World of Warships: Legends ship guide

Saipan

Also called: 塞班 Beta
HE bomber carrierRolling HE bomber waves; farm broadsides and angled decks, and nurse your plane reserves.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Tough planesStealthy (13.8 km)Thick stern plateQuick accelerationFragile
On this page
Community Data

Saipan Community Stats

Across 19,000+ Standard battles from 230+ players, Saipan averages a 63% win rate, 83,400 damage and 1.4 kills per battle, and survives 71% of them.

Community Data

Saipan Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Saipan is the premium Tier VII American bomber carrier. Her damage comes from HE dive bombs hitting for up to 6,500 per drop, plus the fires they start, so match impact builds from repeated strikes rather than one decisive torpedo drop. HE ignores armor angle, so unlike an AP-bomb carrier she does not need a broadside to profit and can work an angled or bow-in target. Air torpedoes are a secondary option. Her squadrons fly with cohort-tough planes that can push strikes through AA that turns back lighter carriers. The trade is hit points in T7 CVs (47,900 HP, 12th of 12). Each squadron flies 6 planes and they come back 46.7 s apiece, so losing a full wave costs 280 seconds of reserves.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 13.8 km and run at 33 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Her handling reads as a contradiction and is not one: 16 s on the rudder means she starts turning late, while a 920 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 140 s at best, and your most fragile squadron flies at 2,900 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Best-in-class stealth ↗

13.8 km surface detect, top decile of T7 CVs. Stays dark longer.

Tough planes ↗

2900 HP per plane (weakest squadron), best of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.

Thick stern plate ↗

30 mm stern, best of T7 CVs.

Quick acceleration ↗

~11.5 s from a stop to 12 kt, top decile of T7 CVs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Fragile HP pool ↗

47900 HP, bottom decile of T7 CVs. She dies fast if a surface ship reaches her, so hold position behind the fleet and keep clear of pushes.

Visible air torps ↗

1.6 km torpedo detect, worst of T7 CVs. Targets spot the drop early.

Acquisition

How to get Saipan

Saipan is available as a Bureau project.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • April Update: Three Years Strong Bureau project Start: 2022-04-07
    • Des Moines & Saipan in the Bureau
    • U.S. Tier VII Premium aircraft carrier Saipan
  • Engineer's diary: Saipan & Des Moines Bureau project Start: 2022-07-04
    • Captains, it's been some time since we introduced two American ships to the Bureau: Legendary Tier cruiser ★ Des Moines and Tier VII aircraft carrier Saipan.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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

Hide ▾

Where Saipan sits among Tier VII CVs (11 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.

BestStealth profile13.75 km / 9.63 km (1/12 / 1/12) BestTurning circle920 m (1/12) BestAcceleration (0-12 kt)11.5 s (1/12) BestDisplacement19,051 t (1/12) BestPower-to-weight6.3 hp/t (1/12) BestStern armor30 mm (1/11) BestPlane HP2,900 HP (1/12) Top 10%Time to 90% speed30.5 s (2/12) Top 25%Max speed33 kt (3/12) Top 25%Max armor152 mm (3/12) Top 25%Citadel belt152 mm (3/11) Top 25%Bomb penetration53.4 mm (3/9) Bottom 25%AA threat1,586 (10/12) Bottom 25%Squadron restore time140 s (11/12) WorstHit points47,900 HP (12/12) WorstRudder shift16 s (12/12) WorstNo secondaries (1 of 12 in cohort) WorstAA range3.5 km (12/12) WorstAir torpedo stealth1.6 km (10/10) WorstHangar capacity12 (1 of 4 tied) WorstSquadron size6 (1 of 4 tied) WorstDeck HP24,000 HP (12/12)
See 10 mid-pack stats

Not standouts for Saipan -- 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.

