Mikasa '23
Beta- 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.
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.
Mikasa '23 Community Stats
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.
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.
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.
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.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 153.2 × 0.8 = 122.6 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 153.2 × 0.344 (σ=1.8) = 52.7 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.6 × 0.343 (σ=1.8) = 42.1 mƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
4 broadside guns x 60 / 22 s base reload = 10.9.HE shells
ƒ
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
4 HE shells x 60 / 22 s reload x 29% fire chance = 3.16.AP shells
ƒ
floor(305 mm caliber / 14.3) = 21 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 × 1373 × 386^0.69 × 0.305^-1.07 × 732^1.38 = 267.4 mm. Matches the in-game spec card.ƒ
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.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
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.Show 4 more gun families
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 (sigma); shown in-game as Shell Grouping.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 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 153.2 × 0.8 = 122.6 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 153.2 × 0.344 (σ=1.8) = 52.7 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 122.6 × 0.343 (σ=1.8) = 42.1 mCanonical 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.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.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 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.All 4 barrels bear on the broadside.180 degrees / 4.5 deg/s traverse speed = 40 s.5,100 HE damage x 4 broadside guns = 20,400.7,700 AP damage x 4 broadside guns = 30,800.20,400 HE full-salvo alpha x 60 / 22 s base reload = 55,636.30,800 AP full-salvo alpha x 60 / 22 s base reload = 84,000.4 broadside guns x 60 / 22 s base reload = 10.9.4 HE shells x 60 / 22 s reload x 29% fire chance = 3.16.AA defense
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).Longest-reaching aura across AA-only + dual-purpose auras.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.3 km × 57 + 30 = 201 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2700 from the 152 mm family.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.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.Skins & permanent camouflages
Every custom exterior Mikasa '23 can equip, from in-game data.
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.
