World of Warships: Legends ship guide

Mutsu

Also called: 陆奥 Beta
Japan · Tier V · Battleship · Premium
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 26.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 26.5-kn speed to push rather than to rotate
Key characteristics
410 mm AP overmatchHeavy HE shellsStrong secondaries (5.5 km)Engine BoostSpotter planeStiff AP fuse
On this page
Community Data

Mutsu Community Stats

Across 4,700+ Standard battles from 260+ players, Mutsu averages a 57% win rate, 58,800 damage and 1.1 kills per battle, and survives 37% of them.

Community Data

Mutsu Community Stats

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

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Playstyle

Overview

Mutsu is a Tier V Japanese secondary battleship with top-decile secondary reach out to 5.5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: heavy secondary DPM in T5 BBs (280,800, 2nd of 26) and best HE alpha in T5 BBs (6,500, 1st of 26). The trade is worst AP arming threshold in T5 BBs (68 mm, 25th of 26).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 26.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. The helm answers fast (13 s) but the circle is wide (770 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Using the 26.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

ELITE SECONDARIES ↗
  • Extended secondary range · 5.5 km
  • Heavy secondary DPM · 280800 secondary
Engine Boost

+12% speed (about +3.2 kt), 80 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T5 BBs.

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 6500 damage
  • Heavy AP shells · 12400 damage
  • Big-caliber AP overmatch · 28.6 mm
High HP pool ↗

58400 HP, top decile of T5 BBs.

Stiff AP fuse ↗

68 mm AP arming threshold, worst of T5 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Weak AA ↗

99 AA DPS, bottom quartile of T5 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Mutsu

Mutsu is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP 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 V crate 4.166667% One of the Tier V Premium ships Event · Super V crate · 1 of 24 ships
  • Santa Level 4 0.272727% Tier V Premium ship Archived · Santa Level 4 · 1 of 22 ships
  • Santa Level 3 0.261364% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Santa Level 30.220455%
    • Santa Level 3 → Santa Level 40.040909%
Show all 18 containers (15 more)
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Super Santa '22 0.25% Tier IV or V Premium ship Archived · Super Santa '22 · 1 of 28 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.116477% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
    Show 4 paths
    • Santa Level 20.063636%
    • Santa Level 2 → Santa Level 30.033068%
    • Santa Level 2 → Santa Level 40.013636%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.052273% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.044091%
    • Champion's Box → Santa Level 3 → Santa Level 40.008182%
  • Santa Level 1 0.037494% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.011023%
    • Santa Level 1 → Santa Level 20.009545%
    • Santa Level 10.009%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
  • Secret Santa '21 0.01% V Mutsu Archived · Secret Santa '21
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • December 2019 Update Patchnotes Crates Start: 2020-01-27
    • Super Santa Containers hold tier IV and V ships in addition to other gear, as well as guaranteed 50 Sakura coins per container.
    • IV Marblehead, IV Texas, IV Kamikaze, V Graf Spee, V T-61, Mutsu, V Dunkerque, V De Grasse, V Arizona, V Warspite, V Aigle (a new French destroyer only available as a drop for now), VI Indianapolis and VI Kidd
  • Update: March 2020 Store / event post Start: 2020-03-09
    • Mutsu, De Grasse, Dunkerque, Warspite, and T-61 can now be accessed and purchased from the "Ships" menu under their corresponding nation tabs.
  • September Update: Breeze of Inspiration Free reward Start: 2024-09-05
    • First, complete the free Moonlit Journey mission to earn multiple rewards, including Japanese Tier V Premium battleship Mutsu, the Moon Festival flag, and special patches.
  • May Update: From Rome to Edo Sale Start: 2026-04-30
    • If you think you're missing a Premium ship you'd like to play this season, grab the free coupon in the Store for a 50% discount on Arizona, Warspite, De Grasse, Graf Spee, Mutsu, Dunkerque, and T-61.
  • July Update: Of Stars and Freedom Global XP 2025-06-26
    • Starting July 14, visit the Store to find three Premium ships that will be available for Global XP for the first time: Pan-European Tier IV battleship Viribus Unitis, Japanese Tier V battleship Mutsu, and French Tier III battleship Turenne.
  • Ships and Mooncakes: It's Mid-Autumn Festival! Free reward 2024-09-16
    • Starting September 16, visit the Store to unlock a free mission named "Moonlit Journey." Prepare a Japanese or Pan-Asian Tier III or higher ship and embark on a journey toward exciting rewards, including the final prize—Japanese Tier V Premium battleship Mutsu!
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.

