World of Warships: Legends ship guide

Nagato

Beta
Long-range battleshipMax-range AP sniper: trade from open water and bow-tank between salvos.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
410 mm overmatch2 sigma accuracy17 km gun rangeSlowEasily spotted
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Community Data

Nagato Community Stats

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Playstyle

Overview

Nagato is a Tier VI Japanese tank battleship (65,000 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker.

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.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

Punchy HE secondaries

2400.0 max HE alpha per secondary shell, best of T6 BBs. Bigger per-shell damage than peers.

Hardened superstructure

356.0 mm superstructure, best of T6 BBs. HE farms less.

Close-range AP brick

810.8 mm AP pen at 1.5 km, best of T6 BBs. Citadels broadside cruisers up close.

Tight grouping

Sigma 2.0, top decile of T6 BBs. More shells land near aim.

Stiff AP fuse

68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Easily spotted

14.84 km surface detect, bottom decile of T6 BBs. Visible before you can react; position early.

Acquisition

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.

Show Japan tech-tree branch diagram
Japan Tech Tree

Nagato sits in the Outranging Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

Build for main-battery accuracy, reload/range, rudder, and survivability. The ship rewards patient gunnery.

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

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Where Nagato sits among Tier VI BBs (32 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.

BestSecondary dispersion bracket33 (1 of 7 tied) BestHE alpha2,400 (1 of 4 tied) Top 10%Hit points65,000 HP (3/32) Top 10%Main battery caliber410 mm (3/32) Top 10%Secondary fire chance10% (4/31) Top 25%Rudder shift13 s (7/32) Top 25%Main battery range16.53 km (5/32) Top 25%Sigma2 (5/32) Top 25%HE shell damage6,500 (5/31) Top 25%AP shell damage12,600 (5/32) Top 25%Main dispersion192.2 m (7/32) Top 25%Secondary DPM (per side)262,800 (7/32) Bottom 25%Max speed26 kt (27/32) Bottom 25%Stealth profile14.84 km / 11.87 km (29/32 / 29/32) Bottom 25%Traverse-to-turn ratio3.82 × (25/32) Bottom 25%Main battery reload28.8 s (25/32) Bottom 25%Fires per minute5 (27/31) Bottom 25%Acceleration37.3 s (23/29) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement45,816 t (26/32) Bottom 25%Power-to-weight1.8 hp/t (25/32) WorstNo torpedoes (26 of 32 in cohort)
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.

HE fire chance30%(23/31) HE DPM108,333(12/31) AP DPM210,000(22/32) Secondary HE pen23 mm(13/31) AP velocity806 m/s(14/32) HE velocity805 m/s(18/31) Engine power82,300 hp(24/32) Turn-speed retention106.9 hp/m(23/32) Secondary range5 km(16/32) AA DPS302(24/32) AA range5 km(13/32) AA threat1,011(24/32) Repair charges3(15/32) Max armor356 mm(15/32) Citadel belt305 mm(14/26) Bow armor26 mm(9/26) Stern armor26 mm(11/26) Deck armor76 mm(8/26) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit PointsInitial: 49,000 → 65,000
Displacement45,816 t
Armor range6–356 mm
Plate armor thicknesses6, 16, 19, 25, 26, 38, 40, 44, 50, 70, 76, 120, 152, 197, 203, 207, 229, 276, 289, 305, 356 mm
Armor material/layer entries60
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction25%
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.
32,500
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.
19,500
Main Battery
ModuleArtillery: 410 mm/45 Type3
Mounts / barrels4 mounts / 8 barrels
Reload time32 s
Firing range (base)15 km
Firing range (top fire control)16.5 km
Turret traverse3.8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1502930·102.81000+2.8)·30=192.2m
192.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192.2·0.8=153.8m
153.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =192.2·0.319(σ=2)=61.4m
61.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =153.8·0.319(σ=2)=49.1m
49.1 m
Turret turn time
ƒ180 degrees / 3.8 deg/s traverse speed = 47.4 s.
47.4 s
Base shells/min
ƒ8 broadside guns x 60 / 32 s base reload = 15.
15
HE shells
HE Damage6,500
HE Velocity805 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 8 broadside guns = 52,000.
52,000
Base HE DPM
ƒ52,000 HE full-salvo alpha x 60 / 32 s base reload = 97,500.
97,500
Base fires/min
ƒ8 HE shells x 60 / 32 s reload x 30% fire chance = 4.5.
4.5
AP shells
AP Damage12,600
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2711·10200.69·0.411.07·8061.38=859.3mm. Matches the in-game spec card.
859.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.7 km), where the shell has slowed to 484.6 m/s: P=107·2711·10200.69·0.411.07·484.61.38=425.8mm.
425.8 mm
AP full-salvo alpha
ƒ12,600 AP damage x 8 broadside guns = 100,800.
100,800
Base AP DPM
ƒ100,800 AP full-salvo alpha x 60 / 32 s base reload = 189,000.
189,000
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.
150
AA Defense
AA mount pointsInitial: 14 → 50
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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.
302
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 114×3 25mm
25 mm/60 Type96 mod. 1 (upgraded hull only)24×1 25mm
25 mm Type96 mod. 1Initial: 14×2 → 12×2 25mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 15 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
15
Range5 km
Medium aura
DPSInitial: 43 → 100
Range3.1 km
Total DPS in Aura
ƒFar 15 + Medium 100 = 115
115
S
Secondary Battery
Mounts22
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis 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.
Improved (40%) + Standard
127 mm Type89 A1 (×4)
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×18)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 84,000 hp
Engine power82,300 hp
Maximum speed26 kt
Turning circle radius770 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (23.4 kt of 26). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(82,30045,816)0.42=1.2789; 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}=37.3s. 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.
37.3 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (25.7 kt of 26). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=61.2s. 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.
61.2 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·26.0·0.5144770=1.00°/s, so ratio=ωturretωhull=3.81.00=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.84 km
Detectability by air11.87 km
Smoke firing penalty14.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.84 km
Detect Fire Sea16.84 km
Detect Fire Air14.87 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
Module options (2)

