World of Warships: Legends ship guide

Myōgi

Beta
Japan · Tier IV · Battleship · Premium
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
356 mm overmatch1.9 sigma accuracySpotter planeEasily spotted
On this page
Community Data

Myōgi Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Myōgi is a Tier I Japanese battleship - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages.

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

Strong torpedo belt

34.0% torpedo damage reduction, best of T4 BBs.

Heavy HE shells

5700.0 damage per HE shell, best of T4 BBs. Punishes superstructure and modules harder than peers.

Punchy HE secondaries

2500.0 max HE alpha per secondary shell, best of T4 BBs. Bigger per-shell damage than peers.

Fast for the class

30.0 kt, best of T4 BBs. Lets you rotate flanks or escape disengagements.

Stiff AP fuse

59.0 mm AP arming threshold, worst of T4 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Short gun range

13.9 km main battery reach, bottom decile of T4 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Myōgi

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

Best listed chance for this ship

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 6 containers (3 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Myōgi Ship feature / release Start: 2022-06-13 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Build for main-battery accuracy/reload, survivability, and mobility. Lean into torpedo damage reduction and turning circle strengths when positioning near threats.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Myōgi sits among Tier IV 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.

BestMax speed30 kt (1 of 4 tied) BestMain battery caliber356 mm (1 of 10 tied) BestMain battery reload19.8 s (1/24) BestHE shell damage5,700 (1 of 4 tied) BestHE alpha2,500 (1 of 4 tied) Top 10%Sigma1.9 (3/24) Top 25%Rudder shift12.3 s (7/24) Top 25%Traverse-to-turn ratio3.96 × (5/24) Top 25%AP shell damage10,000 (7/24) Top 25%Secondary DPM (per side)180,000 (6/24) Top 25%AA range4.5 km (6/24) Top 25%Deck armor76 mm (5/23) Bottom 25%Fires per minute4.55 (19/24) Bottom 25%Max armor254 mm (20/24) Bottom 10%Concealment13.67 km (23/24) Bottom 10%Acceleration38.8 s (23/24) WorstAir detection10.94 km (24/24) WorstMain battery range13.9 km (24/24) WorstAP arming threshold59 mm (1 of 9 tied) WorstNo torpedoes (21 of 24 in cohort)
See 23 mid-pack stats

Not standouts for Myōgi -- 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.

Hit points45,700 HP(17/24) HE fire chance25%(18/24) HE DPM103,636(9/24) AP DPM181,818(16/24) Main dispersion184.1 m(8/24) Secondary fire chance9%(13/23) Secondary HE pen25 mm(9/23) AP velocity790 m/s(17/24) HE velocity805 m/s(13/24) Engine power75,000 hp(9/24) Turn-speed retention102.7 hp/m(9/24) Displacement32,419 t(17/24) Power-to-weight2.31 hp/t(10/24) AA DPS97(18/24) AA threat330(15/23) Repair charges3(11/24) Citadel belt254 mm(8/23) Bow armor19 mm(11/23) Stern armor19 mm(11/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points45,700
Displacement32,419 t
Armor range6–254 mm
Plate armor thicknesses6, 13, 19, 25, 30, 38, 51, 70, 76, 95, 102, 120, 127, 152, 178, 203, 254 mm
Armor material/layer entries66
Fire resistance16.6%
Fire duration60 s
Torp Reduction34%
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.
22,900
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.
13,700
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels3 mounts / 6 barrels
Reload time22 s
Firing range13.9 km
Turret traverse4.8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1390230·102.81000+2.8)·30=184.1m
184.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =184.1·0.8=147.3m
147.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =184.1·0.331(σ=1.9)=61m
61 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =147.3·0.331(σ=1.9)=48.8m
48.8 m
Turret turn time
ƒ180 degrees / 4.8 deg/s traverse speed = 37.5 s.
37.5 s
Base shells/min
ƒ6 broadside guns x 60 / 22 s base reload = 16.4.
16.4
HE shells
HE Damage5,700
HE Velocity805 m/s
Fire Chance25%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 6 broadside guns = 34,200.
34,200
Base HE DPM
ƒ34,200 HE full-salvo alpha x 60 / 22 s base reload = 93,273.
93,273
Base fires/min
ƒ6 HE shells x 60 / 22 s reload x 25% fire chance = 4.09.
4.09
AP shells
AP Damage10,000
AP Velocity790 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·635.50.69·0.3561.07·7901.38=595mm. Matches the in-game spec card.
595 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 429.7 m/s: P=107·2300·635.50.69·0.3561.07·429.71.38=256.8mm.
256.8 mm
AP full-salvo alpha
ƒ10,000 AP damage x 6 broadside guns = 60,000.
60,000
Base AP DPM
ƒ60,000 AP full-salvo alpha x 60 / 22 s base reload = 163,636.
163,636
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.
60
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×0.75) + (8×3.5×0.75) = 97. 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.
97
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
25 mm Type96 mod. 18×2 25mm
120 mm 10th Year Type mod. B2 (DP)6×1 120mm
Far aura
DPS
ƒIncludes 8 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
8
Range4.5 km
Medium aura
DPS29
Range3.1 km
Total DPS in Aura
ƒFar 8 + Medium 29 = 37
37
S
Secondary Battery
Mounts22
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
120 mm 10th Year Type mod. B2 (×6)
Caliber120 mm
Reload time6 s
HE Damage2,000
Muzzle Velocity825 m/s
Fire Chance8%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm 41st Year Type (×16)
Caliber152 mm
Reload time10 s
HE Damage2,500
Muzzle Velocity825 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 75,000 hp
Engine power75,000 hp
Maximum speed30 kt
Turning circle radius730 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(75,00032,419)0.42=1.4223; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=38.8s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
38.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=63.5s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
63.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144730=1.21°/s, so ratio=ωturretωhull=4.81.21=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea13.67 km
Detectability by air10.94 km
Smoke firing penalty11.85 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.67 km
Detect Fire Sea15.67 km
Detect Fire Air13.94 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

