World of Warships: Legends ship guide

Omono

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (14 km)2 sigma accuracySonarDefensive AAVisible torps
Community Data

Omono Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Omono is a Tier VI Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.8 km on ships and 4.8 km on torpedoes, 60 s active, 110 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 torpedo alpha in T6 CAs (20,967) and best torpedo range in T6 CAs (13.5 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.8 km on ships, 4.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 3/32 T6 CAs.

Heavy torpedoes

20967.0 damage per torpedo, best of T6 CAs.

Long-range torps

13.5 km torpedo range, best of T6 CAs.

Wide torpedo sonar

4.83 km Sonar torpedo-detection range, best of T6 CAs. More reaction time on incoming torps.

Visible torps

1.7 km torpedo detect, bottom decile of T6 CAs. Easy to dodge if targets are looking.

Thin armor

76.0 mm max plate, bottom decile of T6 CAs. Citadel windows open against peer-tier guns.

Acquisition

How to get Omono

Omono is available in the Torpedo Cruisers 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. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Japan tech-tree branch diagram
Japan Tech Tree

Omono sits in the Torpedo Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, range, fire chance, concealment, rudder, and torpedo utility.

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 Omono sits among Tier VI CAs (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.

BestTorpedo range13.5 km (1/24) BestTorpedo damage20,967 (1 of 2 tied) Top 25%Traverse-to-turn ratio7.61 × (7/32) Top 25%Secondary DPM (per side)142,657 (5/27) Top 25%AP velocity925 m/s (5/31) Top 25%HE velocity925 m/s (7/30) Top 25%Power-to-weight9.48 hp/t (5/32) Top 25%AA DPS401 (5/32) Top 25%AA threat1,422 (5/32) Bottom 25%Acceleration11 s (27/32) Bottom 25%AP fuse timer0.01 s (26/31) Bottom 25%Torpedo speed57 kt (20/24) Bottom 25%Citadel belt76 mm (27/32) Bottom 10%Max armor76 mm (31/32) Bottom 10%Deck armor50 mm (30/32)
See 30 mid-pack stats

Not standouts for Omono -- 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 points32,200 HP(23/32) Max speed33 kt(13/32) Concealment11.86 km(16/32) Air detection7.12 km(16/32) Rudder shift11.5 s(15/32) Main battery caliber155 mm(15/32) Main battery range14.85 km(17/32) Main battery reload10.3 s(20/32) Sigma2(17/32) HE shell damage2,650(14/30) HE fire chance10%(21/30) Fires per minute6.99(15/30) HE DPM185,243(12/30) AP shell damage3,300(19/31) AP DPM230,680(19/31) Main dispersion126.2 m(11/32) HE alpha1,700(9/27) Secondary fire chance6%(15/27) Secondary HE pen17 mm(19/27) AP arming threshold26 mm(17/31) Engine power110,000 hp(10/32) Turn-speed retention148.6 hp/m(12/32) Displacement11,600 t(13/32) AA range5 km(10/32) Torpedo reload85 s(13/24) Bow armor30 mm(13/32) Stern armor30 mm(15/32) NormAP ricochet start45°(26 of 31 tied at this value) NormAP auto-bounce angle60°(25 of 31 tied at this value) NormSecondary range4.5 km(18 of 27 tied at this value)