Open in Build Tool →

Commanders frequently paired with this ship AL FusouArpeggio HarunaArpeggio Kirishima

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 Mutsu sits among Tier V BBs (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.

BestMain battery caliber410 mm (1/26) BestHE shell damage6,500 (1/26) BestAP shell damage12,400 (1 of 2 tied) BestSecondary range5.5 km (1 of 2 tied) Top 10%Hit points58,400 HP (3/26) Top 10%Secondary DPM (per side)280,800 (2/26) Top 25%Rudder shift13 s (4/26) Top 25%Main dispersion193.7 m (5/26) Top 25%Secondary dispersion bracket43.5 (5/26) Top 25%Secondary HE alpha2,400 (5/25) Top 25%Secondary fire chance10% (4/25) Bottom 25%Stealth profile14.62 km / 11.7 km (21/26 / 21/26) Bottom 25%Turning circle770 m (21/26) Bottom 25%Fires per minute4.8 (23/26) Bottom 25%Displacement40,204 t (22/26) Bottom 25%AA DPS99 (24/26) Bottom 25%AA threat351 (23/26) WorstSmoke fire bloom14.25 km (26/26) WorstAP arming threshold68 mm (1 of 2 tied)
See 28 mid-pack stats

Not standouts for Mutsu -- 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.

