World of Warships: Legends ship guide

Midway

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsStrong secondaries (6 km)Tough planesStrong AAEasily spotted
Community Data

Midway Community Stats

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Playstyle

Overview

Midway is the Legendary American legacy strike carrier. Her squadron at 24 planes is the largest in the cohort (cohort median is 24), so her impact comes from volume waves rather than surgical alpha against a single target. AA (992 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best air torpedo range in Legendary CVs (7 km) and best tough flight deck in Legendary CVs (33,800 HP).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Long air-torp range

7.0 km air-torpedo range, best of Legendary CVs. Drop further out, planes leak less.

Tough flight deck

33800.0 HP flight deck, best of Legendary CVs. Survives AP and HE pressure that peers can't.

Tough planes

2250.0 HP per plane (weakest squadron), best of Legendary CVs. Strikes survive AA pushes that thin peers' squadrons.

High HP pool

67600.0 HP, best of Legendary CVs.

Sluggish rudder

23.7 s rudder shift, worst of Legendary CVs. Hard to dodge incoming AP; lean on island cover.

Easily spotted

15.02 km surface detect, worst of Legendary CVs. Visible before you can react; position early.

Acquisition

How to get Midway

Midway is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

Build around aircraft survivability, restoration, speed, and strike consistency. Current guidance should reflect the adjusted bomber/torpedo speed, damage, accuracy, fire chance, and aircraft HP from the carrier balance passes.

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Cohort position

Hide

Where Midway sits among Legendary CVs (3 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.

BestHit points67,600 HP (1/3) BestHE alpha1,800 (1/3) BestSecondary fire chance9% (1/3) BestSecondary HE pen21 mm (1/3) BestAA DPS992 (1/3) BestAA range5.2 km (1/3) BestCitadel belt193 mm (1/3) BestAir torpedo range7 km (1/3) BestAir torpedo stealth1.3 km (1/3) BestSquadron restore time24 s (1/3) BestDeck HP33,800 HP (1/3) BestPlane HP2,250 HP (1/3) WorstStealth profile15.02 km / 10.51 km (3/3 / 3/3) WorstRudder shift23.7 s (3/3) WorstSecondary DPM (per side)243,000 (3/3) WorstDisplacement59,901 t (3/3) WorstBow armor19 mm (3/3) WorstDeck armor87 mm (3/3) WorstAir torpedo speed40 kn (3/3)
See 12 mid-pack stats

Not standouts for Midway -- 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.

Max speed33 kt(2/3) Acceleration10.89 s(2/3) Engine power212,000 hp(2/3) Turn-speed retention172.4 hp/m(2/3) Power-to-weight3.54 hp/t(2/3) AA threat3,382(2/3) Max armor193 mm(2/3) Bomb damage5,300(2/3) Air torpedo damage6,600(2/3) NormSecondary dispersion bracket57(2 of 3 tied at this value) NormStern armor19 mm(2 of 3 tied at this value) NormSquadron size24(2 of 3 tied at this value)

Peers in this cohort

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

Survivability
Hit Points67,600
Displacement59,901 t
Armor range13–193 mm
Plate armor thicknesses13, 19, 25, 38, 40, 50, 63, 74, 87, 127, 160, 165, 178, 193 mm
Armor material/layer entries51
Fire resistance40%
Fire duration60 s
Torp Reduction25%
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.
20,300
Squadrons
Total plane capacity116
Flight deck HP33,800
Hangar HP33,800
Dive bomber
Plane HP2,250
OrdnanceHE bomb, 5,300 dmg
Fire chance28%
Bomb penetration53.4 mm
Hangar max24
Hangar restore+1 every 24 s, start 16
Torpedo bomber
Plane HP2,600
Ordnancetorpedo, 6,600 dmg
Hangar max20
Hangar restore+1 every 31 s, start 15
AA Defense
AA mount points49
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (130×3.5×1) + (94×3.5×0.95) + (64×3.5×1) = 992. 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.
992
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk111×2 40mm
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk2028×2 20mm
127 mm Mk39 (DP)18×1 127mm
Far aura
DPS
ƒIncludes 64 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
64
Range5.2 km
Medium aura
DPS130
Range3.5 km
Total DPS in Aura
ƒFar 64 + Medium 130 = 194
194
Near aura
DPS94
Range2 km
Total DPS in Aura
ƒFar 64 + Medium 130 + Near 94 = 288
288
S
Secondary Battery
Mounts18
Firing range5.5 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
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 @ 5.5 km
ƒ5.5 km × 57 + 30 = 343.5 m.
343.5 m
Maneuverability
Engine moduleEngine: 212,000 hp
Engine power212,000 hp
Maximum speed33 kt
Turning circle radius1230 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea15.02 km
Detectability by air10.51 km
Detect after firing main guns15.02 km
Detect Fire Sea17.02 km
Detect Fire Air13.51 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size

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.

AA defense

Close-range AA DPS992
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (130×3.5×1) + (94×3.5×0.95) + (64×3.5×1) = 992. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index3382
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.
Near aura range2 km

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 @ 5.5 km343.5 m
5.5 km × 57 + 30 = 343.5 m.

Secondary battery firepower

Secondary DPM (per side)243,000
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: 18×1 127 mm (9/side) × 60/4 × 1800 = 243,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% 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 67,600, 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
Bow19 mm2,100 (3% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 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)87 mm primary (range 13–160 mm)50,700 (75% of HP)
No common caliber overmatches87 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–193 mm)3,400 (5% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel193 mm primary (range 19–193 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).
Superstructure13 mm primary (range 13–165 mm)200 (0% 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).
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 (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 HP20,300 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.

Balance History

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

Nerf ×16Buff ×11Rework ×1Airstrike ×4Torpedo ×5
2026-05-28

Ministry of Balance: Summertime Refit

  • Midway wasn't performing optimally, so we buffed her strongest aspects to make them stand out more.
  • Maximum HE bomb damage increased from 5,000 to 5,300.
  • HE bomb fire-starting chance increased from 25% to 28%.
Read the full official post
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time increased from 24 to 31 s.
  • Torpedo bomber base speed reduced from 138 to 129 kts.
  • Dive bomber restoration time increased from 18 to 24 s.
  • Dive bomber base speed reduced from 140 to 130 kts.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Maximum HP per aircraft reduced from 2,500 to 2,250 (squadron HP reduced from 30,000 to 27,000).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage reduced from 6,000 to 5,000.
  • Bomb fire-setting chances reduced from 35 to 25%.
  • Base speed reduced from 144 to 140 knots.
  • Torpedo Bombers:
  • Maximum HP per aircraft reduced from 2,900 to 2,600 (squadron HP reduced from 29,000 to 26,000).
  • Torpedo damage reduced from 7,767 to 6,600.
  • Base speed reduced from 144 to 138 knots.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Aiming speed increased (aiming circle shrinks faster).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Number of aircraft in squadron increased from 9 to 12.
  • Bombs per aircraft increased from 2 to 4.
  • Maximum HP per aircraft reduced from 2,800 to 2,500 (squadron HP increased from 25,200 to 30,000).
  • Base speed increased from 128 to 144 knots.
  • Aircraft maximum flight range set to 38 kilometers.
  • Bomb damage reduced from 11,200 to 6,000.
  • HE bomb penetration reduced from 67.1 to 53.4 mm.
  • Bomb fire-setting chances reduced from 64 to 35%.
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • This iconic ship from the Battle of Midway is lagging behind her opponents in all three main areas, so we want to amp her up some by improving her plane HP and damage output.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 16.1 to 15.2 km; air detectability range changed from 12.9 to 10.5 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Midway 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.