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

Sonar 4.83 kmDef-AAFighter
Survivability
Hit PointsInitial: 27,500 → 32,200
Displacement11,600 t
Armor range10–76 mm
Plate armor thicknesses10, 16, 20, 25, 30, 35, 40, 50, 60, 75, 76 mm
Armor material/layer entries63
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction4%
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.
16,100
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.
9,700
Main Battery
ModuleArtillery: 155 mm 3rd Year Type
Mounts / barrels4 mounts / 12 barrels
Reload time11.5 s
Firing range (base)13.5 km
Firing range (top fire control)14.8 km
Turret traverse10 °/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 = (13500/30·(8−1.1)/1000 + 1.1)·30 = 126.2 m
126.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.2 × 0.6 = 75.7 m
75.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.2 × 0.319 (σ=2) = 40.3 m
40.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.7 × 0.32 (σ=2) = 24.2 m
24.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 11.5 s base reload = 62.6.
62.6
HE shells
HE Damage2,650
HE Velocity925 m/s
Fire Chance10%
HE penetration
ƒ26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,650 HE damage x 12 broadside guns = 31,800.
31,800
Base HE DPM
ƒ31,800 HE full-salvo alpha x 60 / 11.5 s base reload = 165,913.
165,913
Base fires/min
ƒ12 HE shells x 60 / 11.5 s reload x 10% fire chance = 6.26.
6.26
AP shells
AP Damage3,300
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold26 mm
Improved AP FuseYes
AP overmatch
ƒfloor(155 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 × 2429 × 55.87^0.69 × 0.155^-1.07 × 925^1.38 = 355.3 mm. Matches the in-game spec card.
355.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 322.6 m/s: 1e-7 × 2429 × 55.87^0.69 × 0.155^-1.07 × 322.6^1.38 = 83 mm.
83 mm
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
Base AP DPM
ƒ39,600 AP full-salvo alpha x 60 / 11.5 s base reload = 206,609.
206,609
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.
16
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time85 s
Projectile speed57 kt
Range13.5 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming440 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,268
AA Defense
AA mount points32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.85) + (30×3.5×0.9) = 401. 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.
401
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm/60 Type96 mod. 1Initial: 32×1 → 6×1 25mm
25 mm Type96 mod. 1 (upgraded hull only)26×3 25mm
100 mm Type98 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
30
Range5 km
Near aura
DPSInitial: 39 → 103
Range3.1 km
Total DPS in Aura
ƒFar 30 + Near 103 = 133
133
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33 kt
Turning circle radius740 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.6× ok
Concealment
Detectability by sea11.86 km
Detectability by air7.12 km
Smoke firing penalty5.68 km
Detect after firing main guns11.86 km
Detect Fire Sea13.86 km
Detect Fire Air10.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar3 charges · 110 s reload · 60 s active · 4.83 km ship detect · 4.83 km torpedo detect
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Module options (3)

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

HullUpgrade
  • Hit points27,500 → 32,200
  • Rudder shift16.2 → 11.5 s
  • Close-range AA DPS39 → 103
Fire controlUpgrade
  • Main battery range13,500 → 14,850 m
TorpedoesUpgrade
  • Range12.99 → 13.5 km
  • Reload95 → 85 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 Disp126.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13500/30·(8−1.1)/1000 + 1.1)·30 = 126.2 m
Max Vert Disp75.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.2 × 0.6 = 75.7 m
Med Horiz Disp40.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.2 × 0.319 (σ=2) = 40.3 m
Med Vert Disp24.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.7 × 0.32 (σ=2) = 24.2 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close355.3 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 × 2429 × 55.87^0.69 × 0.155^-1.07 × 925^1.38 = 355.3 mm. Matches the in-game spec card.
AP Pen Far83 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 322.6 m/s: 1e-7 × 2429 × 55.87^0.69 × 0.155^-1.07 × 322.6^1.38 = 83 mm.
HE penetration26 mm
26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha31,800
2,650 HE damage x 12 broadside guns = 31,800.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
Base HE DPM165,913
31,800 HE full-salvo alpha x 60 / 11.5 s base reload = 165,913.
Base AP DPM206,609
39,600 AP full-salvo alpha x 60 / 11.5 s base reload = 206,609.
Base shells/min62.6
12 broadside guns x 60 / 11.5 s base reload = 62.6.
Base fires/min6.26
12 HE shells x 60 / 11.5 s reload x 10% fire chance = 6.26.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time11.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range91.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage156,536
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,268
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS401
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.85) + (30×3.5×0.9) = 401. 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 index1422
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.
Near aura range3.1 km

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)142,657
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: 4×2 100 mm (4/side) × 60/2.86 × 1700 = 142,657. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 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 100 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 100 mm family.

Armor

Hull HP 27,50032,200 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.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–75 mm)2,500 (8% of HP)
Overmatch not possible at T VIIAngle 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)35 mm primary (range 16–60 mm)24,200 (75% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 16–75 mm)2,400 (7% of HP)
Overmatch not possible at T VIIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 16–76 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).
Superstructure10 mm primary (range 10–50 mm)1,200 (4% 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 HP16,100 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 (100 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 HP9,700 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

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.