World of Warships: Legends ship guide

Mysore

Beta
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
2 sigma accuracyStrong secondaries (5 km)Stealthy (10.6 km)Smoke + SonarSlow
Community Data

Mysore Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Mysore is a Tier V Commonwealth AP-only cruiser with strong AP DPM (231,429): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Sonar (4.4 km on ships and 3.1 km on torpedoes, 92 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP always-pen window in T5 CAs (60°) and best AP guaranteed-ricochet angle in T5 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

Wide always-pen zone

60.0° AP min ricochet angle, best of T5 CAs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

75.0° AP guaranteed ricochet angle, best of T5 CAs. Auto-bounce kicks in later than peers'.

Long-reach AA

5.0 km AA reach, best of T5 CAs.

Hardened superstructure

19.0 mm superstructure, top decile of T5 CAs. HE farms less.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of T5 CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Weak torp belt

0.0% torpedo damage reduction, bottom quartile of T5 CAs. Torps hit for closer to their printed damage.

Acquisition

How to get Mysore

Mysore is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

Build for reload, smoke utility, concealment, range, and survivability.

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 Mysore sits among Tier V CAs (28 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.

BestAP arming threshold12 mm (1 of 2 tied) BestAP ricochet start60° (1 of 3 tied) BestAP auto-bounce angle75° (1 of 2 tied) BestSecondary range5 km (1 of 5 tied) BestAA range5 km (1 of 10 tied) Top 10%Stealth profile10.55 km / 6.33 km (2/28 / 2/28) Top 25%AP DPM231,429 (5/28) Top 25%Secondary DPM (per side)120,000 (5/25) Top 25%Max armor114 mm (8/28) Top 25%Citadel belt114 mm (5/28) Top 25%Stern armor32 mm (4/28) Top 25%Deck armor114 mm (5/28) Bottom 25%Max speed31.5 kt (25/28) Bottom 25%Traverse-to-turn ratio4.6 × (23/28) Bottom 25%Power-to-weight6.57 hp/t (25/28) WorstAP fuse timer0.01 s (1 of 2 tied) WorstNo torpedoes (4 of 28 in cohort)
See 20 mid-pack stats

Not standouts for Mysore -- 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 points30,600 HP(15/28) Rudder shift11.2 s(20/28) Main battery caliber152 mm(19/28) Main battery range14.35 km(18/28) Main battery reload7.7 s(13/28) Sigma2(15/28) AP shell damage3,300(17/28) Main dispersion132 m(21/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) AP velocity870 m/s(11/28) Acceleration9.45 s(12/28) Engine power72,500 hp(21/28) Turn-speed retention118.9 hp/m(18/28) Displacement11,040 t(15/28) AA DPS198(18/28) AA threat770(12/28) NormRepair heal rate0.5 %/s(5 of 7 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 4.4 kmRepair 2Def-AASmoke
Survivability
Hit Points30,600
Displacement11,040 t
Armor range9–114 mm
Plate armor thicknesses9, 10, 16, 19, 30, 32, 38, 51, 114 mm
Armor material/layer entries37
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
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.
15,300
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.
9,200
Main Battery
ModuleArtillery: 152 mm/50 Mk XXIII
Mounts / barrels3 mounts / 9 barrels
Reload time8.5 s
Firing range14.3 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14350/30·(8−1.1)/1000 + 1.1)·30 = 132 m
132 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132 × 0.6 = 79.2 m
79.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132 × 0.32 (σ=2) = 42.2 m
42.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.2 × 0.319 (σ=2) = 25.3 m
25.3 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 8.5 s base reload = 63.5.
63.5
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,300
AP Velocity870 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2225 × 57.1^0.69 × 0.152^-1.07 × 870^1.38 = 310 mm. Matches the in-game spec card.
310 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.9 km), where the shell has slowed to 338.6 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 338.6^1.38 = 84.3 mm.
84.3 mm
AP full-salvo alpha
ƒ3,300 AP damage x 9 broadside guns = 29,700.
29,700
Base AP DPM
ƒ29,700 AP full-salvo alpha x 60 / 8.5 s base reload = 209,647.
209,647
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.
15
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.9) + (16×3.5×0.9) = 198. 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.
198
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Boffin2×1 40mm
40 mm Bofors Mk V5×2 40mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 16 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
16
Range5 km
Medium aura
DPS47
Range3.5 km
Total DPS in Aura
ƒFar 16 + Medium 47 = 63
63
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 72,500 hp
Engine power72,500 hp
Maximum speed31.5 kt
Turning circle radius610 m
Engine power multiplier speed threshold30.2 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea10.55 km
Detectability by air6.33 km
Smoke firing penalty4.78 km
Detect after firing main guns10.55 km
Detect Fire Sea12.55 km
Detect Fire Air9.33 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 92 s active · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Smoke Generator2 charges · 240 s reload · 15 s emit / 10 s cloud active
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 10 °/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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp132 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14350/30·(8−1.1)/1000 + 1.1)·30 = 132 m
Max Vert Disp79.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 132 × 0.6 = 79.2 m
Med Horiz Disp42.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 132 × 0.32 (σ=2) = 42.2 m
Med Vert Disp25.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 79.2 × 0.319 (σ=2) = 25.3 m
AP Pen Close310 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 × 2225 × 57.1^0.69 × 0.152^-1.07 × 870^1.38 = 310 mm. Matches the in-game spec card.
AP Pen Far84.3 mm
Same formula at the ship's max firing range (17.9 km), where the shell has slowed to 338.6 m/s: 1e-7 × 2225 × 57.1^0.69 × 0.152^-1.07 × 338.6^1.38 = 84.3 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
AP full-salvo alpha29,700
3,300 AP damage x 9 broadside guns = 29,700.
Base AP DPM209,647
29,700 AP full-salvo alpha x 60 / 8.5 s base reload = 209,647.
Base shells/min63.5
9 broadside guns x 60 / 8.5 s base reload = 63.5.

AA defense

Close-range AA DPS198
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.9) + (16×3.5×0.9) = 198. 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 index770
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)120,000
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 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 alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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: 17 mm from the 102 mm family.

Armor

Hull HP 30,600, 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
Bow30 mm primary (range 16–30 mm)1,500 (5% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm primary (range 19–51 mm)23,000 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 16–38 mm)1,000 (3% of HP)
Overmatch not possible at T VIAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 9–114 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).
Superstructure19 mm primary (range 19–114 mm)2,800 (9% 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 HP15,300 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 (102 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 HP9,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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 Mysore. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×1
Exteriors

Skins & permanent camouflages

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

  • Mysore 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.