Engine power120,000 hp(9/12) Power / turn radius130.4 hp/m(8/12) AA DPS533(8/12) Bomb alpha6,500(6/12) Bomb fire chance33%(5/9) Air torpedo alpha4,333(7/10) Air torpedo range3.51 km(7/10) Air torpedo speed46 kn(6/10) Squadron HP17,400 HP(8/12) NormBow armor19 mm(6 of 11 tied at this value)
Survivability
Hit Points47,900
Displacement19,051 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
208.3 x 35.1 m, draft 6.8 m
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 16, 19, 25, 30, 38, 51, 65, 76, 102, 127, 152 mm
Armor material/layer entries48
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 47,900 HP = 11,496 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 47,900 HP = 3,592 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
14,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 3,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,500
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,600 = 7,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,100 = 14,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 35,900 = 71,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
35,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 200 = 400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
200
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,900
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity48
Flight deck HP24,000
Hangar HP24,000
Dive bomber
Plane HP2,900
Cruising speed135.0 kt
OrdnanceHE bomb, 6,500 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane3
Bombs per drop
ƒ2 planes per drop x 3 bombs each = 6.
6
Alpha per drop
ƒ6 bombs x 6,500 alpha = 39,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
39,000
Fire chance33%
Bomb penetration53.4 mm
Hangar max12
Hangar restore+3 every 140 s, start 12
Recovery time140 s
Torpedo bomber
Plane HP2,900
Cruising speed131.0 kt
Ordnancetorpedo, 4,333 alpha
Squadron size6 planes
Planes per drop2
Torpedoes per plane2
Torpedoes per drop
ƒ2 planes per drop x 2 torpedoes each = 4.
4
Alpha per drop
ƒ4 torpedoes x 4,333 alpha = 17,332, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
17,332
Flooding chance52%
Torpedo arming time3.5 s
Torpedo arming distance83 m
Hangar max12
Hangar restore+3 every 155 s, start 12
Recovery time155 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points30
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm Bofors Mk110×2 40mm
40 mm Bofors Mk25×4 40mm
20 mm Oerlikon Mk2015×2 20mm
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 99 raw aura damage × 3.5 × 1 hit probability = 346 - the same in-game units as the Close-range AA DPS headline.
346
Range3.5 km
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 56 raw aura damage × 3.5 × 0.95 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range2 km
Total DPS in Aura
ƒMedium 346 + Near 186 = 532
532
Maneuverability
Engine power120,000 hp
Maximum speed33.0 kt
Turning circle radius920 m
Rudder shift time16 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds 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.
37.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
30.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
46.5 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.75 km x 0.955 = 13.13 km. Camouflage does not change detectability by air.
13.75 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.75 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.13 km.
13.13 km
Detectability by air9.63 km
Detect when firing (air)
ƒAir detectability 9.63 km + gun-firing bloom 0 km = 9.63 km. The bloom tracks main-battery caliber x 0.020.
9.63 km
Detect when on fire (sea)
ƒSea detectability 13.75 km + 2.0 km while burning = 15.75 km.
15.75 km
Detect when on fire (air)
ƒAir detectability 9.63 km + 3.0 km while burning = 12.63 km.
12.63 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 4 squadron size

Under the hood

Show ▾

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.

AA defense

AA DPS at max range347
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 10x2 -> 231 DPS @ 3.5 km; 40mm Bofors Mk2 5x4 -> 116 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 15x2 -> 186 DPS @ 2 km.
AA DPS layered by range347 DPS @ 3.5 km, 533 DPS @ 2 km
@ 3.5 km: 231 + 116 = 347; @ 2 km: 231 + 116 + 186 = 533. 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.
AA DPS at point-blank533
231 + 116 + 186 = 533 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1586
231 × 3.5 + 116 × 3.5 + 186 × 2 = 1586. 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 range2 km
Open in Charting Tool

Ship Charts

Background

A high-speed light aircraft carrier based on the Baltimore-class cruiser. Despite relatively small dimensions, the ship carried a rather powerful air group and was armed with numerous AA artillery. The ship boasted very good armor compared to the protection of far larger strike aircraft carriers.

Armor Beta

Hull HP 47,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 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 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 6–30 mm)1,500 (3% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)19 mm primary (range 6–127 mm)35,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 6–102 mm)1,900 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 19–152 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.
Superstructure6 mm primary (range 6–16 mm)200 (0% 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).
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 HP14,400 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.

Balance History

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

Nerf ×20Buff ×12Rework ×1Airstrike ×1Torpedo ×11
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Torpedo bomber restoration time reduced from 170 to 155 s.
  • Torpedo bomber restored reduced from 6 to 3.
  • Starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Maximum torpedo bomber hangar aircraft reduced from 18 to 12.
  • Torpedo bomber base speed reduced from 137 to 131 kts.
  • Dive bombers:
  • Dive bomber restoration time reduced from 170 to 140 s.
  • Dive bomber restored reduced from 6 to 3.
  • Starting dive bomber hangar aircraft increased from 9 to 12.
  • Maximum dive bomber hangar aircraft reduced from 18 to 12.
  • Dive bomber base speed reduced from 144 to 135 kts.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Dive bombers:
  • Bombs per aircraft increased from 2 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage increased from 5,500 to 6,500.
  • Bomb fire-setting chances reduced from 45 to 33%.
  • Torpedo bombers:
  • Base speed reduced from 144 to 137 knots.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Dive Bombers:
  • Aiming speed increased (aiming circle shrinks faster).
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
  • Maximum HP per aircraft reduced from 3,200 to 2,900 (squadron HP reduced from 19,200 to 17,400).
  • Base speed increased from 133 to 144 knots.
  • Maximum flight range set to 33 kilometers.
  • Bomb damage reduced from 9,200 to 5,500.
  • HE bomb penetration reduced from 67.1 to 53.4 mm.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restoration time increased from 90 to 170 seconds.
  • Aircraft restored increased from 1 to 6.
  • Torpedo Bombers:
  • Maximum HP per aircraft reduced from 3,200 to 2,900 (squadron HP reduced from 19,200 to 17,400).
  • Base speed increased from 125 to 144 knots.
  • Maximum flight range set to 31 kilometers.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restoration time increased from 90 to 170 seconds.
  • Aircraft restored increased from 1 to 6.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Even after nerfing, this ship remains a strong performer at Tier VII. Saipan does the most damage on average so we’ll be reigning that in a little:
  • HE bomb damage decreased from 9,500 to 9,200.
  • Torpedo arming time increased from 3 to 3.5 seconds.
  • Torpedo speed decreased from 48 to 46 knots.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 12.6 to 13.8 km; air detectability range changed from 10 to 9.6 km.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Planes' HP was reduced by 200 and is now 3200.
  • Bomb damage was reduced by 600, down to 9500.
  • Torpedo damage was reduced by 567, down to 5333.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Saipan can equip.

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.