World of Warships: Legends ship guide

Musashi

Also called: 武藏 Beta
Japan · Tier VIII · Battleship · Premium
Sniper battleshipLong main-battery reach lands AP citadels from positions peers must push to reach.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
460 mm AP overmatchHeavy AP penHeavy HE shellsWide always-pen zoneSlowWeak AA
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Community Data

Musashi Community Stats

Across 13,000+ Standard battles from 230+ players, Musashi averages a 60% win rate, 95,400 damage and 1.0 kills per battle, and survives 41% of them.

Community Data

Musashi Community Stats

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Playstyle

Overview

Musashi is a Tier VIII Japanese tank battleship (85,000 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best torpedo belt percent in T8 BBs (55) and best armor plate in T8 BBs (500 mm).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy AP shells · 14800 damage
  • Big-caliber AP overmatch · 32.1 mm
  • Heavy HE shells · 7300 damage
  • Close-range AP brick · 931.3 mm
  • Long-range AP brick · 620.29 mm
High HP pool ↗

85000 HP, top decile of T8 BBs.

Thickest plate ↗

500 mm on her single heaviest plate, top decile of T8 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Easily spotted ↗

16.1 km surface detect, worst of T8 BBs. Visible before you can react; position early.

Weak AA ↗

224 AA DPS, bottom decile of T8 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Musashi

Musashi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and 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

  • Super VIII crate 4.761905% One of the Tier VIII Premium ships Event · Super VIII crate · 1 of 21 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Archived · Santa Level 5 · 1 of 10 ships
  • Golden Week '26 crate 1% VIII Musashi Event · Golden Week '26 crate
Show all 19 containers (16 more)
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Archived · Spectral Vault 5.0 · 1 of 19 ships
  • Mega Santa '23 0.5% Tier VIII Premium ship Archived · Mega Santa '23 · 1 of 2 ships
  • Santa Level 4 0.425% Tier VIII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Chest of Rarities 0.25% Tier VIII Premium ship Event · Chest of Rarities · 1 of 8 ships
  • Santa Level 3 0.13625% Tier VIII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Super Santa '23 0.075% Tier VIII Premium ship Archived · Super Santa '23 · 1 of 2 ships
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Archived · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Piñata Chest 0.025% Tier VIII Premium ship Event · Piñata Chest → Chest of Rarities · 1 of 8 ships
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Archived · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Ultimate Crate 0.0075% Tier VIII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 2 ships
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Archived · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
  • Bushido Campaign Breakdown Campaign Start: 2022-08-29 · End: 2022-10-02
    • As such, Bushido is the next campaign to be introduced to World of Warships: Legends and features notorious Tier VIII Japanese battleship Musashi as its end-milestone reward, available only to players with an active Admiralty Backing.
  • Golden Week '26: Special Skins and New Calendar Crates Start: 2026-05-04 · End: 2026-06-01
    • You can find each of these skins individually in the Store or in Golden Week '26 crates, which can also drop other themed skins, Commander guises, or a Premium ship, including Tier VIII Premium battleship Musashi.
  • Through the Spy Glass: Musashi Campaign Start: 2022-08-29
    • Meet Musashi, Yamato’s famous sister ship and our newest campaign reward!
  • Santa's New Crates and How They Work Crates Start: 2023-12-11
    • One more thing to highlight is the list of ships that can drop from these crates.
    • Japanese Tier VIII Premium battleship Musashi
  • Halloween Update: Misty Voyage Store / event post Start: 2025-10-02
    • Plus, check the Store for U.S. and Japanese ships that took part in the Battle of Leyte Gulf, including Japanese battleship Musashi, which you'll be able to obtain through the Pacific Titans chained bundle.
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

Build for main-battery accuracy, reload/range, survivability, concealment, and anti-fire/anti-flood discipline.

Takeo Takagi

WG official

WG official build from Through the Spy Glass: Musashi.

Source: Through the Spy Glass: Musashi

Open in Build Tool →

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

Hide ▾

Where Musashi sits among Tier VIII BBs (32 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.

