World of Warships: Legends ship guide

Mirage

Also called: 海市蜃楼 Beta
Italy · Tier VII · CA Cruiser · Premium · Amalfi Variant
SAP cruiserPunish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Playstyle
  • Hold angles with islands close enough to break line of sight when focus comes
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long torps (12 km)55 mm SAP penStealthy (11.2 km)Exhaust SmokeTorp Reload BoosterShort gun range
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Community Data

Mirage Community Stats

Across 760+ Standard battles from 73 players, Mirage averages a 59% win rate, 54,600 damage and 0.9 kills per battle, and survives 44% of them.

Community Data

Mirage Community Stats

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Playstyle

Overview

Mirage is a Tier VII Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: best top speed in T7 CAs (37 kt, 2nd of 58) and surface detection in T7 CAs (11.2 km, 2nd of 58). The trade is short gun range in T7 CAs (14.6 km, 56th of 58).

Positioning

Hold angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 6.3 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.64 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Her handling reads as a contradiction and is not one: 11 s on the rudder means she starts turning late, while a 680 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo

With a single charge it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra torpedo salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

Fast for the class ↗

37 kt, best of T7 CAs. Lets you rotate flanks or escape disengagements.

Best-in-class stealth ↗

11.2 km surface detect, top decile of T7 CAs. Stays dark longer.

Long smoke deployment ↗

30 s smoke deployment window, best of the 20 T7 CAs with smoke. Lays a longer rolling smoke trail while moving.

ELITE TORPEDOES ↗
  • Long-range torps · 12 km
  • Short torpedo warning · 6 s
ELITE MAIN BATTERY ↗
  • Fast AP shells · 4.81 s
  • Tight pattern at max range · 133.7 m
MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 14.6 km
  • Low AP DPM · 172125 AP
Acquisition

How to get Mirage

Mirage is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

  • Sunduq 3% VII Mirage Event · Sunduq
  • Explorer's Chest 0.111111% One of these ships Event · Explorer's Chest · 1 of 27 ships
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Mirage sits among Tier VII CAs (57 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.

BestMax speed37 kt (1 of 3 tied) LongestAP fuse timer0.033 s (1 of 25 tied) BestPower / turn radius282.4 hp/m (1 of 2 tied) Top 10%Stealth profile11.17 km / 6.82 km (2/58 / 3/58) Top 10%Main dispersion133.7 m (4/58) Top 10%Engine power192,000 hp (3/57) Top 10%Power-to-weight9.97 hp/t (5/57) Top 10%Torpedo range12 km (4/43) Top 10%Torpedo reaction time6 s (4/43) Top 25%Hit points42,800 HP (15/58) Top 25%Turning circle680 m (13/58) Top 25%Acceleration (0-12 kt)8.3 s (9/57) Top 25%AP pen at 10 km281 mm (11/58) Bottom 25%Rudder shift11 s (49/58) Bottom 25%Main battery reload16 s (51/58) Bottom 25%Secondary HE alpha1,300 (43/51) Bottom 25%Displacement19,254 t (49/58) Bottom 10%Main battery range14.6 km (56/58) Bottom 10%AP DPM172,125 (54/58) Bottom 10%AA range4 km (57/58) Bottom 10%Torpedo damage≈11,667 (41/43) WorstSecondary fire chance5% (1 of 23 tied) WorstSecondary HE pen15 mm (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 19 mid-pack stats

Not standouts for Mirage -- 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.