Max speed26.5 kt(10/26) Main battery range15.83 km(12/26) Main battery reload30 s(17/26) Sigma1.7(16/26) HE fire chance30%(15/26) HE DPM104,000(14/26) AP DPM198,400(15/26) Secondary HE pen23 mm(9/25) AP velocity790 m/s(13/26) HE velocity805 m/s(15/26) Time to 90% speed34.9 s(19/26) Acceleration (0-12 kt)15.2 s(11/26) Engine power80,000 hp(11/26) Power / turn radius103.9 hp/m(15/26) Power-to-weight1.99 hp/t(13/26) AP pen at 10 km428 mm(16/26) Effective HE DPM (incl. fire)140,150(18/26) AA range5 km(8/26) Flak damage per salvo (expected)570(17/26) Repair charges3(13/26) Max armor330 mm(15/26) Citadel belt305 mm(13/26) Bow armor25 mm(15/26) Stern armor25 mm(15/26) NormAP fuse timer0.033 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormRepair heal rate0.5 %/s(23 of 26 tied at this value)
Survivability
Hit Points58,400
Displacement40,204 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.
224.9 x 33 m (published figure)
Armor range13–330 mm
Plate armor thicknesses13, 16, 25, 38, 40, 51, 64, 70, 76, 102, 152, 229, 254, 305, 330 mm
Armor material/layer entries56
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
23.3%
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 × 58,400 HP = 10,512 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 × 58,400 HP = 11,680 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.26 hull torpedo-damage coefficient / 0.333 unprotected baseline = 22%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
22%
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.
29,200
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.
17,500
Effective HP
ƒBase 58,400 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 58,400 HP = 8,176 HP per charge, × 3 charges = 24,528 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.
64,889–82,928
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 × 3,200 = 6,400), 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.
3,200
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 × 11,100 = 22,200), 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.
11,100
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 × 43,800 = 87,600), 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.
43,800
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 × 1,100 = 2,200), 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 ×. 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.
1,100
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: 410 mm Type3
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.8 km
Turret traverse4.5 °/s
Turret armor305 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.
4x ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
35° off bow / 35° off stern
Shell Grouping (σ)1.7
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 4% more vertical spread at max range (15.8 km) than a standard battleship: about 194 m wide × 136 m tall, against 218 m × 131 m. Also on this curve (5): AL Fusou, Fusō, Heat Ray, Kawachi, Mutsu B.
Japanese battleship (Fusō / Mutsu)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1582830·10−2.51000+2.5)·30=193.7m
193.7 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.7·0.7=135.6m
135.6 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =193.7·0.61.7=68.4m
68.4 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =135.6·0.61.7=47.9m
47.9 m at 15.8 km
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE alpha6,500
HE Velocity805 m/s
Fire Chance30%
HE fire DPM vs T5 BB36150
Effective HE DPM vs T5 BB140150
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 8 broadside guns = 52,000.
52,000
HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 30 s base reload = 104,000.
104,000
Fires/min
ƒ16 shells/min × 0.3 (30% fire chance) = 4.8.
4.8
AP shells
AP alpha12,400
AP Velocity790 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range342 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2200·10000.69·0.41−1.07·7901.38=669.1mm.
669.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 486 m/s: P=10−7·2200·10000.69·0.41−1.07·4861.38=342.2mm.
342.2 mm at 15.8 km
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
AP DPM
ƒ99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
198,400
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.
120
Torpedoes
ModuleTorpedoes: Type6
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time21 s
Projectile speed57.0 kt
Range6.99 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=29,800·0.333=9,933. 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.
≈ 9,933
Maximum damage (ammunition)
ƒ29,800 warhead alpha / 3 + 900 blast = 10,833. 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.
10,833
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.
900
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km57 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.75 per hit, shown as 1.75×100=175%. 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.
175%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 9,933 = 19,866. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
19,866
AA Defense
AA mount points5
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
5 km
40 mm Type912×2 40mm
7.7 mm Type923×1 8mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 127mm
Far aura
Guns127 mm Type89 A1 (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 55 from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Medium aura
Guns40 mm Type91
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.75 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range2 km
Total DPS in Aura
ƒFar 55 + Medium 32 = 87
87
Near aura
Guns7.7 mm Type92
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.85 hit probability = 12 - the same in-game units as the Close-range AA DPS headline.
12
Range1 km
Total DPS in Aura
ƒFar 55 + Medium 32 + Near 12 = 99
99
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron - up to 4 clouds per salvo × 190 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, 2 clouds each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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
Mounts24
Firing range5.5 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 3.8 + 7.5 = 11.3. 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.
11.3
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: 4×2 127 mm (4/side) × 60/5 s × 2100 = 100,800 + 20×1 140 mm (10/side) × 60/8 s × 2400 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
280,800
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 11.3 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 85,404. 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.
85,404
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 280,800 + secondary fire DPM 85,404 = 366,204: shell damage plus fire damage against one T5 battleship, every shell hitting.
366,204
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 43.5 + 30 = 269.2 m.
269.2 m
127 mm Type89 A1 (4×2) (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 time5 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 5 s × 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
140 mm 3rd Year Type (20×1)
Caliber140 mm
Reload time8 s
HE alpha2,400
Muzzle Velocity850 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ20×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 7.5. 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.
7.5
HE Pen23 mm
Maneuverability
Engine power80,000 hp
Maximum speed26.5 kt
Turning circle radius770 m
Rudder shift time13 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 = 26.5 / 4 + 4.9 = 11.5 kt. Base value; speed modifiers scale it.
11.5 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.
47.7 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 (23.9 kt of 26.5 kt).
34.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.2 kt of 26.5 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.
55.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4.5 − 4.0 = +0.5°/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 (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.62 km x 0.955 = 13.96 km. Camouflage does not change detectability by air.
14.62 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.62 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.96 km.
13.96 km
Detectability by air11.7 km
Smoke firing penalty14.25 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 14.62 km) = 15.83 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.83 km
Detect when firing (air)
ƒAir detectability 11.7 km + gun-firing bloom 8.2 km = 19.9 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.
19.9 km
Detect when on fire (sea)
ƒSea detectability 14.62 km + 2.0 km while burning = 16.62 km.
16.62 km
Detect when on fire (air)
ƒAir detectability 11.7 km + 3.0 km while burning = 14.7 km.
14.7 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,176 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 × 58,400 HP = 8,176 HP: up to 14% of max HP restored per charge.
· 24,528 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 58,400 HP = 24,528 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 292 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 58,400 HP = 292 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 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 Seaplane3 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
Engine Boost4 charges · 70 s reload · 80 s active · +12% speed bonus