BestMain battery caliber460 mm (1 of 2 tied) BestSecondary HE alpha2,600 (1 of 6 tied) BestAP pen at 10 km738 mm (1 of 2 tied) Top 10%Hit points85,000 HP (3/33) Top 10%AP ricochet start50° (3/33) Top 10%AP auto-bounce angle65° (3/33) Top 10%Max armor500 mm (3/33) Top 25%HE DPM131,400 (7/31) Top 25%AP DPM266,400 (7/33) Top 25%Main dispersion207.8 m (9/33) Top 25%Secondary fire chance10% (8/31) Top 25%Citadel belt410 mm (5/31) Bottom 25%Rudder shift18.7 s (29/33) Bottom 25%Secondary DPM (per side)177,849 (27/33) Bottom 25%Acceleration (0-12 kt)15 s (30/33) Bottom 25%Power-to-weight2.06 hp/t (29/33) Bottom 25%Flak damage per salvo (expected)1,208 (28/33) Bottom 10%Max speed27 kt (31/33) WorstStealth profile16.07 km / 12.86 km (1 of 3 tied / 1 of 3 tied) WorstSmoke fire bloom15.97 km (1 of 3 tied) WorstAP arming threshold77 mm (1 of 2 tied) WorstDisplacement72,810 t (1 of 2 tied) WorstSecondary range5 km (1 of 16 tied) WorstAA DPS224 (1 of 2 tied) WorstAA threat786 (1 of 2 tied) WorstNo torpedoes (26 of 33 in cohort) WorstRepair charges2 (1 of 9 tied)
See 20 mid-pack stats

Not standouts for Musashi -- 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.

