Kuma
Beta- Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
Kuma Community Stats
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Kuma Community Stats
Playstyle
Overview
Kuma is a Tier III Japanese light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Standout traits: best HE alpha in T3 CAs (2,400) and best HE DPM in T3 CAs (160,000).
Positioning
Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.9 km on ships, 2.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.
Potato Avoidance
Open-water broadside trading
Her 140mm shells citadel cruisers on the wrong frame, and her 24,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
2400.0 damage per HE shell, best of T3 CAs. Punishes superstructure and modules harder than peers.
160000 HE DPM, best of T3 CAs. Sustained fire pressure.
35.0 mm magazine protection, best of T3 CAs. Detonation-resistant.
35.0 mm citadel bottom, best of T3 CAs. Deep-water torps and underwater pen do less.
180000 AP DPM, top decile of T3 CAs. Punishes broadsides.
6.0 mm superstructure, bottom quartile of T3 CAs. HE farms harder.
How to get Kuma
Kuma is available in the Early Japanese Cruisers branch of the Japan Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 19,120 credits.
Show Japan tech-tree branch diagram
Kuma sits in the Early Japanese Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.
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
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Where Kuma sits among Tier III CAs (12 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 24 mid-pack stats
Not standouts for Kuma -- 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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11436/30·(8−1.1)/1000 + 1.1)·30 = 111.9 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.9 × 0.6 = 67.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.9 × 0.32 (σ=2) = 35.8 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.32 (σ=2) = 21.5 mƒ
180 degrees / 8.5 deg/s traverse speed = 21.2 s.ƒ
6 broadside guns x 60 / 6 s base reload = 60.HE shells
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23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).ƒ
2,400 HE damage x 6 broadside guns = 14,400.ƒ
14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.ƒ
6 HE shells x 60 / 6 s reload x 10% fire chance = 6.AP shells
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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 (15.7 km), where the shell has slowed to 272.5 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 272.5^1.38 = 41.5 mm.ƒ
2,700 AP damage x 6 broadside guns = 16,200.ƒ
16,200 AP full-salvo alpha x 60 / 6 s base reload = 162,000.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
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: (28×3.5×0.9) + (6×3.5×0.85) = 106. 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
Medium 28 + Near 6 = 34
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.87 km ship detect · 2.8 km torpedo detect
Catapult Fighter1 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (11436/30·(8−1.1)/1000 + 1.1)·30 = 111.9 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 111.9 × 0.6 = 67.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 111.9 × 0.32 (σ=2) = 35.8 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 67.1 × 0.32 (σ=2) = 21.5 mStandard cruiser dispersion baseline.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.Same formula at the ship's max firing range (15.7 km), where the shell has slowed to 272.5 m/s: 1e-7 × 1794 × 38^0.69 × 0.14^-1.07 × 272.5^1.38 = 41.5 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.Barrels that can bear on one beam (6 of 7); casemate/wing mounts only fire one side.180 degrees / 8.5 deg/s traverse speed = 21.2 s.2,400 HE damage x 6 broadside guns = 14,400.2,700 AP damage x 6 broadside guns = 16,200.14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.16,200 AP full-salvo alpha x 60 / 6 s base reload = 162,000.6 broadside guns x 60 / 6 s base reload = 60.6 HE shells x 60 / 6 s reload x 10% fire chance = 6.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 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: (28×3.5×0.9) + (6×3.5×0.85) = 106. 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.Armor
Hull HP 23,000 → 24,200 with hull upgrade, 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 | 15 mm primary (range 10–15 mm) | 3,700 (15% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 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) | 25 mm | 18,200 (75% of HP) | Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 10–25 mm) | 2,000 (8% of HP) | Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 65 mm primary (range 10–65 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) | 1,600 (7% 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 | 12,100 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. |
| 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 | 7,300 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 Kuma 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.
