World of Warships: Legends ship guide

Kii

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push
  • Avoid: Drifting broadside to set up a torpedo launch
Key characteristics
410 mm overmatchStrong secondaries (7 km)High HE / fire outputSpotter planeEasily spotted
Community Data

Kii Community Stats

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Playstyle

Overview

Kii is a Tier VII Japanese torpedo-equipped battleship: she carries deck torpedoes reaching 8 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap.

Positioning

Anchor a flank at 14-17 km where flanking ships have to cross your torpedo arcs to push. The torpedoes are a deterrent that closes off whole lanes (under 8 km threat); use that pressure to force enemies into your main battery, then dump torps as a finisher when they commit. Bow on between salvos to keep the citadel angled.

Potato Avoidance

Drifting broadside to set up a torpedo launch

The torpedoes are a trap that closes a lane, not a primary weapon; turn out of a launch if the angle exposes the citadel, and use the threat alone to force lane choices. A dead torpedo BB never drops a torp.

Signature Traits

Big-caliber overmatch

28.7 mm overmatch threshold, top decile of T7 BBs. Punishes bow-tanking ships peers can't crack.

High-arc HE shells

29.9° HE impact angle at max range, top decile of T7 BBs. Lobs over cover.

HE DPM machine

139785 HE DPM, top decile of T7 BBs. Sustained fire pressure.

Punchy HE secondaries

2400.0 max HE alpha per secondary shell, top decile of T7 BBs. Bigger per-shell damage than peers.

Easily spotted

15.65 km surface detect, worst of T7 BBs. Visible before you can react; position early.

Light citadel belt

120.0 mm citadel belt, bottom decile of T7 BBs. Citadels through angle are possible.

Acquisition

How to get Kii

Kii is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, survivability, and secondary range/penetration if leaning into the buff.

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Cohort position

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Where Kii sits among Tier VII BBs (39 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.

Top 10%HE DPM139,785 (4/38) Top 25%Main battery caliber410 mm (5/39) Top 25%AP DPM270,968 (9/39) Top 25%Secondary dispersion bracket43.5 (9/39) Top 25%Secondary DPM (per side)300,000 (9/39) Top 25%HE alpha2,400 (5/37) Top 25%Secondary HE pen35 mm (9/37) Top 25%Secondary range7 km (7/39) Bottom 25%Main battery reload27.9 s (34/39) Bottom 25%Sigma1.7 (33/39) Bottom 25%Turn-speed retention149.1 hp/m (34/39) Bottom 25%Power-to-weight2.71 hp/t (31/39) Bottom 25%Deck armor76 mm (33/36) Bottom 10%Citadel belt120 mm (36/37) WorstStealth profile15.65 km / 12.52 km (39/39 / 39/39)
See 31 mid-pack stats

Not standouts for Kii -- 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 points68,200 HP(14/39) Max speed29.5 kt(27/39) Rudder shift20.7 s(27/39) Traverse-to-turn ratio4.05 ×(28/39) Main battery range17.11 km(19/39) HE fire chance30%(29/38) Fires per minute6.45(29/38) AP shell damage12,600(16/39) Main dispersion207.2 m(15/39) Secondary fire chance10%(13/37) AP velocity806 m/s(22/39) HE velocity805 m/s(26/38) Acceleration8.7 s(12/39) AP arming threshold68 mm(27/39) Engine power131,200 hp(27/39) Displacement48,500 t(24/39) AA DPS491(21/39) AA range5 km(15/39) AA threat1,883(13/39) Torpedo range8 km(5/12) Torpedo damage14,600(8/12) Torpedo speed63 kt(7/12) Torpedo reload90 s(7/12) Repair charges3(19/39) Max armor356 mm(21/39) Stern armor32 mm(15/37) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3Fighter
Survivability
Hit Points68,200
Displacement48,500 t
Armor range19–356 mm
Plate armor thicknesses19, 22, 25, 32, 38, 50, 51, 63, 73, 76, 89, 95, 118, 120, 178, 203, 229, 267, 292, 356 mm
Armor material/layer entries63
Fire resistance36.6%
Fire duration60 s
Torp Reduction25%
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.
34,100
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.
20,500
Main Battery
ModuleArtillery: 410 mm Type3
Mounts / barrels5 mounts / 10 barrels
Reload time31 s
Firing range17.1 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17112/30·(10−2.8)/1000 + 2.8)·30 = 207.2 m
207.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.2 × 0.8 = 165.8 m
165.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.2 × 0.357 (σ=1.7) = 73.9 m
73.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 165.8 × 0.356 (σ=1.7) = 59.1 m
59.1 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 31 s base reload = 19.4.
19.4
HE shells
HE Damage6,500
HE Velocity805 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 10 broadside guns = 65,000.
65,000
Base HE DPM
ƒ65,000 HE full-salvo alpha x 60 / 31 s base reload = 125,806.
125,806
Installed HE DPM
ƒ65,000 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 139,785.
139,785
Base fires/min
ƒ10 HE shells x 60 / 31 s reload x 30% fire chance = 5.81.
5.81
AP shells
AP Damage12,600
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 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 × 2440 × 1020^0.69 × 0.41^-1.07 × 806^1.38 = 773.4 mm. Matches the in-game spec card.
773.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.4 km), where the shell has slowed to 479.4 m/s: 1e-7 × 2440 × 1020^0.69 × 0.41^-1.07 × 479.4^1.38 = 377.6 mm.
377.6 mm
AP full-salvo alpha
ƒ12,600 AP damage x 10 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 31 s base reload = 243,871.
243,871
Installed AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 270,968.
270,968
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.
150
Torpedoes
ModuleType93 mod. 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time90 s
Projectile speed63 kt
Range8 km
Maximum simulated damage13,400 (est.)
Alpha damage40,200
Torpedo detectability1.6 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming194 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
40,200
AA Defense
AA mount points33
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (83×3.5×0.75) + (55×3.5×0.75) = 491. 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.
491
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 516×2 40mm
25 mm Type96 mod. 117×3 25mm
100 mm Type98 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 55 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Outer Medium aura
DPS83
Range3.5 km
Total DPS in Aura
ƒFar 55 + Outer Medium 83 = 138
138
Inner Medium aura
DPS49
Range3.1 km
Total DPS in Aura
ƒFar 55 + Outer Medium 83 + Inner Medium 49 = 187
187
S
Secondary Battery
Mounts16
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 7 km
ƒ7 km × 43.5 + 30 = 334.5 m.
334.5 m
100 mm Type98 (×8)
Caliber100 mm
Reload time4 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen30 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×8)
Caliber140 mm
Reload time6 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen35 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 131,200 hp
Engine power131,200 hp
Maximum speed29.5 kt
Turning circle radius880 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.0× drags
Concealment
Detectability by sea15.65 km
Detectability by air12.52 km
Smoke firing penalty15.21 km
Detect after firing main guns15.65 km
Detect Fire Sea17.65 km
Detect Fire Air15.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4 → 5 °/s

