World of Warships: Legends ship guide

Mikasa

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • 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
Key characteristics
305 mm overmatchHeavy AP penHigh fire chanceSlowNo AA
Community Data

Mikasa Community Stats

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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

Big-caliber overmatch

21.3 mm overmatch threshold, best of T2 CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

85.3 mm AP pen at max range, best of T2 CAs. Threatens citadels even from range.

Close-range AP brick

231.8 mm AP pen at 1.5 km, top decile of T2 CAs. Citadels broadside cruisers up close.

High HP pool

31200.0 HP, best of T2 CAs.

Slow reload

19.8 s reload, worst of T2 CAs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

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.

Acquisition

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.

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.

Cohort position

Hide

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.

BestHit points31,200 HP (1/19) BestMain battery caliber305 mm (1/19) BestHE fire chance29% (1/18) BestSecondary DPM (per side)214,867 (1/11) BestHE alpha2,700 (1/11) BestSecondary HE pen25 mm (1/11) BestAcceleration6 s (1 of 4 tied) BestMax armor356 mm (1/19) BestCitadel belt356 mm (1/19) BestEnd plates25 mm (5/19 / 1 of 7 tied) Top 10%Secondary fire chance6% (2/11) Top 25%Deck armor76 mm (5/19) Bottom 25%Main battery range10.94 km (16/19) Bottom 25%HE DPM61,818 (16/18) Bottom 25%AP DPM93,333 (17/18) Bottom 25%AP velocity732 m/s (17/18) Bottom 25%HE velocity732 m/s (17/18) Bottom 25%AP fuse timer0.01 s (15/18) WorstMax speed18 kt (1 of 2 tied) WorstRudder shift13.3 s (19/19) WorstMain battery reload19.8 s (19/19) WorstSigma1.8 (1 of 2 tied) WorstMain dispersion153.2 m (19/19) WorstAP arming threshold51 mm (18/18) WorstDisplacement15,979 t (19/19) WorstPower-to-weight1 hp/t (19/19) WorstNo AA (6 of 19 in cohort) WorstNo torpedoes (14 of 19 in cohort) WorstRepair charges1 (3/3)
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.

Concealment8.97 km(9/19) Air detection5.38 km(9/19) Traverse-to-turn ratio3.82 ×(13/19) Fires per minute3.52(14/18) Engine power16,000 hp(15/19) Turn-speed retention35.6 hp/m(15/19) Secondary range3 km(5/11) NormAP ricochet start45°(17 of 18 tied at this value) NormAP auto-bounce angle60°(17 of 18 tied at this value)

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
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse4.5 → 5 °/s

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.

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
Bow25 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.
Stern25 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.
Citadel356 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).
Superstructure10 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 HP15,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 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.
Rudder (module)separate HP pool, does not drain ship HP9,400 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Mikasa 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.