Suwo B
Also called: 周防 B Beta- Park 14-17 km from a contested cap with island cover within one rotation of your bow
- The airstrike line wants to cross the cap and the predictable retreat lane
- Avoid: Launching airstrikes at maneuvering targets
Variant of Suwo
Cosmetic-only variant of Suwo. Identical to Suwo on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.
On this page
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Suwo B Community Stats
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Suwo B Community Stats
Record History
Playstyle
Overview
Suwo B is the Tier VII Japanese airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. AA (694 AA DPS at 5 km) ranks 4 of 49 in T7 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: sigma in T7 BBs (2.1, 2nd of 49) and AP overmatch threshold in T7 BBs (28.6 mm, 5th of 49). The trade is AP DPM in T7 BBs (149,806, 49th of 49).
Positioning
Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside. Both phases of a turn are slow (22.1 s on the rudder, a 890 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
Potato Avoidance
Launching airstrikes at maneuvering targets
The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.
Signature Traits
The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
- Tight grouping
- Big-caliber AP overmatch · 28.6 mm
- Heavy HE shells · 6500 damage
694 AA DPS, top decile of T7 BBs (median 536).
72700 HP, top decile of T7 BBs.
410 mm citadel belt, best of T7 BBs. Citadels through angle are rare.
- Low AP DPM · 149806 AP
- Low HE DPM · 75484 HE
How to get Suwo B
Suwo B is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Store / event post. 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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Store / event postSold in the Store and in the Black Friday '26 crate, with 1,500 Ship Parts as a bonus.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Black Friday '26 crate
3%
VII Suwo B + 1500 Ship Parts
New · Black Friday '26 crate
Official WG availability sources
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All Hands on Deck for Black Friday!
Store / event post
Start: 2026-11-02
- Suwo B can be found in the new Black Friday '26 crate and in the Store. She also comes with 1,500 Ship Parts as a bonus.
Show direct source rows
- Black Friday '26 crate 3% · VII Suwo B + 1500 Ship Parts
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Suwo B sits among Tier VII BBs (49 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 22 mid-pack stats
Not standouts for Suwo B -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Tier VII BattleshipsShow all 49 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
Ships that share one main-battery dispersion curve. Also on this curve (4): Aki, Aki SE 25, Dewa, Suwo.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
Zero upgrades: 6 broadside guns x 60 / 31 s base reload = 11.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 12.9.HE shells
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68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).ƒ
6,500 HE damage x 6 broadside guns = 39,000.ƒ
Zero upgrades: 39,000 HE full-salvo alpha x 60 / 31 s base reload = 75,484. All upgrades (Main Battery Mod. 3 = -10% reload): 39,000 HE full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 83,571.ƒ
Zero upgrades: 11.6 shells/min × 0.3 (30% fire chance) = 3.48. All upgrades (Main Battery Mod. 3 = -10% reload): 12.9 shells/min × 0.3 (30% fire chance) = 3.86.AP shells
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floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 513.4 m/s: .ƒ
12,900 AP damage x 6 broadside guns = 77,400.ƒ
Zero upgrades: 77,400 AP full-salvo alpha x 60 / 31 s base reload = 149,806. All upgrades (Main Battery Mod. 3 = -10% reload): 77,400 AP full-salvo alpha x 60 / 28 s (27.9 s = 196 ticks) all-upgrades reload (31 s × 0.9 Main Battery Mod. 3 = 27.9 s) = 165,857.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 210 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 72 raw aura damage × 3.5 × 0.75 hit probability = 189 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 210 + Medium 189 = 399ƒ
Effective DPS: 99 raw aura damage × 3.5 × 0.85 hit probability = 295 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 210 + Medium 189 + Near 295 = 694ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum of each gun family's fires/min (per side): 14.4 + 1.5 = 15.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 100 mm (12/side) × 60/3 s × 1700 = 408,000 + 2×3 155 mm (3/side) × 60/12 s × 2600 = 39,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 15.9 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 117,943. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 447,000 + secondary fire DPM 117,943 = 564,943: shell damage plus fire damage against one T7 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
12×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 14.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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2×3 barrels / 2 sides × 60 / 12 s × 0.1 (10% fire chance) = 1.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 27.2 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (24.5 kt of 27.2 kt).ƒ
Time to reach 99% of top speed (26.9 kt of 27.2 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
With the rudder hard over the hull turns 3.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.4 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.48 km x 0.955 = 14.78 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.78 km.ƒ
Larger of 17.44 km range and 15.05 km smoke firing penalty = 17.44 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 12.39 km + gun-firing bloom 8.2 km = 20.59 km. The bloom tracks main-battery caliber 410 mm × 0.020 = 8.2 km.ƒ
Sea detectability 15.48 km + 2.0 km while burning = 17.48 km.ƒ
Air detectability 12.39 km + 3.0 km while burning = 15.39 km.
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,178 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 72,700 HP = 10,178 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 72,700 HP = 30,534 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 72,700 HP = 364 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
(166.7 × (9 − 2.8) / 1000 + 2.8) × 30 = 115 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (9 − 2.8) / 1000 + 2.8) × 30 = 146 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.(500 × (9 − 2.8) / 1000 + 2.8) × 30 = 177 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17440.5 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17440.5 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17440.5 m. Above the kink: , so .How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 805 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 806 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.2 mounts × 3 barrels = 6; all 6 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors closed 14x2 -> 189 DPS @ 3.5 km; 25mm Type96 26x3 -> 202 DPS @ 3.1 km; 25mm Type96 single 12x1 -> 93 DPS @ 3.1 km; 100mm65 Type98 12x2 -> 210 DPS @ 5 km.@ 5 km: 210 from one family; @ 3.5 km: 189 + 210 = 399; @ 3.1 km: 189 + 202 + 93 + 210 = 694. 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.189 + 202 + 93 + 210 = 694 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).189 × 3.5 + 202 × 3.1 + 93 × 3.1 + 210 × 5 = 2626. 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 firepower
max(1700 (100 mm), 2600 (155 mm)) = 2600. Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.max(6% (100 mm), 10% (155 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.max(17 mm (100 mm), 26 mm (155 mm)) = 26 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: 26 mm from the 155 mm family.Ship Charts
Background
Hybrid battleship, a variant of the A-140 battleship being converted into a semi-aircraft carrier. The ship's main battery - six 16-inch (410 mm) guns - is supplemented by numerous 4-inch (100 mm) dual-purpose mounts.
Armor Beta
Hull HP 72,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–356 mm) | ≈ 3,635 (~5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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) | 32 mm primary (range 22–410 mm) | ≈ 54,525 (~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. |
| Stern | 32 mm primary (range 32–356 mm) | ≈ 3,635 (~5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 356 mm primary (range 38–410 mm) | no cap | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 19 mm primary (range 19–410 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Suwo B can equip.
DefaultThe ship’s standard exterior
Primary official WG sources
GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.