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.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp207.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17112/30·(10−2.8)/1000 + 2.8)·30 = 207.2 m
Max Vert Disp165.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 207.2 × 0.8 = 165.8 m
Med Horiz Disp73.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 207.2 × 0.357 (σ=1.7) = 73.9 m
Med Vert Disp59.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 165.8 × 0.356 (σ=1.7) = 59.1 m
AP Pen Close773.4 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 × 2440 × 1020^0.69 × 0.41^-1.07 × 806^1.38 = 773.4 mm. Matches the in-game spec card.
AP Pen Far377.6 mm
Same formula at the ship's max firing range (21.4 km), where the shell has slowed to 479.4 m/s: 1e-7 × 2440 × 1020^0.69 × 0.41^-1.07 × 479.4^1.38 = 377.6 mm.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha65,000
6,500 HE damage x 10 broadside guns = 65,000.
AP full-salvo alpha126,000
12,600 AP damage x 10 broadside guns = 126,000.
Base HE DPM125,806
65,000 HE full-salvo alpha x 60 / 31 s base reload = 125,806.
Base AP DPM243,871
126,000 AP full-salvo alpha x 60 / 31 s base reload = 243,871.
Installed HE DPM139,785
65,000 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 139,785.
Installed AP DPM270,968
126,000 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 270,968.
Base shells/min19.4
10 broadside guns x 60 / 31 s base reload = 19.4.
Installed shells/min21.5
10 broadside guns x 60 / 27.9 s installed Artillery reload = 21.5.
Base fires/min5.81
10 HE shells x 60 / 31 s reload x 30% fire chance = 5.81.
Installed fires/min6.45
10 HE shells x 60 / 27.9 s installed reload x 30% fire chance = 6.45.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed63 kt
Travel time to max range48.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage80,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage40,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS491
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (49×3.5×0.75) + (83×3.5×0.75) + (55×3.5×0.75) = 491. 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 index1883
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km334.5 m
7 km × 43.5 + 30 = 334.5 m.

Secondary battery firepower

Secondary DPM (per side)300,000
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: 8×2 100 mm (8/side) × 60/4 × 1700 = 204,000 + 8×1 140 mm (4/side) × 60/6 × 2400 = 96,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen35 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: 35 mm from the 140 mm family.

Armor

Hull HP 68,200, 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
Bow32 mm primary (range 32–51 mm)2,600 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 19–292 mm)51,200 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 19–229 mm)2,500 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel120 mm primary (range 19–120 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).
Superstructure32 mm primary (range 32–356 mm)1,500 (2% 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 HP34,100 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 (140 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 (40 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 HP20,500 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.

Balance History

Balance updates affecting Kii. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×6Main Battery ×5Torpedo ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • Secondary battery firing range increased from 5 to 7 km.
  • Secondary battery dispersion reduced for 100 mm guns and increased for 140 mm guns.
  • Secondary battery HE shell penetration increased from 17 to 30 mm of armor for 100 mm guns.
  • Secondary battery HE shell penetration increased from 23 to 35 mm of armor for 140 mm guns.
  • Secondary battery reload time increased from 3 to 4 seconds for 100 mm guns.
  • Secondary battery reload time reduced from 8 to 6 seconds for 140 mm guns.
  • Torpedo range increased from 6 to 8 km.
  • Enhanced Secondary Targeting consumable moved from slot 3 to slot 4.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Kii default exterior
    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.