Kii
Also called: 纪伊 Beta- 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)
- Avoid: Drifting broadside to set up a torpedo launch
On this page
Kii Community Stats
Across 5,800+ Standard battles from 200+ players, Kii averages a 57% win rate, 73,200 damage and 1.0 kills per battle, and survives 34% of them.
Kii Community Stats
Log in to GamingDiver and upload your data to see Community Data for Kii: community win rate, damage, survival, spotting, and your own comparison.
Kii Community Stats
Record History
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. Standout traits: AP overmatch threshold in T7 BBs (28.6 mm, 5th of 49) and HE alpha in T7 BBs (6,500, 7th of 48). The trade is surface detection in T7 BBs (15.7 km, 47th of 49).
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 AP overmatch · 28.6 mm
- Heavy HE shells · 6500 damage
- HE DPM machine · 125806 HE
- High-arc HE shells · 19.95°
32 mm superstructure, best of T7 BBs. HE farms less.
- Punchy HE · 2400 max
- Secondary brawler BB
15.7 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.
31 s reload, bottom decile of T7 BBs. Salvos punish more, but cycle is slower than peers.
How to get Kii
Kii is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and Containers. WG has listed Kii in the Store for 750,000 Global XP (most recently 2021-11-25), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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.
- Global XPListed by GamingDiver as a Global XP ship, commonly obtained through the Admiralty/store rotation for Global XP.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Super VII crate
4%
One of the Tier VII Premium ships
Event · Super VII crate · 1 of 25 ships
-
Santa Level 5
0.428571%
Tier VII Premium ship
Archived · Santa Level 5 · 1 of 35 ships
-
Spectral Vault 5.0
0.384615%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 16 containers (13 more)
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Archived · Mega Santa '23 · 1 of 29 ships
-
Spectral Vault 4.0
0.160256%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.102564%
- Spectral Vault 4.0 → Spectral Vault 5.00.057692%
-
Santa Level 4
0.157143%
Tier VII Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Archived · 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
0.080449%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.051282%
- Spectral Vault 3.0 → Spectral Vault 5.00.011538%
- Spectral Vault 3.0 → Spectral Vault 4.00.011282%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
-
Mystic Lantern
0.07619%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 42 ships
-
Super Santa '23
0.051724%
Tier VII Premium ship
Archived · Super Santa '23 · 1 of 29 ships
-
Santa Level 2
0.026036%
Tier VII Premium ship
Archived · 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
Archived · 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
0.013814%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005128%
- Spectral Vault 2.00.002564%
- Spectral Vault 2.0 → Spectral Vault 4.00.002051%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
-
Santa Level 1
0.007834%
Tier VII Premium ship
Archived · 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
Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
-
Spectral Vault 1.0
0.002048%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.000513%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
- Spectral Vault 1.0 → Spectral Vault 2.00.000231%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
-
December 2020 Update
Crates
Start: 2020-12-17
- We've boosted the containers in comparison with last year, and there are some special ships that will only be available from these containers, namely Japanese destroyer Asashio and the Japanese battleship Kii.
-
December Update: Dragon's Breath
750,000 Global XP
Start: 2021-11-25
- On top of that, Japanese Tier VII battleship Kii, with her torpedoes and impressive health pool, is coming back to the Store for 750,000 Global XP.
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.07619% · Tier VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
- Santa Level 4 0.114286% · Tier VII Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Kii sits among Tier VII BBs (48 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 30 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.
