World of Warships: Legends ship guide

Mikasa

Also called: 三笠 Beta
Japan · Tier II · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl battleships.
Playstyle
  • 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
Key characteristics
305 mm AP overmatchHeavy AP penHeavy HE shellsHeavy AP shellsHigh HP poolSlow
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Community Data

Mikasa Community Stats

Across 600+ Standard battles from 130+ players, Mikasa averages a 58% win rate, 17,800 damage and 0.7 kills per battle, and survives 35% of them.

Community Data

Mikasa Community Stats

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

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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. 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

ELITE MAIN BATTERY ↗
  • 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
ELITE HP ↗
  • High HP pool · 31200 HP
  • Deep effective · 35568 effective
MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 84000 AP
  • Low HE DPM · 55636 HE
Acquisition

How to get Mikasa

Mikasa is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Mission reward and Collaboration.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • The Return of the Arena Mission reward Start: 2022-05-19
    • 15 medals: Japanese Tier II Premium cruiser Mikasa; 1x Spring Big Crate
  • Trade your credits! Mission reward Start: 2022-05-17
    • Additionally, everyone will be able to redeem up to three personal missions (you guessed it, for credits) that can bring you Steel, Japanese Tier II Premium battleship Mikasa, and even a Super V crate during the upcoming Arena seasons;
  • WoWS PC and Legends: Stronger Together! Collaboration Start: 2023-11-28
    • Upon joining the program: 7 days of Premium Account Tier II Japanese Premium cruiser Mikasa

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Mikasa 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.

BestHit points31,200 HP (1 of 2 tied) BestMain battery caliber305 mm (1 of 2 tied) BestSecondary DPM (per side)213,231 (1 of 2 tied) BestSecondary HE alpha2,700 (1 of 2 tied) BestSecondary HE pen25 mm (1 of 2 tied) BestMax armor356 mm (1 of 2 tied) BestCitadel belt356 mm (1 of 2 tied) BestEnd plates16 mm (1 of 2 tied / 1 of 2 tied) Top 10%AP pen at 10 km108 mm (3/25) Top 25%Secondary fire chance6% (3/16) Bottom 25%Main battery range10.94 km (21/26) Bottom 25%Fires per minute3.16 (23/25) Bottom 25%HE DPM55,636 (23/25) Bottom 25%AP velocity732 m/s (23/25) Bottom 25%HE velocity732 m/s (23/25) Bottom 10%Time to 90% speed26.7 s (25/26) WorstMax speed18 kt (1 of 4 tied) WorstSmoke fire bloom7.36 km (1 of 2 tied) WorstRudder shift10.2 s (1 of 2 tied) WorstMain battery reload22 s (1 of 2 tied) WorstSigma1.8 (1 of 4 tied) WorstAP DPM84,000 (1 of 2 tied) WorstMain dispersion153.2 m (1 of 2 tied) WorstAcceleration (0-12 kt)15.7 s (1 of 4 tied) WorstAP arming threshold51 mm (1 of 2 tied) WorstDisplacement15,979 t (1 of 2 tied) WorstPower-to-weight1 hp/t (1 of 2 tied) WorstNo AA (9 of 26 in cohort) WorstNo torpedoes (20 of 26 in cohort) WorstRepair charges1 (1 of 2 tied)
See 10 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.

