World of Warships: Legends ship guide

Shimanto

Also called: 四万十 Beta
Torpedo cruiserA torpedo-first cruiser: pressure lanes with fish and trade gunfire between waves.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (14 km)Lobs over islandsSonarFast for the classHigh HP poolLow AP DPM
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Community Data

Shimanto Community Stats

Across 7,100+ Standard battles from 200+ players, Shimanto averages a 59% win rate, 64,000 damage and 1.0 kills per battle, and survives 46% of them.

Community Data

Shimanto Community Stats

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Playstyle

Overview

Shimanto is a Tier VII Japanese light cruiser with a long-range torpedo battery reaching 14 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (4.3 km on ships and 4.3 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 T7 CAs (19,567, 1st of 43) and top speed in T7 CAs (34.5 kt, 9th of 58). The trade is AP DPM in T7 CAs (186,000, 53rd of 58).

Positioning

Work the islands rather than a firing line. Sonar (4.3 km on ships, 4.3 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 5.8 km, so pick the salvo rather than holding the trigger. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. A 830 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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

ELITE TORPEDOES ↗
  • Heavy torpedoes · 19567 damage
  • Long-range torps · 14 km
  • Module-wrecking torpedoes · 1400 torpedo
Fast for the class ↗

34.5 kt, top quartile of T7 CAs. Lets you rotate flanks or escape disengagements.

High HP pool ↗

44500 HP, top quartile of T7 CAs.

Long-reach AA ↗

6 km AA reach, best of T7 CAs.

Low AP DPM ↗

186000 AP DPM, bottom quartile of T7 CAs. Citadel windows matter more than spam.

Visible torps ↗

1.7 km torpedo detect, bottom decile of the 43 T7 CAs with torpedoes. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Shimanto

Shimanto is available in the Torpedo Cruisers branch of the Japan Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 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.

History: Early Access Mar 2024 – Apr 2024 (temporary crate drops, now ended).

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

Show Japan tech-tree branch diagram

Best listed chance for this ship

Official WG availability sources
  • Fleet From the Eastern Seas: New Japanese Light Cruisers in Early Access Early Access Start: 2024-03-26 · End: 2024-04-24
    • Four of them are already available in Early Access: Agano, Gokase, Omono, and Shimanto.
    • During this update, you can acquire the new Japanese ships from special crates which can be obtained in the following ways:
  • April Update: The Stars Align Early Access Start: 2024-03-21
    • This update, the first four will be available in Early Access: Agano, Gokase, Omono, and Shimanto.
  • May Update: Gold and Crimson Tech tree line Start: 2024-04-25
    • In this update, the new Tech Tree line of Japanese light cruisers from Tier IV to Tier VIII has become fully available:
    • Tier VII cruiser Shimanto
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

Hide ▾

Where Shimanto sits among Tier VII CAs (57 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.

BestAA range6 km (1 of 3 tied) BestTorpedo range13.98 km (1/43) BestTorpedo damage≈19,567 (1/43) Top 25%Hit points44,500 HP (8/58) Top 25%Max speed34.5 kt (9/58) Top 25%Smoke fire bloom5.85 km (9/58) Top 25%Main dispersion138.3 m (13/58) Top 25%AP velocity930 m/s (13/58) Top 25%HE velocity930 m/s (11/50) Top 25%Engine power152,000 hp (10/57) Top 25%Power-to-weight8.15 hp/t (15/57) Top 25%AA threat1,573 (14/58) Bottom 25%Turning circle830 m (50/58) Bottom 25%Main battery caliber150 mm (53/58) Bottom 25%Main battery range15.26 km (48/58) Bottom 25%Main battery reload15 s (50/58) Bottom 25%Fires per minute6 (39/50) Bottom 25%AP DPM186,000 (53/58) Bottom 25%Secondary HE pen17 mm (40/51) Bottom 25%Displacement18,656 t (47/58) Bottom 25%AP pen at 10 km110 mm (53/58) Bottom 25%Flak damage per salvo (expected)1,035 (50/58) Bottom 25%Torpedo speed57 kt (38/43) Bottom 10%Torpedo reaction time11.1 s (40/43) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 27 mid-pack stats

Not standouts for Shimanto -- 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.

Concealment12.23 km(19/58) Air detection7.34 km(18/58) Rudder shift8.1 s(21/58) Sigma2(30/58) HE shell damage2,650(29/50) HE DPM159,000(22/50) Secondary DPM (per side)136,000(15/51) Secondary HE alpha1,700(19/51) Secondary fire chance6%(19/51) Time to 90% speed25.1 s(35/57) Acceleration (0-12 kt)8.7 s(21/57) AP fuse timer0.025 s(33/58) AP arming threshold25 mm(19/58) Power / turn radius183.1 hp/m(16/57) Effective HE DPM (incl. fire)203,507(27/50) AA DPS372(31/58) Torpedo reload105 s(31/43) Max armor140 mm(32/58) Citadel belt140 mm(24/55) Bow armor25 mm(35/55) Stern armor25 mm(35/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit PointsInitial: 40,100 → 44,500
Displacement18,656 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.
218.5 x 24.7 m (ship-model figure)
Armor range13–140 mm
Plate armor thicknesses13, 25, 27, 32, 35, 40, 45, 50, 60, 90, 100, 140 mm
Armor material/layer entries65
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top 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.
Initial: 33.3% → 36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 44,500 HP = 4,005 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 44,500 HP = 4,450 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
22,300
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,400
Effective HP
ƒBase 44,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 44,500 HP = 6,230 HP per charge, × 2 charges = 12,460 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
49,444–56,960
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 × 1,100 = 2,200), 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.
1,100
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 × 6,800 = 13,600), 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.
6,800
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 × 33,400 = 66,800), 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.
33,400
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 × 3,400 = 6,800), 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 ×. 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.
3,400
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 × 2,100 = 4,200), 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.
2,100
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
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 15×150 mm
Mounts / barrels5 mounts / 15 barrels
Reload time15 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse30 °/s
Turret armor32 mm
Turret traverse arcs
ƒHow 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.
±148°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° 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.
40° off bow / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 138 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1525730·8−1.11000+1.1)·30=138.3m
138.3 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.3·0.6=83m
83 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.3·0.62=41.5m
41.5 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83·0.62=24.9m
24.9 m at 15.3 km
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Shells/min
ƒZero upgrades: 15 broadside guns x 60 / 15 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 66.3.
Initial: 60 → 66.3
HE shells
HE alpha2,650
HE Velocity930 m/s
Fire Chance10%
HE fire DPM vs T7 BB44507
Effective HE DPM vs T7 BB203507
HE penetration
ƒ30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,650 HE damage x 15 broadside guns = 39,750.
39,750
HE DPM
ƒZero upgrades: 39,750 HE full-salvo alpha x 60 / 15 s base reload = 159,000. All upgrades (Main Battery Mod. 3 = -10% reload): 39,750 HE full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 175,737.
Initial: 159,000 → 175,737
Fires/min
ƒZero upgrades: 60 shells/min × 0.1 (10% fire chance) = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 66.3 shells/min × 0.1 (10% fire chance) = 6.63.
Initial: 6 → 6.63
AP shells
AP alpha3,100
AP Velocity930 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range74 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2400·410.69·0.15−1.07·9301.38=295.9mm.
295.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 341 m/s: P=10−7·2400·410.69·0.15−1.07·3411.38=74.1mm.
74.1 mm at 15.3 km
AP full-salvo alpha
ƒ3,100 AP damage x 15 broadside guns = 46,500.
46,500
AP DPM
ƒZero upgrades: 46,500 AP full-salvo alpha x 60 / 15 s base reload = 186,000. All upgrades (Main Battery Mod. 3 = -10% reload): 46,500 AP full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 205,579.
Initial: 186,000 → 205,579
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.
20
Torpedoes
ModuleTorpedoes: 610 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 120 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 105×0.85=89.2 s.
Initial: 120 s → 105 s
Projectile speed57.0 kt
RangeInitial: 13.5 km → 13.98 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=58,700·0.333=19,567. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 19,567
Maximum damage (ammunition)
ƒ58,700 warhead alpha / 3 + 1,400 blast = 20,967. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
20,967
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,400
Torpedo detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km57 kt×2.6855=11.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
11.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
355%
Torpedo launcher traverse25 °/s
Launch arcswing 96° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 19,567 = 117,402. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
117,402
AA Defense
AA mount pointsInitial: 20 → 24
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
6 km
25 mm/60 Type96 mod. 1Initial: 12×1 → 8×1 25mm
25 mm Type96 mod. 1Initial: 8×3 → 16×3 25mm
100 mm Type98 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Outer Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective 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 85 from dual-purpose main battery firing as AA in this range band.
85
Range6 km
Inner Far aura
Guns100 mm Type98 (DP)
Continuous DPS
ƒEffective 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 91 from dual-purpose secondaries firing as AA in this range band.
91
Range5 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 91 = 176
176
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒInitial: 37 × 3.5 × 0.85 = 110 → 66 × 3.5 × 0.85 = 196. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 110 → 196
Range3.1 km
Total DPS in Aura
ƒOuter Far 85 + Inner Far 91 + Near 196 = 372
372
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 230 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.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main battery
Flak zone
ƒThe 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 6 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.
2.5-6 km
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 230 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.
2 per salvo, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: 4×2 100 mm (4/side) × 60/3 s (2.86 s = 21 ticks) × 1700 = 136,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
136,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 4.8 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 35,605. 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.
35,605
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 136,000 + secondary fire DPM 35,605 = 171,605: shell damage plus fire damage against one T7 battleship, every shell hitting.
171,605
100 mm Type98 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 100mm
Caliber100 mm
Reload time2.86 s
HE alpha1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s (2.86 s = 21 ticks) × 0.06 (6% fire chance) = 4.8. 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.
4.8
HE Pen17 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power152,000 hp
Maximum speed34.5 kt
Turning circle radius830 m
Rudder shift timeInitial: 11.4 s → 8.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34.5 / 4 + 4.9 = 13.5 kt. Base value; speed modifiers scale it.
13.5 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.
28.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt).
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
40.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 30 − 5.2 = +24.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+24.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.23 km x 0.955 = 11.68 km. Camouflage does not change detectability by air.
12.23 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.23 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.68 km.
11.68 km
Detectability by air7.34 km
Smoke firing penalty5.85 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.23 km) = 15.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.26 km
Detect when firing (air)
ƒAir detectability 7.34 km + gun-firing bloom 3 km = 10.34 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
10.34 km
Detect when on fire (sea)
ƒSea detectability 12.23 km + 2.0 km while burning = 14.23 km.
14.23 km
Detect when on fire (air)
ƒAir detectability 7.34 km + 3.0 km while burning = 10.34 km.
10.34 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar3 charges · 110 s reload · 60 s active · 4.35 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 145×301000=4.35 km
· 4.35 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 145×301000=4.35 km
Choose one
Catapult Fighter3 charges · 80 s reload · 60 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
· 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party2 charges · 80 s reload · 28 s active · 6,230 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 44,500 HP = 6,230 HP: up to 14% of max HP restored per charge.
· 12,460 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 44,500 HP = 12,460 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 222 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 44,500 HP = 222 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points40,100 → 44,500
  • Rudder shift11.4 → 8.1 s
  • AA mounts20 → 24
  • Close-range AA DPS37 → 66
Fire controlUpgrade
  • Main battery range13,870 → 15,257 m
TorpedoesUpgrade
  • Range13.5 → 13.98 km
  • Reload120 → 105 s

