World of Warships: Legends ship guide

Mikasa '23

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Use flanks, island edges, and retreating angles where you can keep guns working while preserving room t…
  • Avoid: Do not brawl nose-in or expose broadside to force all guns; Japanese cruisers live by timing, concealme…

Variant of Mikasa

Cosmetic-only variant of Mikasa. Identical hull, modules, and consumables; differs in appearance and acquisition only.

Community Data

Mikasa '23 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Mikasa '23: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Mikasa '23 is a Tier II Japanese premium cruiser best treated as a Japanese cruiser that excels at kiting, HE pressure, torpedo zoning, and punishing ships that chase too far. Its value comes from choosing safe firing lanes, punishing exposed targets, and using mobility or cover before battleship focus locks on.

Positioning

Use flanks, island edges, and retreating angles where you can keep guns working while preserving room to turn out and disengage. Choose cover, kiting lanes, or flank angles that keep the main battery active while preserving room to disengage before focus fire stacks.

Potato Avoidance

Brawl nose-in or expose broadside to force all guns; Japanese…

The common throw is overcommitting before the minimap is settled, then losing the ship’s best tools before they can matter late.

Acquisition

How to get Mikasa '23

Mikasa '23 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

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.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

The stats below come from the base ship, Mikasa. This ship is built on the same hull; in-game data for the variant itself is not available.

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

Repair 1
Survivability
Hit Points31,200
Displacement15,979 t
Armor range10–356 mm
Plate armor thicknesses10, 16, 25, 32, 38, 51, 76, 102, 114, 127, 152, 178, 229, 356 mm
Armor material/layer entries57
Fire resistance3.3%
Fire duration30 s
Torp Reduction10%
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.
15,600
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.
9,400
Main Battery
ModuleArtillery: 305 mm 41st Year Type
Mounts / barrels2 mounts / 4 barrels
Reload time22 s
Firing range10.9 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10937/30·(10−2.3)/1000 + 2.3)·30 = 153.2 m
153.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 153.2 × 0.8 = 122.6 m
122.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 153.2 × 0.344 (σ=1.8) = 52.7 m
52.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.6 × 0.343 (σ=1.8) = 42.1 m
42.1 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ4 broadside guns x 60 / 22 s base reload = 10.9.
10.9
HE shells
HE Damage5,100
HE Velocity732 m/s
Fire Chance29%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ5,100 HE damage x 4 broadside guns = 20,400.
20,400
Base HE DPM
ƒ20,400 HE full-salvo alpha x 60 / 22 s base reload = 55,636.
55,636
Base fires/min
ƒ4 HE shells x 60 / 22 s reload x 29% fire chance = 3.16.
3.16
AP shells
AP Damage7,700
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 1373 × 386^0.69 × 0.305^-1.07 × 732^1.38 = 267.4 mm. Matches the in-game spec card.
267.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 319.9 m/s: 1e-7 × 1373 × 386^0.69 × 0.305^-1.07 × 319.9^1.38 = 85.3 mm.
85.3 mm
AP full-salvo alpha
ƒ7,700 AP damage x 4 broadside guns = 30,800.
30,800
Base AP DPM
ƒ30,800 AP full-salvo alpha x 60 / 22 s base reload = 84,000.
84,000
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.
35
S
Secondary Battery
Mounts32
Firing range3.0 km
Shell Grouping (σ)1
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 @ 3 km
ƒ3 km × 57 + 30 = 201 m.
201 m
152 mm 41st Year Type (×4)
Caliber152 mm
Reload time13 s
HE Damage2,700
Muzzle Velocity701 m/s
Fire Chance6%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 4 more gun families
152 mm 41st Year Type (×10)
Caliber152 mm
Reload time13 s
HE Damage2,700
Muzzle Velocity701 m/s
Fire Chance6%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
76.2 mm 41st Year Type (×8)
Caliber76.2 mm
Reload time5.5 s
HE Damage1,300
Muzzle Velocity680 m/s
Fire Chance5%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
76.2 mm 41st Year Type (×6)
Caliber76.2 mm
Reload time5.5 s
HE Damage1,300
Muzzle Velocity680 m/s
Fire Chance5%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
76.2 mm 41st Year Type (×4)
Caliber76.2 mm
Reload time5.5 s
HE Damage1,300
Muzzle Velocity680 m/s
Fire Chance5%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 16,000 hp
Engine power16,000 hp
Maximum speed18 kt
Turning circle radius450 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea8.97 km
Detectability by air5.38 km
Smoke firing penalty7.36 km
Detect after firing main guns8.97 km
Detect Fire Sea10.97 km
Detect Fire Air8.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party1 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal

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.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp153.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10937/30·(10−2.3)/1000 + 2.3)·30 = 153.2 m
Max Vert Disp122.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 153.2 × 0.8 = 122.6 m
Med Horiz Disp52.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 153.2 × 0.344 (σ=1.8) = 52.7 m
Med Vert Disp42.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.6 × 0.343 (σ=1.8) = 42.1 m
AP Pen Close267.4 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 × 1373 × 386^0.69 × 0.305^-1.07 × 732^1.38 = 267.4 mm. Matches the in-game spec card.
AP Pen Far85.3 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 319.9 m/s: 1e-7 × 1373 × 386^0.69 × 0.305^-1.07 × 319.9^1.38 = 85.3 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius35
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha20,400
5,100 HE damage x 4 broadside guns = 20,400.
AP full-salvo alpha30,800
7,700 AP damage x 4 broadside guns = 30,800.
Base HE DPM55,636
20,400 HE full-salvo alpha x 60 / 22 s base reload = 55,636.
Base AP DPM84,000
30,800 AP full-salvo alpha x 60 / 22 s base reload = 84,000.
Base shells/min10.9
4 broadside guns x 60 / 22 s base reload = 10.9.
Base fires/min3.16
4 HE shells x 60 / 22 s reload x 29% fire chance = 3.16.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

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 @ 3 km201 m
3 km × 57 + 30 = 201 m.

Secondary battery firepower

Secondary DPM (per side)214,867
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: 4×1 152 mm (2/side) × 60/13 × 2700 = 24,923 + 10×1 152 mm (5/side) × 60/13 × 2700 = 62,308 + 8×1 76.2 mm (4/side) × 60/5.5 × 1300 = 56,727 + 6×1 76.2 mm (3/side) × 60/5.5 × 1300 = 42,545 + 4×1 76.2 mm (2/side) × 60/5.5 × 1300 = 28,364. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2700
Maximum HE damage per shell across secondary HE families. Best on this ship: 2700 from the 152 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior Mikasa '23 can equip, from in-game data.

  • Mikasa '23 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.