Mutsu
Also called: 陆奥 Beta- 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
On this page
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.
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.
Mutsu Community Stats
Record History
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
- Extended secondary range · 5.5 km
- Heavy secondary DPM · 280800 secondary
+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.
- Heavy HE shells · 6500 damage
- Heavy AP shells · 12400 damage
- Big-caliber AP overmatch · 28.6 mm
58400 HP, top decile of T5 BBs.
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.
99 AA DPS, bottom quartile of T5 BBs. Aircraft chew through with impunity; lean on positioning over AA.
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.
- Global XPListed by GamingDiver as a Global XP ship, commonly obtained through the Admiralty/store rotation for Global XP.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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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)
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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%
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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
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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
- Mega Santa '23 0.143955% · Tier V Premium ship
- Mystic Box 0.012% · Tier V Premium ship
- Mystic Lantern 0.2% · Tier V Premium ship
- Santa Level 1 0.009% · Tier V Premium ship
- Santa Level 2 0.063636% · Tier V Premium ship
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where 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.
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.
Peers in this cohort
Compare Tier V BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
8 broadside guns x 60 / 30 s base reload = 16.HE shells
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68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).ƒ
6,500 HE damage x 8 broadside guns = 52,000.ƒ
52,000 HE full-salvo alpha x 60 / 30 s base reload = 104,000.ƒ
16 shells/min × 0.3 (30% fire chance) = 4.8.AP shells
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floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 486 m/s: .ƒ
12,400 AP damage x 8 broadside guns = 99,200.ƒ
99,200 AP full-salvo alpha x 60 / 30 s base reload = 198,400.ƒ
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.ƒ
Most 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: . 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.ƒ
29,800 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.75 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 12 raw aura damage × 3.5 × 0.75 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 55 + Medium 32 = 87ƒ
Effective DPS: 4 raw aura damage × 3.5 × 0.85 hit probability = 12 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 55 + Medium 32 + Near 12 = 99ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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.ƒ
Sum 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.ƒ
Sum 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).ƒ
Fires/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.ƒ
Secondary DPM (per side) 280,800 + secondary fire DPM 85,404 = 366,204: shell damage plus fire damage against one T5 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 43.5 + 30 = 269.2 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 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.Show 1 more gun family
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20×1 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.ƒ
top speed / 4 + 4.9 = 26.5 / 4 + 4.9 = 11.5 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (23.9 kt of 26.5 kt).ƒ
Time 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.ƒ
With 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.ƒ
Base 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.ƒ
Detectability by sea 14.62 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.96 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 14.62 km + 2.0 km while burning = 16.62 km.ƒ
Air detectability 11.7 km + 3.0 km while burning = 14.7 km.
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) ƒ
0.005 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.ƒ
0.14 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.ƒ
0.005 (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.
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
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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
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.(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.(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.(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.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: at 0 m, at m, and at 15828 m. Below the kink: , so .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: at 0 m, at m, and at 15828 m. Above the kink: , so .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: at 0 m, at m, and at 15828 m. Above the kink: , so .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 , 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 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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1200 m / (57.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6990 m / (57.0 kt × 2.6855) = 45.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 1 tubes.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.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
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.@ 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.32 + 12 + 55 = 99 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).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.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.Secondary battery firepower
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(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(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.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.
Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 25 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. |
| Stern | 25 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. |
| Citadel | 305 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. |
| Superstructure | 16 mm | 1,100 (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 HP | 29,200 magazine HP | Turret knocked out | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 17,500 module HP | Incapacitated at 0 HP | When 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.
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%.
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.
Skins & permanent camouflages
Every custom exterior Mutsu can equip.
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.