Turning circle900 m(19/33) Main battery range17.2 km(15/33) Main battery reload30 s(13/33) Sigma1.65(25/33) HE fire chance35%(19/31) Fires per minute6.3(23/31) Secondary HE pen26 mm(9/31) AP velocity780 m/s(25/33) HE velocity805 m/s(23/31) Time to 90% speed35.1 s(23/33) Engine power150,000 hp(23/33) Power / turn radius166.7 hp/m(23/33) Effective HE DPM (incl. fire)183,042(13/31) AA range5 km(19/33) NormSecondary dispersion bracket57(24 of 33 tied at this value) NormAP fuse timer0.033 s(30 of 33 tied at this value) NormTurn speed retained81%(32 of 33 tied at this value) NormRepair heal rate0.5 %/s(24 of 33 tied at this value) NormBow armor32 mm(29 of 31 tied at this value) NormStern armor32 mm(29 of 31 tied at this value)
Survivability
Hit Points85,000
Displacement72,810 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.
263 x 38.9 m
Armor range16–500 mm
Plate armor thicknesses16, 18, 19, 25, 32, 50, 57, 75, 80, 100, 135, 140, 200, 230, 270, 290, 340, 350, 410, 500 mm
Armor material/layer entries66
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 85,000 HP = 15,300 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 85,000 HP = 17,000 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.15 hull torpedo-damage coefficient / 0.333 unprotected baseline = 55%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
55%
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.
48,700
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.
29,200
Effective HP
ƒBase 85,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 85,000 HP = 11,900 HP per charge, × 2 charges = 23,800 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.
94,444–108,800
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 × 9,500 = 19,000), 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.
9,500
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 × 7,700 = 15,400), 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.
7,700
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 × 73,000 = 146,000), 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.
73,000
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 × 2,300 = 4,600), 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 ×. 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.
2,300
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 × 9,700 = 19,400), 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.
9,700
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: 460 mm/45 Type94
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.2 km
Turret traverse4 °/s
Turret armor650 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.
±150°, 2x ±149°
Guns to bear
ƒ180° − 149° (the most restricted aft-facing mount's arc) = 31° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
31° off bow / 31° off stern
Shell Grouping (σ)1.65
Dispersion type
ƒIn practice: 10% tighter (better) horizontal dispersion and 19% more vertical spread at max range (17.2 km) than a standard battleship: about 208 m wide × 166 m tall, against 232 m × 139 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga, Hyūga W, Inamura, Ise, Ishizuchi, Iwami and 7 more.
Japanese battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1719830·10−2.81000+2.8)·30=207.8m
207.8 m at 17.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207.8·0.8=166.3m
166.3 m at 17.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =207.8·0.61.65=75.6m
75.6 m at 17.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =166.3·0.61.65=60.5m
60.5 m at 17.2 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 20.
Initial: 18 → 20
HE shells
HE alpha7,300
HE Velocity805 m/s
Fire Chance35%
HE fire DPM vs T8 BB51642
Effective HE DPM vs T8 BB183042
HE penetration
ƒ115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
115 mm
HE full-salvo alpha
ƒ7,300 HE damage x 9 broadside guns = 65,700.
65,700
HE DPM
ƒZero upgrades: 65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400. All upgrades (Main Battery Mod. 3 = -10% reload): 65,700 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 146,000.
Initial: 131,400 → 146,000
Fires/min
ƒZero upgrades: 18 shells/min × 0.35 (35% fire chance) = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min × 0.35 (35% fire chance) = 7.
Initial: 6.3 → 7
AP shells
AP alpha14,800
AP Velocity780 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold77 mm
AP pen max range621 mm
AP overmatch
ƒfloor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2831·14600.69·0.46−1.07·7801.38=971.1mm.
971.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.2 km), where the shell has slowed to 563.7 m/s: P=10−7·2831·14600.69·0.46−1.07·563.71.38=620.4mm.
620.4 mm at 17.2 km
AP full-salvo alpha
ƒ14,800 AP damage x 9 broadside guns = 133,200.
133,200
AP DPM
ƒZero upgrades: 133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400. All upgrades (Main Battery Mod. 3 = -10% reload): 133,200 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 296,000.
Initial: 266,400 → 296,000
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.
400
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm Type96 mod. 28×3 25mm
25 mm Type96 mod. 14×3 25mm
13 mm Type932×2 13mm
127 mm Type89 A1 mod. 2 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Type89 A1 mod. 2 (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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Outer Near aura
Guns25 mm Type96 mod. 1 + 25 mm Type96 mod. 2
Continuous DPS
ƒEffective DPS: 49 raw aura damage × 3.5 × 0.85 hit probability = 146 - the same in-game units as the Close-range AA DPS headline.
146
Range3.1 km
Total DPS in Aura
ƒFar 63 + Outer Near 146 = 209
209
Inner Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.85 hit probability = 15 - the same in-game units as the Close-range AA DPS headline.
15
Range1.2 km
Total DPS in Aura
ƒFar 63 + Outer Near 146 + Inner Near 15 = 224
224
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 230 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, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
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.
75%
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 5 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.
2.5-5 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.8 + 3 = 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: 6×2 127 mm (6/side) × 60/7.571 s (7.5 s = 53 ticks) × 2100 = 99,849 + 4×3 155 mm (6/side) × 60/12 s × 2600 = 78,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
177,849
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 6.8 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 55,772. 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.
55,772
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 177,849 + secondary fire DPM 55,772 = 233,621: shell damage plus fire damage against one T8 battleship, every shell hitting.
233,621
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
127 mm Type89 A1 mod. 2 (6×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time7.5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.08 (8% fire chance) = 3.8. 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.
3.8
HE Pen21 mm
Show 1 more gun family
155 mm 3rd Year Type (4×3)
Caliber155 mm
Reload time12 s
HE alpha2,600
