary shell (before target resistance), best of T2 CAs. Stacks fires faster than peers in a brawl.
5.0 km AA reach, best of T2 CAs.
2400.0 damage per HE shell, top decile of T2 CAs. Punishes superstructure and modules harder than peers.
2100.0 max HE alpha per secondary shell, top decile of T2 CAs. Bigger per-shell damage than peers.
16.3 hp per metre of turn radius, bottom decile of T2 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.
18.0 kt, bottom quartile of T2 CAs. Hard to rotate flanks or disengage; commit positioning early.
How to get Katori
Katori is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
AL Atago, AL Azuma, and Arpeggio Haguro are useful Japanese cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Katori sits among Tier II CAs (19 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 21 mid-pack stats
Not standouts for Katori -- 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
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11427/30·(8−1.1)/1000 + 1.1)·30 = 111.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.8 × 0.6 = 67.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.8 × 0.319 (σ=2) = 35.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.319 (σ=2) = 21.4 mƒ
180 degrees / 7.5 deg/s traverse speed = 24 s.ƒ
4 broadside guns x 60 / 7 s base reload = 34.3.HE shells
ƒ
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).ƒ
2,400 HE damage x 4 broadside guns = 9,600.ƒ
9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.ƒ
4 HE shells x 60 / 7 s reload x 10% fire chance = 3.43.AP shells
ƒ
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 280.2 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 280.2^1.38 = 43.2 mm.ƒ
2,700 AP damage x 4 broadside guns = 10,800.ƒ
10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×0.9) + (6×3.5×0.9) = 76. 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 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 6 + Medium 18 = 24ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3 km × 57 + 30 = 201 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Catapult Fighter1 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
See all derived stats
Show
▾
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11427/30·(8−1.1)/1000 + 1.1)·30 = 111.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.8 × 0.6 = 67.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.8 × 0.319 (σ=2) = 35.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.319 (σ=2) = 21.4 mCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 850^1.38 = 199.6 mm. Matches the in-game spec card.Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 280.2 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 280.2^1.38 = 43.2 mm.23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).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.All 4 barrels bear on the broadside.180 degrees / 7.5 deg/s traverse speed = 24 s.2,400 HE damage x 4 broadside guns = 9,600.2,700 AP damage x 4 broadside guns = 10,800.9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.4 broadside guns x 60 / 7 s base reload = 34.3.4 HE shells x 60 / 7 s reload x 10% fire chance = 3.43.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 2 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×0.9) + (6×3.5×0.9) = 76. 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.3 km × 57 + 30 = 201 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: 1×2 127 mm (1/side) × 60/5 × 2100 = 25,200. 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: 2100 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 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: 21 mm from the 127 mm family.Armor
Hull HP 22,000, 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 | 10 mm primary (range 6–10 mm) | 1,100 (5% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)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. |
| Hull (midship) | 6 mm | 16,500 (75% of HP) | Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 10 mm primary (range 6–10 mm) | 1,200 (5% of HP) | Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 32 mm primary (range 6–32 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 | 6 mm primary (range 6–51 mm) | 900 (4% 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 HP | 11,000 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (127 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 | 6,600 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.
Shell ballistics chart
AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Skins & permanent camouflages
Every custom exterior Katori can equip, from in-game data.
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.
