World of Warships: Legends ship guide

Katori

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit under 10 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (7 km)2 sigma accuracySlow
Community Data

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.

Log in & upload to see Community Data

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

Burny secondaries

8.0% best HE fire chance per secondary shell (before target resistance), best of T2 CAs. Stacks fires faster than peers in a brawl.

Long-reach AA

5.0 km AA reach, best of T2 CAs.

Heavy HE shells

2400.0 damage per HE shell, top decile of T2 CAs. Punishes superstructure and modules harder than peers.

Punchy HE secondaries

2100.0 max HE alpha per secondary shell, top decile of T2 CAs. Bigger per-shell damage than peers.

Bleeds speed in turns

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.

Slow for the class

18.0 kt, bottom quartile of T2 CAs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

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.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

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.

BestSecondary fire chance8% (1/11) BestAcceleration6 s (1 of 4 tied) BestAA range5 km (1/19) BestTorpedo reload39 s (1/5) Top 10%HE alpha2,100 (2/11) Top 10%Secondary HE pen21 mm (2/11) Top 25%Main battery range11.43 km (5/19) Top 25%Main battery reload6.3 s (5/19) Top 25%HE shell damage2,400 (3/18) Top 25%HE fire chance10% (5/18) Top 25%AP arming threshold23 mm (4/18) Top 25%AA DPS76 (5/19) Top 25%AA threat270 (4/13) Bottom 25%AP DPM102,857 (16/18) Bottom 25%Main dispersion111.8 m (17/19) Bottom 25%Secondary DPM (per side)25,200 (10/11) Bottom 25%Engine power7,000 hp (18/19) Bottom 25%Power-to-weight1.02 hp/t (18/19) Bottom 25%Max armor51 mm (18/19) Bottom 25%Citadel belt32 mm (17/19) WorstMax speed18 kt (1 of 2 tied) WorstTurn-speed retention16.3 hp/m (19/19) WorstEnd plates10 mm (1 of 8 tied / 1 of 7 tied)
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.

Hit points22,000 HP(11/19) Concealment8.9 km(8/19) Air detection5.34 km(8/19) Rudder shift8.5 s(13/19) Traverse-to-turn ratio6.08 ×(6/19) Main battery caliber140 mm(15/19) Sigma2(9/19) Fires per minute3.81(10/18) HE DPM91,429(10/18) AP shell damage2,700(11/18) AP velocity850 m/s(9/18) HE velocity850 m/s(9/18) Displacement6,861 t(12/19) Secondary range3 km(5/11) Torpedo range6.99 km(3/5) Deck armor51 mm(11/19) NormAP fuse timer0.03 s(11 of 18 tied at this value) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value) NormTorpedo damage9,067(3 of 5 tied at this value) NormTorpedo speed57 kt(3 of 5 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Fighter
Survivability
Hit Points22,000
Displacement6,861 t
Armor range6–51 mm
Plate armor thicknesses6, 7, 10, 13, 32, 51 mm
Armor material/layer entries37
Fire resistance3.3%
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.
11,000
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.
6,600
Main Battery
ModuleArtillery: 140 mm Type3
Mounts / barrels2 mounts / 4 barrels
Reload time7 s
Firing range11.4 km
Turret traverse7.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11427/30·(8−1.1)/1000 + 1.1)·30 = 111.8 m
111.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.8 × 0.6 = 67.1 m
67.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.8 × 0.319 (σ=2) = 35.7 m
35.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.319 (σ=2) = 21.4 m
21.4 m
Turret turn time
ƒ180 degrees / 7.5 deg/s traverse speed = 24 s.
24 s
Base shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
82,286
Base fires/min
ƒ4 HE shells x 60 / 7 s reload x 10% fire chance = 3.43.
3.43
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical 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.
199.6 mm
AP Pen Far
ƒSame 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.
43.2 mm
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
Base AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
92,571
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.
8
Torpedoes
ModuleType44 mod. 2
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time39 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage8,267 (est.)
Alpha damage24,800
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
16,534
AA Defense
AA mount points4
Close-range AA DPS
ƒSum 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.
76
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 14×2 25mm
127 mm Type89 A1 (DP)1×2 127mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range5 km
Medium aura
DPS18
Range3.1 km
Total DPS in Aura
ƒFar 6 + Medium 18 = 24
24
S
Secondary Battery
Mounts1
Firing range3.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 3 km
ƒ3 km × 57 + 30 = 201 m.
201 m
Maneuverability
Engine moduleEngine: 7,000 hp
Engine power7,000 hp
Maximum speed18 kt
Turning circle radius430 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.1× slow
Concealment
Detectability by sea8.9 km
Detectability by air5.34 km
Smoke firing penalty3.65 km
Detect after firing main guns8.9 km
Detect Fire Sea10.9 km
Detect Fire Air8.34 km
Guaranteed Detect2 km
Consumables
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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse7.5 → 6 °/s

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp111.8 m
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 m
Max Vert Disp67.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.8 × 0.6 = 67.1 m
Med Horiz Disp35.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.8 × 0.319 (σ=2) = 35.7 m
Med Vert Disp21.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.319 (σ=2) = 21.4 m
AP Pen Close199.6 mm
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.
AP Pen Far43.2 mm
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.
HE penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 time24 s
180 degrees / 7.5 deg/s traverse speed = 24 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
Base HE DPM82,286
9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
Base AP DPM92,571
10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
Base shells/min34.3
4 broadside guns x 60 / 7 s base reload = 34.3.
Base fires/min3.43
4 HE shells x 60 / 7 s reload x 10% fire chance = 3.43.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,068
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage16,534
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS76
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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index270
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3 km201 m
3 km × 57 + 30 = 201 m.

Secondary battery firepower

Secondary DPM (per side)25,200
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).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
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.
Max HE pen21 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: 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
Bow10 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 mm16,500 (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.
Stern10 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.
Citadel32 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).
Superstructure6 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 HP11,000 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 (127 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 HP6,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Katori 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