Mikasa '23
Also called: 三笠23 · Mikasa ’23 Beta- Hold under 10 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
- Avoid: Firing the moment an enemy appears
On this page
Mikasa '23 Community Stats
Across 180+ Standard battles from 66 players, Mikasa '23 averages a 55% win rate, 19,100 damage and 0.8 kills per battle, and survives 32% of them.
Mikasa '23 Community Stats
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Mikasa '23 Community Stats
Record History
Playstyle
Overview
Mikasa '23 is a Tier II Japanese super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best heavy AP shells in T2 CAs (7,700, 1st of 25) and best AP overmatch threshold in T2 CAs (21.3 mm, 1st of 26). The trade is AP DPM in T2 CAs (84,000, 25th of 25).
Positioning
Hold under 10 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance. With 10.2 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Firing the moment an enemy appears
The guns are what reveal you: one salvo lights you up from 9 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 31,200 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.
Signature Traits
- Heavy AP shells · 7700 damage
- Big-caliber AP overmatch · 21.3 mm
- Heavy HE shells · 5100 damage
- Close-range AP brick · 231.8 mm
- Long-range AP brick · 100.57 mm
- High HP pool · 31200 HP
- Deep effective · 35568 effective
- Low AP DPM · 84000 AP
- Low HE DPM · 55636 HE
How to get Mikasa '23
Mikasa '23 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Collection reward.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Kaigun Collection: Everything You Need to Know
Collection reward
Start: 2023-04-11
- Complete the full collection to obtain a new-look ship: Mikasa '23.
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New Year's Gathering: Collections and More
Collection reward
Start: 2024-12-02
- Complete the collection to unlock Japanese Tier II Premium cruiser Mikasa '23.
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April Update: Blossom in Gold
Collection reward
Start: 2023-04-06
- You can obtain the collection cards from containers scattered across a mission chain; complete the collection to unlock Mikasa '23 sporting a bright new paintjob!
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 Mikasa '23 sits among Tier II CAs (25 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 10 mid-pack stats
Not standouts for Mikasa '23 -- 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 II CruisersStats & 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° − 124° (the most restricted aft-facing mount's arc) = 56° off bow; 180° − 124° (the most restricted forward-facing mount's arc) = 56° 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: 41% wider (worse) horizontal dispersion and 88% more vertical spread at max range (10.9 km) than a standard cruiser: about 153 m wide × 123 m tall, against 108 m × 65 m. Also on this curve (1): Mikasa.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 / 4.5 deg/s traverse speed = 40 s.ƒ
4 broadside guns x 60 / 22 s base reload = 10.9.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
5,100 HE damage x 4 broadside guns = 20,400.ƒ
20,400 HE full-salvo alpha x 60 / 22 s base reload = 55,636.ƒ
10.9 shells/min × 0.29 (29% fire chance) = 3.16.AP shells
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floor(305 mm caliber / 14.3) = 21 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 (10.9 km), where the shell has slowed to 360.2 m/s: .ƒ
7,700 AP damage x 4 broadside guns = 30,800.ƒ
30,800 AP full-salvo alpha x 60 / 22 s base reload = 84,000.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
Sum of each gun family's fires/min (per side): 1.9 + 4.8 = 6.8. 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: 14×1 152 mm (7/side) × 60/13 s × 2700 = 87,231 + 18×1 76.2 mm (9/side) × 60/5.571 s (5.5 s = 39 ticks) × 1300 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3 km × 57 + 30 = 201 m.ƒ
14×1 barrels / 2 sides × 60 / 13 s × 0.06 (6% fire chance) = 1.9. 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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18×1 barrels / 2 sides × 60 / 5.571 s (5.5 s = 39 ticks) × 0.05 (5% fire chance) = 4.8. 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 = 18 / 4 + 4.9 = 9.4 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 (16.2 kt of 18.0 kt).ƒ
Time to reach 99% of top speed (17.8 kt of 18.0 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 4.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 4.9 = -0.4°/s, so the guns fall behind and catch up once the turn eases. 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): 8.97 km x 0.955 = 8.57 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 8.97 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.57 km.ƒ
max(main battery range, sea detectability 8.97 km) = 10.94 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 5.38 km + gun-firing bloom 6.1 km = 11.48 km. The bloom tracks main-battery caliber 305 mm × 0.020 = 6.1 km.ƒ
Sea detectability 8.97 km + 2.0 km while burning = 10.97 km.ƒ
Air detectability 5.38 km + 3.0 km while burning = 8.38 km.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party1 charges · 80 s reload · 28 s active · 4,368 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 × 31,200 HP = 4,368 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 1 charges = 0.14 × 31,200 HP = 4,368 HP: up to 14% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 31,200 HP = 156 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
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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 cruiser curve, both evaluated at this ship's max range (10.9 km) with the same model as Max Horiz/Vert Disp: horizontal 153 / 108 m − 1 = +41%, vertical 123 / 65 m − 1 = +88%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 2.3) / 1000 + 2.3) × 30 = 107.5 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 − 2.3) / 1000 + 2.3) × 30 = 146 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.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 10937 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 10937 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 519.3 m/s is the shell's speed when it arrives at 5 km (from 732 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 378.8 m/s is the shell's speed when it arrives at 10 km (from 732 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 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 732 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 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 732 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.2 mounts × 2 barrels = 4; all 4 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.Secondary battery firepower
max(2700 (152 mm), 2700 (152 mm), 1300 (76.2 mm), 1300 (76.2 mm), 1300 (76.2 mm)) = 2700. Maximum HE damage per shell across secondary HE families. Best on this ship: 2700 from the 152 mm family.max(6% (152 mm), 6% (152 mm), 5% (76.2 mm), 5% (76.2 mm), 5% (76.2 mm)) = 6%. 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(25 mm (152 mm), 25 mm (152 mm), 13 mm (76.2 mm), 13 mm (76.2 mm), 13 mm (76.2 mm)) = 25 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.Ship Charts
Background
The best squadron battleship of the Imperial Japanese Navy during the Russo-Japanese War. The ship was well-balanced, with very good armament, armor and speed for her time. However, Mikasa was in many respects largely inferior to successive dreadnought battleships. Mikasa is considered a cruiser in World of Warships: Legends for matchmaking purposes.
Armor Beta
Hull HP 31,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 22+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 3%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–127 mm) | ≈ 1,560 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 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) | 16 mm primary (range 16–178 mm) | ≈ 23,400 (~75% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–127 mm) | ≈ 1,560 (~5% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 356 mm primary (range 16–356 mm) | 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 | 10 mm primary (range 10–76 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Mikasa '23 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.
