Kitakami
BetaUnreleased in WoWs Legends
Kitakami is a World of Warships ship that has not been released in World of Warships: Legends. The stats on this page are based on in-game data and are not final. They can change before any release, and the ship may never come to Legends.
How to play Kitakami
Kitakami is best treated as flexible fire support and torpedo pressure. Use islands, kiting lanes, and crossfires to keep guns and torpedoes active without becoming the easiest target on the map.
Stats & specs
Open in the Spec Explorer →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
Derived stats
Open in the Spec Explorer →Shell ballistics chartMore tools in the WoWS Legends Data LabNumbers that 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 the ship's max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30.Vertical dispersion ellipse height at max range = horizontal × radiusOnMax.50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(sigma), the sigma-dependent normal quantile.50%-hit vertical radius = max vertical × GetHalfHitsRatio(sigma).0.5561613 * Krupp/2400 * v^1.1 * mass^0.55 / caliber_mm^0.65, with impact velocity from a numerical trajectory integration. Value at 1.5 km.Same model at the ship's max firing range (18.1 km), where the shell has slowed to 277.5 m/s.floor(140 mm caliber / 6).floor(140 mm caliber / 14.3).Barrels that can bear on one beam (3 of 4); casemate/wing mounts only fire one side.180 degrees / 8.5 deg/s traverse speed.2400 HE damage x 3 broadside guns.2700 AP damage x 3 broadside guns.HE full-salvo alpha x 60 / base reload.AP full-salvo alpha x 60 / base reload.HE full-salvo alpha x 60 / installed Artillery reload.AP full-salvo alpha x 60 / installed Artillery reload.3 broadside guns x 60 / 6 s base reload.3 broadside guns x 60 / 5.4 s installed Artillery reload.3 HE shells x 60 / 6 s reload x 10% fire chance.3 HE shells x 60 / 5.4 s installed reload x 10% fire chance.Torpedoes
Torpedo visibility.detectability / (speed kt x 2.6 community game-speed factor).Torpedo speed.10 launchers x 4 tubes.tube count / 2 (symmetric launcher layout assumed; single-launcher ships train across).tube count x per-torpedo display damage (all torpedoes hitting).per-side salvo x per-torpedo display damage.AA defense
Total continuous AA damage across all auras on the stock hull (42 DPS). Hull B raises this to 42.Max aura range on the stock hull.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.4.5 km × 57 + 30 = 286.5 m.Ship handling / concealment
Turning-circle radius.Surface visibility.Air visibility.Smoke-firing visibility.Best positioning
Use islands, kiting lanes, and crossfires to keep weapons active without becoming the easiest target on the map.
Main mistake to avoid
Do not drift broadside while tunnel-visioning damage. Cruiser value comes from staying alive long enough to punish multiple pushes.
Commanders and inspirations
Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload and accuracy pressure to keep the ship useful all match.
GamingDiver note
This client-localized ship has a dedicated page with its decoded stats where available. The playstyle guide is intentionally concise until deeper community sample data and source notes accumulate.
Client ID: PJSC014_Kitakami_1945