Concealment8.99 km(11/26) Air detection5.37 km(10/26) Turning circle450 m(12/26) AP fuse timer0.01 s(19/25) Engine power16,000 hp(19/26) Power / turn radius35.6 hp/m(19/26) Secondary range3 km(7/16) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value)
Survivability
Hit Points31,200
Displacement15,979 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
132.2 x 25.6 m (ship-model figure)
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 resistance
ƒtop hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 31,200 HP = 2,808 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 31,200 HP = 3,120 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.3 hull torpedo-damage coefficient / 0.333 unprotected baseline = 10%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
10%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Effective HP
ƒBase 31,200 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 31,200 HP = 4,368 HP per charge, × 1 charges = 4,368 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
34,667–35,568
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 900 = 1,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
900
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 23,400 = 46,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
23,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 305 mm 41st Year Type
Mounts / barrels2 mounts / 4 barrels
Reload time22 s
Firing range10.9 km
Turret traverse4.5 °/s
Turret armor356 mm
Turret traverse arcs
ƒHow 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.
2x ±124°
Guns to bear
ƒ180° − 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.
56° off bow / 56° off stern
Shell Grouping (σ)1.8
Dispersion type
ƒIn 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 '23.
Shared with Mikasa '23
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1093730·10−2.31000+2.3)·30=153.2m
153.2 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =153.2·0.8=122.6m
122.6 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =153.2·0.61.8=51.1m
51.1 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =122.6·0.61.8=40.9m
40.9 m at 10.9 km
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Shells/min
ƒ4 broadside guns x 60 / 22 s base reload = 10.9.
10.9
HE shells
HE alpha5,100
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
HE DPM
ƒ20,400 HE full-salvo alpha x 60 / 22 s base reload = 55,636.
55,636
Fires/min
ƒ10.9 shells/min × 0.29 (29% fire chance) = 3.16.
3.16
AP shells
AP alpha7,700
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1373·3860.69·0.305−1.07·7321.38=267.4mm.
267.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 360.2 m/s: P=10−7·1373·3860.69·0.305−1.07·360.21.38=100.5mm.
100.5 mm at 10.9 km
AP full-salvo alpha
ƒ7,700 AP damage x 4 broadside guns = 30,800.
30,800
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
Total secondary fires/min (per side)
ƒSum 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.
6.8
Secondary DPM (per side)
ƒSum 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).
213,231
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 (14×1)
Caliber152 mm
Reload time13 s
HE alpha2,700
Muzzle Velocity701 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ14×1 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.
1.9
HE Pen25 mm
Show 1 more gun family
76.2 mm 41st Year Type (18×1)
Caliber76.2 mm
Reload time5.5 s
HE alpha1,300
Muzzle Velocity680 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ18×1 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.
4.8
HE Pen13 mm
Maneuverability
Engine power16,000 hp
Maximum speed18.0 kt
Turning circle radius450 m
Rudder shift time10.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 18 / 4 + 4.9 = 9.4 kt. Base value; speed modifiers scale it.
9.4 kt
Crash stop
ƒSeconds 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.
42.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (16.2 kt of 18.0 kt).
26.7 s
Acceleration 0-99%
ƒTime 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.
45.5 s
Guns in a full turn
ƒWith 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.
fall behind by 0.4°/s
Concealment
Detectability by sea
ƒBase 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.
8.99 km
With Grade IV camouflage (sea)
ƒDetectability by sea 8.97 km x 0.955 (Grade IV permanent camo or any disposable camo) = 8.57 km.
8.57 km
Detectability by air5.37 km
Smoke firing penalty7.36 km
Detect when firing (sea)
ƒmax(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.
10.94 km
Detect when firing (air)
ƒAir 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.
11.48 km
Detect when on fire (sea)
ƒSea detectability 8.97 km + 2.0 km while burning = 10.97 km.
10.97 km
Detect when on fire (air)
ƒAir detectability 5.38 km + 3.0 km while burning = 8.38 km.
8.38 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party1 charges · 80 s reload · 28 s active · 4,368 HP (14% of max HP) total heal (per charge)
ƒ0.005 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.
· 4,368 HP (14% of max HP) total heal (all charges)
ƒ0.14 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.
· 156 HP/s (0.5% of max HP) heal per second
ƒ0.005 (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

Show ▾

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

vs standard cruiser41% wider H · 88% taller V
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.
Shell scatter width @ 5 km107.5 m
(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.
Shell scatter width @ 10 km146 m
(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.
Shell scatter height @ 5 km60.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·10937=5468 m, and radiusOnMax=0.8 at 10937 m. Below the kink: k=0.2+(0.6−0.2)·50005468=0.5657, so σV=σH·k=107.5·0.5657=60.8m.
Shell scatter height @ 10 km111.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·10937=5468 m, and radiusOnMax=0.8 at 10937 m. Above the kink: k=0.6+(0.8−0.6)·10000−546810937−5468=0.7657, so σV=σH·k=146·0.7657=111.8m.
AP pen 5 km167 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1373·3860.69·0.305−1.07·519.31.38=167mm, 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 pen 10 km108 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1373·3860.69·0.305−1.07·378.81.38=108mm, 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.
AP flight time @ 10 km7.12 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.5962·0.30528·386=5.64×10−5. 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.
HE flight time @ 10 km7.12 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.5962·0.30528·386=5.64×10−5. 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.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,373
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass386 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.5962
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity732 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity732 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.3
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist3,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.6
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.8
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Secondary battery firepower

Max HE alpha2700
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 HE fire chance6%
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 HE pen25 mm
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.
Open in Charting Tool

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.

Bow & stern16 mm

Overmatched by 22+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel356 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming10 mm

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
Bow16 mm primary (range 16–127 mm)2,200 (7% 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.
Stern16 mm primary (range 16–127 mm)2,200 (7% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 16–356 mm)≈ 165,500 (effectively 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.
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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Mikasa can equip.

  • Mikasa default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision