World of Warships: Legends ship guide

Suwo

Beta
Bow-tank anchorHold the line bow-in and soak fire while the team trades.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
410 mm overmatch2.1 sigma accuracyStrong AALobs over islandsSlow
Community Data

Suwo Community Stats

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Playstyle

Overview

Suwo is the Tier VII Japanese airstrike battleship. Her right-trigger fires a line of dive bombers in place of torpedoes, which gives her a damage source that does not need line of sight on top of her main battery. AA (694 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through.

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.

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

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Heavy citadel belt

410.0 mm citadel belt, best of T7 BBs. Citadels through angle are rare.

High-arc HE shells

31.0° HE impact angle at max range, best of T7 BBs. Lobs over cover.

Tight grouping

Sigma 2.1, top decile of T7 BBs. More shells land near aim.

Sluggish rudder

28.7 s rudder shift, worst of T7 BBs. Hard to dodge incoming AP; lean on island cover.

Low AP DPM

166452 AP DPM, bottom decile of T7 BBs. Citadel windows matter more than spam.

Acquisition

How to get Suwo

Suwo is available in the Aviation Battleships 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.

Show Japan tech-tree branch diagram
Japan Tech Tree

Suwo sits in the Aviation Battleships 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

Primary premium. Jisaburō Ozawa carries the full airstrike skill suite and his Hidden Hand adds +1 squadron and cuts cooldown 50% (roughly doubles strike output across a match). Pair with Commander Worf (Sky Attack trait: more damage per dropped projectile) for raw damage, or Jonathan Hawke (Big Game Hunter trait: more airstrike damage vs BB / CA / CV) for big-target focus.

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Cohort position

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Where Suwo sits among Tier VII BBs (39 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.

BestCitadel belt410 mm (1/37) Top 10%Sigma2.1 (2/39) Top 10%Main dispersion182.3 m (4/39) Top 10%Secondary DPM (per side)447,000 (3/39) Top 10%HE alpha2,600 (2/37) Top 10%AA DPS694 (2/39) Top 10%AA threat2,625 (2/39) Top 25%Hit points72,700 HP (5/39) Top 25%Main battery caliber410 mm (5/39) Top 25%Main battery range17.44 km (9/39) Top 25%Acceleration8.4 s (7/39) Top 25%Max armor410 mm (9/39) Bottom 25%Max speed27.2 kt (35/39) Bottom 25%Stealth profile15.48 km / 12.39 km (33/39 / 33/39) Bottom 25%Main battery reload27.9 s (34/39) Bottom 25%Power-to-weight2.59 hp/t (34/39) Bottom 10%HE DPM83,871 (36/38) WorstRudder shift28.7 s (39/39) WorstFires per minute3.87 (38/38) WorstAP DPM166,452 (39/39) WorstDisplacement60,904 t (39/39) WorstNo torpedoes (27 of 39 in cohort)
See 21 mid-pack stats

Not standouts for Suwo -- 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.

Traverse-to-turn ratio4.44 ×(23/39) HE fire chance30%(29/38) AP shell damage12,900(13/39) Secondary fire chance10%(13/37) Secondary HE pen26 mm(12/37) AP velocity806 m/s(22/39) HE velocity805 m/s(26/38) AP arming threshold68 mm(27/39) Engine power158,000 hp(17/39) Turn-speed retention177.5 hp/m(22/39) Secondary range5 km(27/39) AA range5 km(15/39) Repair charges3(19/39) Stern armor32 mm(15/37) Deck armor102 mm(23/36) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3
Survivability
Hit PointsInitial: 65,500 → 72,700
Displacement60,904 t
Armor range19–410 mm
Plate armor thicknesses19, 22, 32, 38, 48, 50, 51, 57, 76, 100, 102, 127, 152, 203, 229, 305, 356, 410 mm
Armor material/layer entries66
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction25%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
39,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
21,800
Main Battery
ModuleArtillery: 410 mm Type90
Mounts / barrels2 mounts / 6 barrels
Reload time31 s
Firing range (base)15.9 km
Firing range (top fire control)17.4 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15855/30·(9−2.8)/1000 + 2.8)·30 = 182.3 m
182.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.3 × 0.8 = 145.8 m
145.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.3 × 0.308 (σ=2.1) = 56.1 m
56.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 145.8 × 0.308 (σ=2.1) = 44.9 m
44.9 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ6 broadside guns x 60 / 31 s base reload = 11.6.
11.6
HE shells
HE Damage6,500
HE Velocity805 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 6 broadside guns = 39,000.
39,000
Base HE DPM
ƒ39,000 HE full-salvo alpha x 60 / 31 s base reload = 75,484.
75,484
Installed HE DPM
ƒ39,000 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 83,871.
83,871
Base fires/min
ƒ6 HE shells x 60 / 31 s reload x 30% fire chance = 3.48.
3.48
AP shells
AP Damage12,900
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 806^1.38 = 859.3 mm. Matches the in-game spec card.
859.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 476.6 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 476.6^1.38 = 416.1 mm.
416.1 mm
AP full-salvo alpha
ƒ12,900 AP damage x 6 broadside guns = 77,400.
77,400
Base AP DPM
ƒ77,400 AP full-salvo alpha x 60 / 31 s base reload = 149,806.
149,806
Installed AP DPM
ƒ77,400 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 166,452.
166,452
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
150
Squadrons
Airstrike 1
Plane HP2,200
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,267 dmg
Strike reload30 s
Launch arc-75° to 75°
Airstrike 2
Plane HP2,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,700 dmg
Strike reload30 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 42 → 52
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (72×3.5×0.75) + (99×3.5×0.85) + (80×3.5×0.75) = 694. 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.
694
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 5Initial: 8×2 → 14×2 40mm
25 mm Type96 mod. 1Initial: 24×3 → 26×3 25mm
25 mm/60 Type96 mod. 1Initial: 10×1 → 12×1 25mm
100 mm Type98 (DP)12×2 100mm
Far aura
DPS
ƒIncludes 80 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
80
Range5 km
Medium aura
DPSInitial: 42 → 72
Range3.5 km
Total DPS in Aura
ƒFar 80 + Medium 72 = 152
152
Near aura
DPSInitial: 92 → 99
Range3.1 km
Total DPS in Aura
ƒFar 80 + Medium 72 + Near 99 = 251
251
S
Secondary Battery
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
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
100 mm Type98 (×12)
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
155 mm 3rd Year Type (×2)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 158,000 hp
Engine power158,000 hp
Maximum speed27.2 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.4× drags
Concealment
Detectability by sea15.48 km
Detectability by air12.39 km
Smoke firing penalty15.05 km
Detect after firing main guns15.48 km
Detect Fire Sea17.48 km
Detect Fire Air15.39 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullUpgrade
  • Hit points65,500 → 72,700
  • Rudder shift35.8 → 28.7 s
  • AA mounts42 → 52
  • Close-range AA DPS134 → 171
  • Turret traverse4 → 5 °/s
Fire controlUpgrade
  • Main battery range15,855 → 17440.5 m

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)2.1
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp182.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15855/30·(9−2.8)/1000 + 2.8)·30 = 182.3 m
Max Vert Disp145.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 182.3 × 0.8 = 145.8 m
Med Horiz Disp56.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 182.3 × 0.308 (σ=2.1) = 56.1 m
Med Vert Disp44.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 145.8 × 0.308 (σ=2.1) = 44.9 m
AP Pen Close859.3 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 × 2711 × 1020^0.69 × 0.41^-1.07 × 806^1.38 = 859.3 mm. Matches the in-game spec card.
AP Pen Far416.1 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 476.6 m/s: 1e-7 × 2711 × 1020^0.69 × 0.41^-1.07 × 476.6^1.38 = 416.1 mm.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha39,000
6,500 HE damage x 6 broadside guns = 39,000.
AP full-salvo alpha77,400
12,900 AP damage x 6 broadside guns = 77,400.
Base HE DPM75,484
39,000 HE full-salvo alpha x 60 / 31 s base reload = 75,484.
Base AP DPM149,806
77,400 AP full-salvo alpha x 60 / 31 s base reload = 149,806.
Installed HE DPM83,871
39,000 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 83,871.
Installed AP DPM166,452
77,400 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 166,452.
Base shells/min11.6
6 broadside guns x 60 / 31 s base reload = 11.6.
Installed shells/min12.9
6 broadside guns x 60 / 27.9 s installed Artillery reload = 12.9.
Base fires/min3.48
6 HE shells x 60 / 31 s reload x 30% fire chance = 3.48.
Installed fires/min3.87
6 HE shells x 60 / 27.9 s installed reload x 30% fire chance = 3.87.

AA defense

Close-range AA DPS694
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (72×3.5×0.75) + (99×3.5×0.85) + (80×3.5×0.75) = 694. 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 index2625
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)447,000
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: 12×2 100 mm (12/side) × 60/3 × 1700 = 408,000 + 2×3 155 mm (3/side) × 60/12 × 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).
Max HE alpha2600
Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 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.

Armor

Hull HP 65,50072,700 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
Bow32 mm primary (range 32–356 mm)4,000 (6% of HP)
Overmatched by 460mm+ (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)54,500 (75% of HP)
Overmatched by 460mm+ (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.
Stern32 mm primary (range 32–356 mm)2,700 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel410 mm primary (range 38–410 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).
Superstructure19 mm primary (range 19–410 mm)1,200 (2% 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 HP39,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (155 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 (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 HP21,800 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.

Balance History

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

2026-04-30

Ministry of Balance: Viva la Marina!

  • Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
  • Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Suwo default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.