Nagato
Also called: 长门 Beta- Anchor a flank at 14-17 km where the team can rotate behind you
- Avoid: Absorbing focus with nobody trading behind you
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Nagato Community Stats
Across 16,000+ Standard battles from 340+ players, Nagato averages a 53% win rate, 53,700 damage and 0.8 kills per battle, and survives 35% of them.
Nagato Community Stats
Log in to GamingDiver and upload your data to see Community Data for Nagato: community win rate, damage, survival, spotting, and your own comparison.
Nagato Community Stats
Record History
Playstyle
Overview
Nagato is a Tier VI Japanese tank battleship (65,000 HP): top-decile hit points mean she is the most expensive thing on the map to remove, and every salvo spent on her is one your cruisers and destroyers do not eat. The kit is line-holder, not striker. The HP is the asset rather than the heal (10/32 once Repair Party is counted): not because the Repair Party is small, but because there are fewer charges of it than peers get. Spend the pool on position you can hold instead of trades you plan to heal back. Standout traits: torpedo belt percent in T6 BBs (25, 9th of 32) and sigma in T6 BBs (2, 5th of 32). The trade is surface detection in T6 BBs (14.8 km, 29th of 32).
Positioning
Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid. The helm answers quickly (13 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Absorbing focus with nobody trading behind you
On a hull this size 65,000 HP is the flank's budget rather than your own, and soaking only wins while teammates convert that attention into damage; the number that decides the flank is your side's remaining HP against theirs, not your personal one-for-one. Hold the angle, keep the guns cycling, and if the ships behind you have stopped firing, fall back and re-engage with support rather than feeding the pool one salvo at a time.
Signature Traits
65000 HP, top decile of T6 BBs.
25% torpedo damage reduction, top quartile of T6 BBs.
Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.
- Tight grouping
- Big-caliber AP overmatch · 28.6 mm
- Heavy HE shells · 6500 damage
- Long gun range · 16.5 km
14.8 km surface detect, bottom decile of T6 BBs. Visible before you can react; position early.
65,000 HP (3/32 in the cohort) on an average heal: counting Repair Party she is 10/32 on effective HP, still upper third. The heal itself is not small, there are just fewer charges of it than peers get. Spend the pool on a lane you can hold rather than on damage you are counting on healing back.
How to get Nagato
Nagato is available in the Outranging Battleships branch of the Japan Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show Japan tech-tree branch diagram
Nagato sits in the Outranging Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.
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 Nagato sits among Tier VI BBs (31 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 22 mid-pack stats
Not standouts for Nagato -- 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 VI BattleshipsShow all 31 peers
Stats & 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: 10% tighter (better) horizontal dispersion and 20% more vertical spread at max range (16.5 km) than a standard battleship: about 203 m wide × 162 m tall, against 225 m × 135 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga, Hyūga W, Inamura, Ise, Ishizuchi, Iwami and 7 more.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 / 3.8 deg/s traverse speed = 47.4 s.ƒ
8 broadside guns x 60 / 25 s base reload = 19.2.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 / 25 s base reload = 124,800.ƒ
19.2 shells/min × 0.3 (30% fire chance) = 5.76.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 (16.5 km), where the shell has slowed to 523.1 m/s: .ƒ
12,600 AP damage x 8 broadside guns = 100,800.ƒ
100,800 AP full-salvo alpha x 60 / 25 s base reload = 241,920.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 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 39 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 43 × 3.5 × 0.75 = 113 → 100 × 3.5 × 0.75 = 262. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 39 + Medium 262 = 301ƒ
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 × 210 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 + 6.8 = 10.6. 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 + 18×1 140 mm (9/side) × 60/8 s × 2400 = 162,000. 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) 10.6 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 79,193. 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) 262,800 + secondary fire DPM 79,193 = 341,993: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 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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18×1 barrels / 2 sides × 60 / 8 s × 0.1 (10% fire chance) = 6.8. 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.ƒ
top speed / 4 + 4.9 = 26 / 4 + 4.9 = 11.4 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 (23.4 kt of 26.0 kt).ƒ
Time to reach 99% of top speed (25.7 kt of 26.0 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 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 3.8 − 3.5 = +0.3°/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): 14.84 km x 0.955 = 14.17 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 14.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.17 km.ƒ
max(main battery range, sea detectability 14.84 km) = 16.53 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 11.87 km + gun-firing bloom 8.2 km = 20.07 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.ƒ
Sea detectability 14.84 km + 2.0 km while burning = 16.84 km.ƒ
Air detectability 11.87 km + 3.0 km while burning = 14.87 km.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,100 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 × 65,000 HP = 9,100 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 65,000 HP = 27,300 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 65,000 HP = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter Hull B only3 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 Seaplane Hull B only3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting Hull B only3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
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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 (16.5 km) with the same model as Max Horiz/Vert Disp: horizontal 203 / 225 m − 1 = -10%, vertical 162 / 135 m − 1 = +20%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 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 − 2.8) / 1000 + 2.8) × 30 = 156 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 − 2.8) / 1000 + 2.8) × 30 = 192 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 16531.9 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 16531.9 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 16531.9 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 700.5 m/s is the shell's speed when it arrives at 5 km (from 806 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 611.9 m/s is the shell's speed when it arrives at 10 km (from 806 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 540.9 m/s is the shell's speed when it arrives at 15 km (from 806 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 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 806 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 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.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.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 14x3 -> 74 DPS @ 3.1 km; 25mm Type96 single 24x1 -> 126 DPS @ 3.1 km; 25mm Type96 double 12x2 -> 63 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 39 DPS @ 5 km.@ 5 km: 39 from one family; @ 3.1 km: 74 + 126 + 63 + 39 = 302. 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.74 + 126 + 63 + 39 = 302 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).74 × 3.1 + 126 × 3.1 + 63 × 3.1 + 39 × 5 = 1010. 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
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.5 km × 57 + 30 = 315 m.Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.5 km × 33 + 30 = 195 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
Nagato had long remained the most powerful warship in the Imperial Japanese Navy. She had good armor and carried 410 mm main battery guns. In the 1930s, the ship was modernized to receive more powerful torpedo protection.
Armor Beta
Hull HP 49,000 → 65,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 81+ 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 30%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–76 mm) | 3,300 (5% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 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) | 26 mm primary (range 16–305 mm) | 48,800 (75% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 6–120 mm) | 2,400 (4% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 26–305 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 | 2,100 (3% 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 | 32,500 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 (25 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. |
| Engine (module, research) | engine coefficient (unconfirmed) | -0.110 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship value. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed. |
| Rudder (module) | separate HP pool, does not drain ship HP | 19,500 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 Nagato. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- Stock main battery reload time reduced from 32 to 25 seconds.
- Upgraded main battery reload time reduced from 29 to 25 seconds.
Summer Update: The High Roll
- Upgraded main battery reload time decreased from 32 to 29 s.
- Maximum AP shell damage increased from 12,100 to 12,600.
September update: the Redinforcements
- Maximum speed increased to 26 knots, rudder shift time decreased for both hulls from 15.2 and 13.7 to 14.4 and 12.9 respectively. Shell grouping increased by 2.5%.
Skins & permanent camouflages
Every custom exterior Nagato can equip.
DefaultThe ship’s standard exterior
Shiro (Nagato)Decorative
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.