See all derived stats

Show

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

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)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp184.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13902}{30}\cdot\dfrac{10-2.8}{1000} + 2.8\right)\cdot 30 = 184.1\,\text{m}$
Max Vert Disp147.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 184.1 \cdot 0.8 = 147.3\,\text{m}$
Med Horiz Disp61 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 184.1 \cdot 0.331\;(\sigma = 1.9) = 61\,\text{m}$
Med Vert Disp48.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 147.3 \cdot 0.331\;(\sigma = 1.9) = 48.8\,\text{m}$
AP Pen Close595 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 635.5^{0.69} \cdot 0.356^{-1.07} \cdot 790^{1.38} = 595\,\text{mm}$. Matches the in-game spec card.
AP Pen Far256.8 mm
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 429.7 m/s: $P = 10^{-7}\cdot 2300 \cdot 635.5^{0.69} \cdot 0.356^{-1.07} \cdot 429.7^{1.38} = 256.8\,\text{mm}$.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time37.5 s
180 degrees / 4.8 deg/s traverse speed = 37.5 s.
HE full-salvo alpha34,200
5,700 HE damage x 6 broadside guns = 34,200.
AP full-salvo alpha60,000
10,000 AP damage x 6 broadside guns = 60,000.
Base HE DPM93,273
34,200 HE full-salvo alpha x 60 / 22 s base reload = 93,273.
Base AP DPM163,636
60,000 AP full-salvo alpha x 60 / 22 s base reload = 163,636.
Base shells/min16.4
6 broadside guns x 60 / 22 s base reload = 16.4.
Base fires/min4.09
6 HE shells x 60 / 22 s reload x 25% fire chance = 4.09.

AA defense

Close-range AA DPS97
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (29×3.5×0.75) + (8×3.5×0.75) = 97. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index330
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

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 6×1 120 mm (3/side) × 60/6 × 2000 = 60,000 + 16×1 152 mm (8/side) × 60/10 × 2500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2500
Maximum HE damage per shell across secondary HE families. Best on this ship: 2500 from the 152 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 45,700, 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.

Bow & stern19 mm

Overmatched by 75+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel203 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–76 mm)2,200 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)152 mm primary (range 13–254 mm)34,300 (75% of HP)
No common caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–95 mm)1,300 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel203 mm primary (range 13–254 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).
Superstructure6 mm primary (range 6–254 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 HP22,900 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 (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP13,700 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×1Main Battery ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • Myōgi struggles to compete with her peers in dealing damage at Tier IV, but she doesn't do badly in other regards. As a result, we are improving her reload substantially.
  • Main battery reload time reduced from 30 to 22 s.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Myōgi 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.

Link to this page

Run a clan site, wiki, or channel? Cite this page with a direct link.