World of Warships: Legends ship guide

Mutsu

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 26.5 kn…
  • Avoid: Using the 26.5-kn speed to push rather than to rotate
Key characteristics
410 mm overmatchStrong secondaries (6 km)Engine BoostSpotter planeStiff AP fuse
Community Data

Mutsu Community Stats

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Playstyle

Overview

Mutsu is a Tier V Japanese torpedo-equipped battleship: she carries deck torpedoes reaching 7 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. Standout traits: best HE alpha in T5 BBs (6,500).

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.

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

Heavy HE shells

6500.0 damage per HE shell, best of T5 BBs. Punishes superstructure and modules harder than peers.

Big-caliber overmatch

28.7 mm overmatch threshold, best of T5 BBs. Punishes bow-tanking ships peers can't crack.

Hardened superstructure

330.0 mm superstructure, best of T5 BBs. HE farms less.

High HP pool

58400.0 HP, top decile of T5 BBs.

Stiff AP fuse

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

Thin magazine armor

38.0 mm magazine protection, bottom quartile of T5 BBs. More vulnerable to detonation than peers.

Acquisition

How to get Mutsu

Mutsu is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Global XP. 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.

Best listed chance for this ship

  • Super V Crate 4.166667% One of the Tier V Premium ships Event containers · Super V Crate · 1 of 24 ships
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Event containers · Spectral Vault 4.0 · 1 of 23 ships
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
Show all 17 containers (14 more)
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · 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 containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · 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 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · 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 containers · Mystic Box · 1 of 25 ships
  • Secret Santa '21 0.01% V Mutsu Event containers · Secret Santa '21
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

AL Fusou, Arpeggio Haruna, and Arpeggio Kirishima are useful Japanese battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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.