Peers in this cohort
Compare Tier VII BattleshipsShow all 48 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 144.5° (the most restricted forward-facing mount's arc) = 35.5° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: 10% tighter (better) horizontal dispersion and 20% more vertical spread at max range (17.1 km) than a standard battleship: about 207 m wide × 166 m tall, against 231 m × 139 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga, Hyūga W, Inamura, Ise, Ishizuchi, Iwami and 7 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
Zero upgrades: 10 broadside guns x 60 / 31 s base reload = 19.4. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 21.4.HE shells
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68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).ƒ
6,500 HE damage x 10 broadside guns = 65,000.ƒ
Zero upgrades: 65,000 HE full-salvo alpha x 60 / 31 s base reload = 125,806. All upgrades (Main Battery Mod. 3 = -10% reload): 65,000 HE full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 139,286.ƒ
Zero upgrades: 19.4 shells/min × 0.3 (30% fire chance) = 5.81. All upgrades (Main Battery Mod. 3 = -10% reload): 21.4 shells/min × 0.3 (30% fire chance) = 6.43.AP shells
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floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 516.8 m/s: .ƒ
12,600 AP damage x 10 broadside guns = 126,000.ƒ
Zero upgrades: 126,000 AP full-salvo alpha x 60 / 31 s base reload = 243,871. All upgrades (Main Battery Mod. 3 = -10% reload): 126,000 AP full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 270,000.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
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
40,200 warhead alpha / 3 + 1,200 blast = 14,600. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.4 per hit, shown as . Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 13,400 = 40,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 144 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 83 raw aura damage × 3.5 × 0.75 hit probability = 218 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 144 + Outer Medium 218 = 362ƒ
Effective DPS: 49 raw aura damage × 3.5 × 0.75 hit probability = 129 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 144 + Outer Medium 218 + Inner Medium 129 = 491ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum of each gun family's fires/min (per side): 7.2 + 4 = 11.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 1700 = 204,000 + 8×1 140 mm (4/side) × 60/6 s × 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).ƒ
Fires/min (per side) 11.2 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 83,079. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 300,000 + secondary fire DPM 83,079 = 383,079: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7 km × 43.5 + 30 = 334.5 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
8×2 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 7.2. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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8×1 barrels / 2 sides × 60 / 6 s × 0.1 (10% fire chance) = 4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 29.5 / 4 + 4.9 = 12.3 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (26.6 kt of 29.5 kt).ƒ
Time to reach 99% of top speed (29.2 kt of 29.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 3.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.8 = +0.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.65 km x 0.955 = 14.95 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.65 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.95 km.ƒ
max(main battery range, sea detectability 15.65 km) = 17.11 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 12.52 km + gun-firing bloom 8.2 km = 20.72 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.ƒ
Sea detectability 15.65 km + 2.0 km while burning = 17.65 km.ƒ
Air detectability 12.52 km + 3.0 km while burning = 15.52 km.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,548 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 68,200 HP = 9,548 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 68,200 HP = 28,644 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 68,200 HP = 341 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter4 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.1 km) with the same model as Max Horiz/Vert Disp: horizontal 207 / 231 m − 1 = -10%, vertical 166 / 139 m − 1 = +20%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (10 − 2.8) / 1000 + 2.8) × 30 = 156 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.(500 × (10 − 2.8) / 1000 + 2.8) × 30 = 192 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17112 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17112 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17112 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 700.5 m/s is the shell's speed when it arrives at 5 km (from 806 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 611.9 m/s is the shell's speed when it arrives at 10 km (from 806 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 540.9 m/s is the shell's speed when it arrives at 15 km (from 806 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 805 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 806 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.5 mounts × 2 barrels = 10; all 10 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1600 m / (63.0 kt × 2.6855) = 9.5 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).8000 m / (63.0 kt × 2.6855) = 47.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 17x3 -> 129 DPS @ 3.1 km; 40mm Bofors 16x2 -> 218 DPS @ 3.5 km; 100mm65 Type98 8x2 -> 144 DPS @ 5 km.@ 5 km: 144 from one family; @ 3.5 km: 218 + 144 = 362; @ 3.1 km: 129 + 218 + 144 = 491. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.129 + 218 + 144 = 491 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).129 × 3.1 + 218 × 3.5 + 144 × 5 = 1883. 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
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.Secondary battery firepower
max(1700 (100 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.max(6% (100 mm), 10% (140 mm)) = 10%. 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(30 mm (100 mm), 35 mm (140 mm)) = 35 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.Ship Charts
Background
This high-speed battleship was designed under the 1920 Shipbuilding Program. The ship was a further development of the Amagi-class battleship design. Compared with her predecessor, she had heavier armor protection. The Kii-class battleships were canceled as a result of the Washington Naval Treaty.
Armor Beta
Hull HP 68,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–51 mm) | 2,600 (4% of HP) | Overmatched by 460mm+ AP (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+ AP (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. |
| Stern | 32 mm primary (range 19–229 mm) | 2,500 (4% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 292 mm primary (range 19–120 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 32 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 HP | 34,100 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (140 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 (40 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 | 20,500 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 Kii. Cards are condensed; use each source link for full context.
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.
Skins & permanent camouflages
Every custom exterior Kii can equip.
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.