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 BB11% tighter H · 4% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 194 / 218 m − 1 = -11%, vertical 136 / 131 m − 1 = +4%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km112.5 m
(166.7 × (10 − 2.5) / 1000 + 2.5) × 30 = 112.5 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 km150 m
(333.3 × (10 − 2.5) / 1000 + 2.5) × 30 = 150 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 km187.5 m
(500 × (10 − 2.5) / 1000 + 2.5) × 30 = 187.5 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 km47.4 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=0.55 at delim·Rmax=0.5·15828=7914 m, and radiusOnMax=0.7 at 15828 m. Below the kink: k=0.2+(0.55−0.2)·50007914=0.4211, so σV=σH·k=112.5·0.4211=47.4m.
Shell scatter height @ 10 km88.4 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=0.55 at delim·Rmax=0.5·15828=7914 m, and radiusOnMax=0.7 at 15828 m. Above the kink: k=0.55+(0.7−0.55)·10000−791415828−7914=0.5895, so σV=σH·k=150·0.5895=88.4m.
Shell scatter height @ 15 km128.3 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=0.55 at delim·Rmax=0.5·15828=7914 m, and radiusOnMax=0.7 at 15828 m. Above the kink: k=0.55+(0.7−0.55)·15000−791415828−7914=0.6843, so σV=σH·k=187.5·0.6843=128.3m.
AP pen 5 km533 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 =10−7·2200·10000.69·0.41−1.07·669.61.38=533mm, where 669.6 m/s is the shell's speed when it arrives at 5 km (from 790 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 km428 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 =10−7·2200·10000.69·0.41−1.07·571.41.38=428mm, where 571.4 m/s is the shell's speed when it arrives at 10 km (from 790 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 km353 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 =10−7·2200·10000.69·0.41−1.07·496.61.38=353mm, where 496.6 m/s is the shell's speed when it arrives at 15 km (from 790 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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·0.505·0.4128·938.5=3.55×10−5. 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.
AP flight time @ 10 km5.43 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·0.41·0.4128·1000=2.71×10−5. That runs from a 790 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)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,200
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 mass1,000 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 coefficient0.41
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity790 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.
minRadius2.5
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.
radiusOnDelim0.55
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.7
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 time7.8 s
1200 m / (57.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed57.0 kt
Travel time to max range45.7 s
6990 m / (57.0 kt × 2.6855) = 45.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
4 launchers × 1 tubes.
Per-side salvo2 torpedoes
4 wing tubes / 2 = 2: 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 damage39,732
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 9,933 = 39,732. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range55
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers double 2x2 -> 32 DPS @ 2 km; 7 7mmLewis 3x1 -> 12 DPS @ 1 km; 127mm40 Type 89 4x2 -> 55 DPS @ 5 km.
AA DPS layered by range55 DPS @ 5 km, 87 DPS @ 2 km, 99 DPS @ 1 km
@ 5 km: 55 from one family; @ 2 km: 32 + 55 = 87; @ 1 km: 32 + 12 + 55 = 99. 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-blank99
32 + 12 + 55 = 99 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index351
32 × 2 + 12 × 1 + 55 × 5 = 351. 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 range1 km

Secondary battery dispersion

Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Max HE alpha2400
max(2100 (127 mm), 2400 (140 mm)) = 2400. Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
max(8% (127 mm), 10% (140 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 mm
max(21 mm (127 mm), 23 mm (140 mm)) = 23 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: 23 mm from the 140 mm family.
Open in Charting Tool

Ship Charts

Background

A Nagato-class battleship designed using experience gained in World War I to become one of the first "high-speed" battleships. The ship's armor protection was very good for her time. In addition to her primary armament, she also carried torpedo tubes.

Armor Beta

Hull HP 58,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–76 mm)3,200 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–254 mm)43,800 (75% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–305 mm)2,200 (4% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 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.
Superstructure16 mm1,100 (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 HP29,200 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 (140 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 (40 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 HP17,500 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 Mutsu. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×6Main Battery ×2Torpedo ×2Consumable ×5
2026-04-30

Ministry of Balance: Viva la Marina!

  • Improved dispersion with a new variant of Japanese dispersion inspired by Amagi.
  • Turret rotation speed increased by approximately 18%.
  • Rudder-shift time reduced by approximately 6% to match that of her sister ship Nagato.
  • Added Engine Boost to slot 4:
  • Consumable duration: 80 s.
  • Cooldown time: 70 s.
  • Number of consumables: 4.
  • Maximum Speed: +12%.
Read the full official post
2025-11-27

Holiday Update: Christmas on the Waves

  • Enabled torpedo turning mechanic, increasing torpedo firing angles.
  • Torpedo launcher 180° turn time increased from 7.2 to 15 seconds.
  • Secondary battery firing range increased from 4.0 to 5.5 km.
  • Secondary battery dispersion for 127 mm guns reduced.
  • Secondary battery dispersion for 140 mm guns increased.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Mutsu can equip.

  • Mutsu default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.