Cohort position

Hide

Where Mutsu sits among Tier V BBs (24 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 (1/24) BestHE shell damage6,500 (1/24) BestAP shell damage12,400 (1 of 2 tied) BestSecondary range5.5 km (1 of 2 tied) Top 10%Hit points58,400 HP (2/24) Top 10%Rudder shift16.9 s (3/24) Top 10%Traverse-to-turn ratio4.44 × (3/24) Top 10%Secondary DPM (per side)280,800 (2/24) Top 10%Secondary fire chance10% (3/23) Top 25%Main dispersion193.7 m (5/24) Top 25%Secondary dispersion bracket43.5 (4/24) Top 25%HE alpha2,400 (5/23) Top 25%AA range5 km (7/24) Bottom 25%Stealth profile14.62 km / 11.7 km (19/24 / 19/24) Bottom 25%Fires per minute5.33 (21/24) Bottom 25%Displacement40,204 t (21/24) Bottom 25%AA DPS99 (21/24) Bottom 25%AA threat351 (20/24) WorstAP arming threshold68 mm (1 of 2 tied) WorstDeck armor76 mm (1 of 9 tied)
See 23 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(9/24) Main battery range15.83 km(10/24) Main battery reload27 s(15/24) Sigma1.7(15/24) HE fire chance30%(15/24) HE DPM115,556(13/24) AP DPM220,444(15/24) Secondary HE pen23 mm(9/23) AP velocity790 m/s(12/24) HE velocity805 m/s(13/24) Acceleration8.1 s(17/24) Engine power80,000 hp(9/24) Turn-speed retention103.9 hp/m(13/24) Power-to-weight1.99 hp/t(12/24) Repair charges3(12/24) Max armor330 mm(13/24) Citadel belt305 mm(13/24) Bow armor25 mm(17/24) Stern armor25 mm(17/24) NormAP fuse timer0.03 s(19 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3Engine BoostFighter
Survivability
Hit Points58,400
Displacement40,204 t
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 resistance23.3%
Fire duration60 s
Torp Reduction22%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 410 mm Type3
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.8 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15828/30·(10−2.5)/1000 + 2.5)·30 = 193.7 m
193.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.7 × 0.7 = 135.6 m
135.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.7 × 0.356 (σ=1.7) = 69 m
69 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.6 × 0.356 (σ=1.7) = 48.3 m
48.3 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage6,500
HE Velocity805 m/s
Fire Chance30%
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
Base HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 30 s base reload = 104,000.
104,000
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 30% fire chance = 4.8.
4.8
AP shells
AP Damage12,400
AP Velocity790 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 1000^0.69 × 0.41^-1.07 × 790^1.38 = 669.1 mm. Matches the in-game spec card.
669.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 447.5 m/s: 1e-7 × 2200 × 1000^0.69 × 0.41^-1.07 × 447.5^1.38 = 305.4 mm.
305.4 mm
AP full-salvo alpha
ƒ12,400 AP damage x 8 broadside guns = 99,200.
99,200
Base 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 kt
Range6.99 km
Maximum simulated damage9,933 (est.)
Alpha damage29,800
Torpedo detectability1.2 km
Torpedo launcher traverse12 °/s
Torp Turn15 s
Torp Arming176 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
19,866
AA Defense
AA mount points5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (4×3.5×0.85) + (21×3.5×0.75) = 99. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
99
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Type912×2 40mm
7.7 mm Type923×1 8mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
21
Range5 km
Medium aura
DPS12
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 12 = 33
33
Near aura
DPS4
Range1 km
Total DPS in Aura
ƒFar 21 + Medium 12 + Near 4 = 37
37
S
Secondary Battery
Mounts24
Firing range5.5 km
Shell Grouping (σ)1
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)
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×20)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed26.5 kt
Turning circle radius770 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.4× drags
Concealment
Detectability by sea14.62 km
Detectability by air11.7 km
Smoke firing penalty14.25 km
Detect after firing main guns14.62 km
Detect Fire Sea16.62 km
Detect Fire Air14.7 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost4 charges · 70 s reload · 80 s active · +12% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse4.5 → 5 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.7
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp193.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15828/30·(10−2.5)/1000 + 2.5)·30 = 193.7 m
Max Vert Disp135.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 193.7 × 0.7 = 135.6 m
Med Horiz Disp69 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 193.7 × 0.356 (σ=1.7) = 69 m
Med Vert Disp48.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.6 × 0.356 (σ=1.7) = 48.3 m
Dispersion familyFusō/Mutsu Disp.
In-game dispersion family: Fusō/Mutsu Disp..
AP Pen Close669.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2200 × 1000^0.69 × 0.41^-1.07 × 790^1.38 = 669.1 mm. Matches the in-game spec card.
AP Pen Far305.4 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 447.5 m/s: 1e-7 × 2200 × 1000^0.69 × 0.41^-1.07 × 447.5^1.38 = 305.4 mm.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha52,000
6,500 HE damage x 8 broadside guns = 52,000.
AP full-salvo alpha99,200
12,400 AP damage x 8 broadside guns = 99,200.
Base HE DPM104,000
52,000 HE full-salvo alpha x 60 / 30 s base reload = 104,000.
Base AP DPM198,400
99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min4.8
8 HE shells x 60 / 30 s reload x 30% fire chance = 4.8.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage39,732
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage19,866
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS99
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×0.75) + (4×3.5×0.85) + (21×3.5×0.75) = 99. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index351
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km269.2 m
5.5 km × 43.5 + 30 = 269.2 m.

Secondary battery firepower

Secondary DPM (per side)280,800
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800 + 20×1 140 mm (10/side) × 60/8 × 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).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
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
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.

Armor

Hull HP 58,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–76 mm)3,200 (5% of HP)
Overmatched by 380mm+ (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)16 mm primary (range 16–254 mm)43,800 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–305 mm)2,200 (4% of HP)
Overmatched by 380mm+ (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 ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure330 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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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.

Shell ballistics chart

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

Balance History

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

Buff ×4Main Battery ×1Consumable ×2
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.
  • Maximum Speed: +12%.
  • Turret rotation speed increased by approximately 18% (main battery 180° turn time improved from about 55.9 s to 47.4 s; traverse from about 3.2°/s to 3.8°/s).
  • Rudder-shift time reduced by approximately 6% (from about 14.6 s to 13.7 s; to match that of her sister ship Nagato).
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • 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.