Smoke fire bloom6.31 km(17/58) Main battery caliber203 mm(19/58) Sigma2(30/58) Secondary DPM (per side)117,000(27/51) AP velocity910 m/s(22/58) Time to 90% speed25 s(30/57) AP arming threshold34 mm(41/58) AA DPS366(37/58) AA threat1,152(43/58) Flak damage per salvo (expected)1,620(29/58) Torpedo speed62 kt(25/43) Torpedo reload95 s(23/43) Max armor150 mm(23/58) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points42,800
Displacement19,254 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.
218.9 x 22.97 m
Armor range16–150 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 40, 50, 70, 75, 90, 100, 120, 140, 150 mm
Armor material/layer entries57
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. 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.
36.6%
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 × 42,800 HP = 3,852 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 × 42,800 HP = 4,280 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
21,400
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.
12,800
Effective HP
ƒBase 42,800 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 42,800 HP = 5,992 HP per charge, × 2 charges = 11,984 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
47,556–54,784
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 × 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
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 × 2,800 = 5,600), 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.
2,800
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 × 1,500 = 3,000), 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.
1,500
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 × 32,100 = 64,200), 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.
32,100
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 × 1,500 = 3,000), 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.
1,500
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 × 3,400 = 6,800), 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.
3,400
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: 203 mm/55 1934
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 14.5 s → 16 s
Firing range14.6 km
Turret traverse7 °/s
Turret armor150 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 ±146°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
30° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.6 km) shells land in an ellipse about 134 m wide and 80 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(14599.230·8−1.11000+1.1)·30=133.7m
133.7 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.7·0.6=80.2m
80.2 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =133.7·0.62=40.1m
40.1 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =80.2·0.62=24.1m
24.1 m at 14.6 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 37.1. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 14.429 s (14.4 s = 101 ticks) all-upgrades reload (16 s × 0.9 Main Battery Mod. 3 = 14.4 s) = 37.4.
Initial: 37.1 → 37.4
HE shells
HE alpha3,200 (stock hull only)
HE Velocity850 m/s
Fire Chance17%
HE fire DPM vs T7 BB46732
Effective HE DPM vs T7 BB165320
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒStock hull only: the top hull's gun fires no HE. 3,200 HE damage x 9 broadside guns = 28,800.
28,800 (stock hull only)
HE DPM
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 28,800 HE full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 118,588. All upgrades (Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 13.143 s (13.1 s = 92 ticks) all-upgrades stock-gun reload (14.5 s × 0.9 Main Battery Mod. 3 = 13.1 s) = 131,478.
Initial: 118,588 → 131,478 (stock hull only)
Fires/min
ƒStock hull only: the top hull's gun fires no HE. Zero upgrades: 37.1 shells/min × 0.17 (17% fire chance) = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 41.1 shells/min × 0.17 (17% fire chance) = 6.98.
Initial: 6.3 → 6.98 (stock hull only)
SAP shells
SAP alpha5,200 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)54.9 (top hull)
SAP Min Ricochet70 deg (top hull)
SAP Guaranteed Ricochet80 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
30 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 5,200 SAP damage x 9 broadside guns = 46,800.
46,800 (top hull)
SAP DPM
ƒWith the top hull (top gun + Main Battery Mod. 3 = -10% reload): 46,800 SAP full-salvo alpha x 60 / 14.429 s (14.4 s = 101 ticks) all-upgrades reload (16 s × 0.9 Main Battery Mod. 3 = 14.4 s) = 194,614.
194,614 (top hull)
AP shells
AP alpha5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2500·125.30.69·0.203−1.07·9101.38=467.7mm.
467.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 539.7 m/s: P=10−7·2500·125.30.69·0.203−1.07·539.71.38=227.4mm.
227.4 mm at 14.6 km
AP full-salvo alpha
ƒ5,100 AP damage x 9 broadside guns = 45,900.
45,900
AP DPM
ƒZero upgrades: 45,900 AP full-salvo alpha x 60 / 14.571 s (14.5 s = 102 ticks) base reload = 189,000. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,900 AP full-salvo alpha x 60 / 14.429 s (14.4 s = 101 ticks) all-upgrades reload (16 s × 0.9 Main Battery Mod. 3 = 14.4 s) = 190,871.
Initial: 189,000 → 190,871
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed62.0 kt
Range12 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=35,000·0.333=11,667. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 11,667
Maximum damage (ammunition)
ƒ35,000 warhead alpha / 3 + 1,000 blast = 12,667. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
12,667
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km62 kt×2.6855=6 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
6 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
207%
Torpedo launcher traverse25 °/s
Launch arcswing 132° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 11,667 = 46,668. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
46,668
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4 km
65 mm/64 19396×1 65mm
20 mm/70 Breda 194112×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 135 from dual-purpose secondaries firing as AA in this range band.
135
Range4 km
Medium aura
Guns65 mm/64 1939
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.9 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range3.7 km
Total DPS in Aura
ƒFar 135 + Medium 88 = 223
223
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
143
Range2 km
Total DPS in Aura
ƒFar 135 + Medium 88 + Near 143 = 366
366
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
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: 12×1 90 mm (6/side) × 60/4 s × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
117,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 4.5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 33,380. 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.
33,380
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 117,000 + secondary fire DPM 33,380 = 150,380: shell damage plus fire damage against one T7 battleship, every shell hitting.
150,380
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×1 90mm
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity860 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ12×1 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 4.5. 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.
4.5
HE Pen15 mm
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power192,000 hp
Maximum speed37.0 kt
Turning circle radius680 m
Rudder shift time11 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 = 37 / 4 + 4.9 = 14.2 kt. Base value; speed modifiers scale it.
14.2 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.
27.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37.0 kt).
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37.0 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.
39.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 6.7 = +0.3°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.3°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.17 km x 0.955 = 10.67 km. Camouflage does not change detectability by air.
11.17 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.17 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.67 km.
10.67 km
Detectability by air6.82 km
Smoke firing penalty6.31 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.17 km) = 14.6 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.6 km
Detect when firing (air)
ƒAir detectability 6.82 km + gun-firing bloom 4.06 km = 10.88 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
10.88 km
Detect when on fire (sea)
ƒSea detectability 11.17 km + 2.0 km while burning = 13.17 km.
13.17 km
Detect when on fire (air)
ƒAir detectability 6.82 km + 3.0 km while burning = 9.82 km.
9.82 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 35 s cloud active · 600 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Choose one
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Repair Party2 charges · 80 s reload · 28 s active · 5,992 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 × 42,800 HP = 5,992 HP: up to 14% of max HP restored per charge.
· 11,984 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 42,800 HP = 11,984 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 214 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 42,800 HP = 214 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