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.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 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.
Shell scatter height @ 5 km26.8 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15257=7628 m, and radiusOnMax=0.6 at 15257 m. Below the kink: k=0.2+(0.5−0.2)·50007628=0.3966, so σV=σH·k=67.5·0.3966=26.8m.
Shell scatter height @ 10 km54.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15257=7628 m, and radiusOnMax=0.6 at 15257 m. Above the kink: k=0.5+(0.6−0.5)·10000−762815257−7628=0.5311, so σV=σH·k=102·0.5311=54.2m.
Shell scatter height @ 15 km81.4 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15257=7628 m, and radiusOnMax=0.6 at 15257 m. Above the kink: k=0.5+(0.6−0.5)·15000−762815257−7628=0.5966, so σV=σH·k=136.5·0.5966=81.4m.
AP pen 5 km179 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2400·410.69·0.15−1.07·6451.38=179mm, where 645 m/s is the shell's speed when it arrives at 5 km (from 930 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km110 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2400·410.69·0.15−1.07·455.31.38=110mm, where 455.3 m/s is the shell's speed when it arrives at 10 km (from 930 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km75 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2400·410.69·0.15−1.07·345.31.38=75mm, where 345.3 m/s is the shell's speed when it arrives at 15 km (from 930 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.72 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.278·0.1528·41=5.99×10−5. That runs from a 930 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.
AP flight time @ 10 km5.72 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.278·0.1528·41=5.99×10−5. That runs from a 930 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.
Guns per full salvo (alpha, DPM)15
5 mounts × 3 barrels = 15; all 15 bear on the broadside.

Model inputs

Krupp (AP)2,400
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass41 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.278
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity930 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity930 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time11.1 s
1700 m / (57.0 kt × 2.6855) = 11.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed57.0 kt
Travel time to max range91.3 s
13980 m / (57.0 kt × 2.6855) = 91.3 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
12 wing tubes / 2 = 6: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage234,804
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 19,567 = 234,804. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range85
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 single 8x1 -> 65 DPS @ 3.1 km; 25mm Type96 light 16x3 -> 131 DPS @ 3.1 km; 100mm65 Type 98 4x2 -> 91 DPS @ 5 km; Far AA (?) -> 85 DPS @ 6 km.
AA DPS layered by range85 DPS @ 6 km, 176 DPS @ 5 km, 372 DPS @ 3.1 km
@ 6 km: 85 from one family; @ 5 km: 91 + 85 = 176; @ 3.1 km: 65 + 131 + 91 + 85 = 372. 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-blank372
65 + 131 + 91 + 85 = 372 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index1573
65 × 3.1 + 131 × 3.1 + 91 × 5 + 85 × 6 = 1573. 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 firepower

Max HE alpha1700
The only family (100 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. 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
The only family (100 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

The development of the Mogami-class cruisers into anti-aircraft defense cruisers, which implied mounting dual-purpose 5.9-inch (150 mm) guns created in 1944 as the main armament. The mounting of these and 3.9-inch (100 mm) AA guns would make it possible to turn these ships into an effective weapon against American deck- and ground-based aviation.

Armor Beta

Hull HP 40,100 → 44,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel140 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,100 (2% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 25–100 mm)33,400 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–60 mm)2,100 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 13–140 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.
Superstructure13 mm primary (range 13–100 mm)3,400 (8% 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 HP22,300 magazine HPTurret knocked outPer-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 (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 HP13,400 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Shimanto 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.