Muzzle Velocity925 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ4×3 barrels / 2 sides × 60 / 12 s × 0.1 (10% fire chance) = 3. 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.
3
HE Pen26 mm
Maneuverability
Engine power150,000 hp
Maximum speed27.0 kt
Turning circle radius900 m
Rudder shift time18.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 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.
47.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
35.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27.0 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.
56 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.3 = +0.7°/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 (+0.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.07 km x 0.955 = 15.35 km. Camouflage does not change detectability by air.
16.07 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.07 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.35 km.
15.35 km
Detectability by air12.86 km
Smoke firing penalty15.97 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.07 km) = 17.2 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.2 km
Detect when firing (air)
ƒAir detectability 12.86 km + gun-firing bloom 9.2 km = 22.06 km. The bloom tracks main-battery caliber 460 mm × 0.020 = 9.2 km.
22.06 km
Detect when on fire (sea)
ƒSea detectability 16.07 km + 2.0 km while burning = 18.07 km.
18.07 km
Detect when on fire (air)
ƒAir detectability 12.86 km + 3.0 km while burning = 15.86 km.
15.86 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 charges · 80 s reload · 28 s active · 11,900 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 × 85,000 HP = 11,900 HP: up to 14% of max HP restored per charge.
· 23,800 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 85,000 HP = 23,800 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 425 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 85,000 HP = 425 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 60 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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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 BB10% tighter H · 19% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.2 km) with the same model as Max Horiz/Vert Disp: horizontal 208 / 232 m − 1 = -10%, vertical 166 / 139 m − 1 = +19%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km120 m
(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 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 km156 m
(333.3 × (10 − 2.8) / 1000 + 2.8) × 30 = 156 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 width @ 15 km192 m
(500 × (10 − 2.8) / 1000 + 2.8) × 30 = 192 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km51.9 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=0.5·17198=8599 m, and radiusOnMax=0.8 at 17198 m. Below the kink: k=0.2+(0.6−0.2)·50008599=0.4326, so σV=σH·k=120·0.4326=51.9m.
Shell scatter height @ 10 km98.7 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=0.5·17198=8599 m, and radiusOnMax=0.8 at 17198 m. Above the kink: k=0.6+(0.8−0.6)·10000−859917198−8599=0.6326, so σV=σH·k=156·0.6326=98.7m.
Shell scatter height @ 15 km143.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·17198=8599 m, and radiusOnMax=0.8 at 17198 m. Above the kink: k=0.6+(0.8−0.6)·15000−859917198−8599=0.7489, so σV=σH·k=192·0.7489=143.8m.
AP pen 5 km844 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 =10−7·2831·14600.69·0.46−1.07·704.71.38=844mm, where 704.7 m/s is the shell's speed when it arrives at 5 km (from 780 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 km738 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 =10−7·2831·14600.69·0.46−1.07·6391.38=738mm, where 639 m/s is the shell's speed when it arrives at 10 km (from 780 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 15 km651 mm
AP penetration at a fixed 15 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 =10−7·2831·14600.69·0.46−1.07·583.91.38=651mm, where 583.9 m/s is the shell's speed when it arrives at 15 km (from 780 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 km5.15 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·0.292·0.4628·1460=1.66×10−5. That runs from a 780 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 km5.54 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·0.543·0.4628·1360=3.32×10−5. That runs from a 805 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.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~115mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,831
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 mass1,460 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 coefficient0.292
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 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.
minRadius2.8
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.
radiusOnDelim0.6
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.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 13mm76 Type93 double 2x2 -> 15 DPS @ 1.2 km; 25mm Type96 Triple 1 8x3 -> 97 DPS @ 3.1 km; 25mm Type96 4x3 -> 49 DPS @ 3.1 km; 127mm40 Type89 Mod A 6x2 -> 63 DPS @ 5 km.
AA DPS layered by range63 DPS @ 5 km, 209 DPS @ 3.1 km, 224 DPS @ 1.2 km
@ 5 km: 63 from one family; @ 3.1 km: 97 + 49 + 63 = 209; @ 1.2 km: 15 + 97 + 49 + 63 = 224. 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-blank224
15 + 97 + 49 + 63 = 224 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index786
15 × 1.2 + 97 × 3.1 + 49 × 3.1 + 63 × 5 = 786. 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 range3.1 km

Secondary battery firepower

Max HE alpha2600
max(2100 (127 mm), 2600 (155 mm)) = 2600. Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
max(8% (127 mm), 10% (155 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 mm
max(21 mm (127 mm), 26 mm (155 mm)) = 26 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: 26 mm from the 155 mm family.
Open in Charting Tool

Ship Charts

Background

A Yamato-class battleship - Yamato's only sister ship to be commissioned. Just like Yamato, Musashi was the biggest warship of World War II. Upon completion and contrasting her subsequently modernized sister ship, she had more powerful secondary battery guns but weaker AA defenses.

Armor Beta

Hull HP 85,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel410 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–350 mm)9,500 (11% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 18–350 mm)73,000 (86% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 25–350 mm)9,700 (11% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel410 mm primary (range 16–410 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.
Superstructure19 mm primary (range 19–500 mm)2,300 (3% 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 HP48,700 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 (155 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.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP29,200 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.

Balance History

Balance updates affecting Musashi. Cards are condensed; use each source link for full context.

2023-01-26

February Update: The Dragon Strikes Back

  • Musashi's trait Superior HE Damage was swapped for Superior AP Pen.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Musashi can equip.

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.