ArtilleryUpgrade
  • Base reload14.5 → 16 s

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km27.4 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=0.5 at delim·Rmax=0.5·14599.2=7300 m, and radiusOnMax=0.6 at 14599.2 m. Below the kink: k=0.2+(0.5−0.2)·50007300=0.4055, so σV=σH·k=67.5·0.4055=27.4m.
Shell scatter height @ 10 km54.8 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=0.5 at delim·Rmax=0.5·14599.2=7300 m, and radiusOnMax=0.6 at 14599.2 m. Above the kink: k=0.5+(0.6−0.5)·10000−730014599.2−7300=0.537, so σV=σH·k=102·0.537=54.8m.
AP pen 5 km361 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 =10−7·2500·125.30.69·0.203−1.07·754.61.38=361mm, where 754.6 m/s is the shell's speed when it arrives at 5 km (from 910 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 km281 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 =10−7·2500·125.30.69·0.203−1.07·629.61.38=281mm, where 629.6 m/s is the shell's speed when it arrives at 10 km (from 910 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 km4.81 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·0.237·0.20328·125.3=3.06×10−5. That runs from a 910 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 km5.63 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·0.337·0.20328·123.82=4.4×10−5. That runs from a 850 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,500
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 mass125.3 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 coefficient0.237
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity910 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
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.
taperDist4,000 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.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time6 s
1000 m / (62.0 kt × 2.6855) = 6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range72.1 s
12000 m / (62.0 kt × 2.6855) = 72.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo4 torpedoes
8 wing tubes / 2 = 4: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage93,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 11,667 = 93,336. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range135
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 65mm 64 Ansaldo 6x1 -> 88 DPS @ 3.7 km; 20mm70 Breda barrels 6 12x6 -> 143 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 135 DPS @ 4 km.
AA DPS layered by range135 DPS @ 4 km, 223 DPS @ 3.7 km, 366 DPS @ 2 km
@ 4 km: 135 from one family; @ 3.7 km: 88 + 135 = 223; @ 2 km: 88 + 143 + 135 = 366. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank366
88 + 143 + 135 = 366 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1152
88 × 3.7 + 143 × 2 + 135 × 4 = 1152. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery firepower

Max HE alpha1300
The only family (90 mm): 1300. Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
The only family (90 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
The only family (90 mm): 15 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: 15 mm from the 90 mm family.
Open in Charting Tool

Ship Charts

Background

This ship emerges like a golden palace gliding across the desert of the sea - dazzling, surreal, and serene. But what appears as wonder soon becomes wrath to those who come as foes.

Exteriors

Skins & permanent camouflages

Every custom exterior Mirage can equip.

  • Mirage 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