Mikasa
Beta- Hold under 10 km from a contested cap with an island close enough to shadow back into, and bow toward t…
- Avoid: Trading the super-heal advantage in open water
Mikasa Community Stats
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Mikasa Community Stats
Playstyle
Overview
Mikasa 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. She also packs the super-heal (0.5%/s, for 28 s, every 80 s, 1 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best high HP pool in T2 CAs (31,200 HP) and best torpedo belt percent in T2 CAs (10).
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.
Potato Avoidance
Trading the super-heal advantage in open water
The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 1 charges before the cooldown completes.
Signature Traits
21.3 mm overmatch threshold, best of T2 CAs. Punishes bow-tanking ships peers can't crack.
85.3 mm AP pen at max range, best of T2 CAs. Threatens citadels even from range.
231.8 mm AP pen at 1.5 km, top decile of T2 CAs. Citadels broadside cruisers up close.
31200.0 HP, best of T2 CAs.
19.8 s reload, worst of T2 CAs. Salvos punish more, but cycle is slower than peers.
51.0 mm AP arming threshold, worst of T2 CAs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.
How to get Mikasa
Mikasa 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.
Cohort position
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Where Mikasa sits among Tier II CAs (19 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 9 mid-pack stats
Not standouts for Mikasa -- 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 = (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
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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
4 HE shells x 60 / 22 s reload x 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
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
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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 = (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.Armor
Hull HP 31,200, 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 | 25 mm primary (range 16–127 mm) | 2,200 (7% of HP) | Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+ | 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+ (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 | 25 mm primary (range 16–127 mm) | 2,200 (7% of HP) | Overmatch not possible at T IIIAngle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 356 mm primary (range 16–356 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 | 10 mm primary (range 10–76 mm) | 500 (2% 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 | 15,600 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. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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. |
| Rudder (module) | separate HP pool, does not drain ship HP | 9,400 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 Mikasa 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.