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

HullUpgrade
  • Hit points49,000 → 65,000
  • Rudder shift18.8 → 16.9 s
  • AA mounts14 → 50
  • Close-range AA DPS43 → 100
Fire controlUpgrade
  • Main battery range15,029 → 16531.9 m

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)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp192.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15029}{30}\cdot\dfrac{10-2.8}{1000} + 2.8\right)\cdot 30 = 192.2\,\text{m}$
Max Vert Disp153.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 192.2 \cdot 0.8 = 153.8\,\text{m}$
Med Horiz Disp61.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 192.2 \cdot 0.319\;(\sigma = 2) = 61.4\,\text{m}$
Med Vert Disp49.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 153.8 \cdot 0.319\;(\sigma = 2) = 49.1\,\text{m}$
AP Pen Close859.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2711 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 806^{1.38} = 859.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far425.8 mm
Same formula at the ship's max firing range (20.7 km), where the shell has slowed to 484.6 m/s: $P = 10^{-7}\cdot 2711 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 484.6^{1.38} = 425.8\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time47.4 s
180 degrees / 3.8 deg/s traverse speed = 47.4 s.
HE full-salvo alpha52,000
6,500 HE damage x 8 broadside guns = 52,000.
AP full-salvo alpha100,800
12,600 AP damage x 8 broadside guns = 100,800.
Base HE DPM97,500
52,000 HE full-salvo alpha x 60 / 32 s base reload = 97,500.
Base AP DPM189,000
100,800 AP full-salvo alpha x 60 / 32 s base reload = 189,000.
Base shells/min15
8 broadside guns x 60 / 32 s base reload = 15.
Base fires/min4.5
8 HE shells x 60 / 32 s reload x 30% fire chance = 4.5.

AA defense

Close-range AA DPS302
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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 index1011
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 typeImproved (40%) + Standard
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.
127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 18 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 18 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)262,800
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800 + 18×1 140 mm (9/side) × 60/8 × 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).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 23 mm from the 140 mm family.

Armor Beta

Hull HP 49,00065,000 with hull upgrade, 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 & stern26 mm

Overmatched by 78+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–76 mm)3,300 (5% of HP)
Overmatched by 380mm+ (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)16 mm primary (range 16–305 mm)48,800 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 6–120 mm)2,400 (4% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 26–305 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure356 mm2,100 (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 HP32,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (140 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (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.
Engine (module, research)engine coefficient (unconfirmed)-0.110 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. 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 HP19,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

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

Acceleration and Ballistics Chart

Balance History

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

Buff ×4Main Battery ×4
2022-06-16

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.
Read the full official post
2022-04-19

Balance Overdue!

  • Nagato gets buffed.
  • Moving on, Nagato, the ever-controversial Japanese battleship that deleted enemies with one salvo and missed entirely with the next, started showing some cracks in her potential. We’re addressing it indirectly, by boosting her damage-per-minute numbers—namely, she gets 29 seconds of main gun reload, down from 32 seconds, as well as AP shell max damage boosted to 12,600, up from 12,100. This may actually look more effective than it actually is, but we’re sure the ship should now fall in line better with her immediate rivals.
Read the full official post
2021-08-26

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%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Nagato 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

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