World of Warships: Legends ship guide

Suwo

Also called: 周防 Beta
Airstrike battleshipAirstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Playstyle
  • 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
Key characteristics
410 mm AP overmatch2.1 sigma accuracyHeavy HE shellsStrong AALobs over islandsSlow
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Community Data

Suwo Community Stats

Across 3,000+ Standard battles from 180+ players, Suwo averages a 62% win rate, 76,900 damage and 1.0 kills per battle, and survives 42% of them.

Community Data

Suwo Community Stats

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

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Playstyle

Overview

Suwo 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

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

ELITE MAIN BATTERY ↗
  • Tight grouping
  • Big-caliber AP overmatch · 28.6 mm
  • Heavy HE shells · 6500 damage
Top-tier AA ↗

694 AA DPS, top decile of T7 BBs (median 536).

High HP pool ↗

72700 HP, top decile of T7 BBs.

Heavy citadel belt ↗

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

MAIN BATTERY DOWNSIDES ↗
  • Low AP DPM · 149806 AP
  • Low HE DPM · 75484 HE
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.

History: Early Access Nov 2025 – Dec 2025 (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

Show all 4 containers (1 more)
Official WG availability sources
  • Holiday Update: Christmas on the Waves Early Access Start: 2025-11-27
    • You can find Tier VI–VIII Early Access ships—Ise, Suwo, and Dewa—in Japanese Hybrid Battleship crates, available through the Merry Shipmas campaign or in the Store starting December 15.
  • Japanese Hybrid Battleships Are Arriving! Early Access Start: 2025-12-11
    • It comprises Tier VI–VIII Tech Tree ships Ise, Suwo, and Dewa, as well as Legendary Tier Aki.
    • During this update and until January 19, Tier VI–VIII battleships will be available in Early Access.
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.

Jisaburō Ozawa

Airstrike specialist

Ozawa's Hidden Hand adds +1 airstrike squadron AND reduces cooldown by 50%, so he roughly doubles strike output across a match. Worf's Sky Attack trait raises damage of all dropped projectiles; Hawke's Big Game Hunter focuses the squadron damage specifically on BB / CA / CV targets. Main battery still anchors the fight; airstrikes punish island-huggers and capping destroyers.

Jisaburō Ozawa

Big Game Hunter

Same Ozawa spine (+1 squadron, -50% cooldown). Hawke's Big Game Hunter trait pushes airstrike damage hardest against BB / CA / CV; Worf's Sky Attack adds universal damage to every dropped projectile so the kit still pulls weight when you can only line up a DD. Tighter big-target focus than the universal pairing, with Worf as the safety net.

Open in Build Tool →

Commanders frequently paired with this ship Jisaburō OzawaCommander WorfJonathan Hawke

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 Suwo sits among Tier VII BBs (48 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 (1/48) Top 10%Hit points72,700 HP (5/49) Top 10%Main battery caliber410 mm (5/49) Top 10%Sigma2.1 (2/49) Top 10%Secondary DPM (per side)447,000 (4/49) Top 10%Secondary HE alpha2,600 (2/46) Top 10%AA DPS694 (4/49) Top 10%AA threat2,626 (3/49) Top 25%Main battery range17.44 km (12/49) Top 25%Main dispersion192.1 m (8/49) Top 25%Max armor410 mm (12/49) Bottom 25%Max speed27.2 kt (45/49) Bottom 25%Stealth profile15.48 km / 12.39 km (39/49 / 39/49) Bottom 25%Main battery reload31 s (43/49) Bottom 25%Acceleration (0-12 kt)14.3 s (45/49) Bottom 25%Power-to-weight2.59 hp/t (44/49) Bottom 10%Smoke fire bloom15.05 km (46/49) Bottom 10%HE DPM75,484 (45/48) Bottom 10%Effective HE DPM (incl. fire)101,298 (47/48) WorstRudder shift22.1 s (49/49) WorstFires per minute3.48 (48/48) WorstAP DPM149,806 (49/49) WorstDisplacement60,904 t (49/49) WorstNo torpedoes (33 of 49 in cohort)
See 23 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.

Turning circle890 m(37/49) AP shell damage12,900(17/49) Secondary fire chance10%(17/46) Secondary HE pen26 mm(15/46) AP velocity806 m/s(29/49) HE velocity805 m/s(33/48) Time to 90% speed33.2 s(15/49) AP arming threshold68 mm(35/49) Engine power158,000 hp(23/49) Power / turn radius177.5 hp/m(30/49) AP pen at 10 km587 mm(17/49) Secondary range5 km(35/49) AA range5 km(19/49) Flak damage per salvo (expected)1,575(17/49) Repair charges3(23/49) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.033 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit PointsInitial: 65,500 → 72,700
Displacement60,904 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.
267 x 38.5 m
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 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 duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 72,700 HP = 13,086 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 72,700 HP = 14,540 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.25 hull torpedo-damage coefficient / 0.333 unprotected baseline = 25%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
25%
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.
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
Effective HP
ƒBase 72,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 72,700 HP = 10,178 HP per charge, × 3 charges = 30,534 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.
80,778–103,234
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 × 4,000 = 8,000), 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.
4,000
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 × 8,400 = 16,800), 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.
8,400
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 × 5,500 = 11,000), 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.
5,500
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 × 54,500 = 109,000), 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.
54,500
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 × 1,200 = 2,400), 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.
1,200
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 × 2,700 = 5,400), 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 ×. 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.
2,700
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
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
Turret armor508 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.
±143°
Guns to bear
ƒCounted from each mount's firing arc: no mount leaves a blind wedge, so every gun bears straight ahead. 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.
all guns bear at the bow
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: 18% tighter (better) horizontal dispersion and 9% more vertical spread at max range (17.4 km) than a standard battleship: about 192 m wide × 154 m tall, against 234 m × 141 m. Also on this curve (3): Aki, Aki SE 25, Dewa.
Japanese battleship (Aki / Dewa)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(17440.530·9−2.81000+2.8)·30=192.1m
192.1 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192.1·0.8=153.7m
153.7 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =192.1·0.62.1=54.9m
54.9 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =153.7·0.62.1=43.9m
43.9 m at 17.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero 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.
Initial: 11.6 → 12.9
HE shells
HE alpha6,500
HE Velocity805 m/s
Fire Chance30%
HE fire DPM vs T7 BB25843
Effective HE DPM vs T7 BB101327
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
HE DPM
ƒZero 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.
Initial: 75,484 → 83,571
Fires/min
ƒZero 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.
Initial: 3.48 → 3.86
AP shells
AP alpha12,900
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range461 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2711·10200.69·0.41−1.07·8061.38=859.3mm.
859.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 513.4 m/s: P=10−7·2711·10200.69·0.41−1.07·513.41.38=461.1mm.
461.1 mm at 17.4 km
AP full-salvo alpha
ƒ12,900 AP damage x 6 broadside guns = 77,400.
77,400
AP DPM
ƒZero 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.
Initial: 149,806 → 165,857
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, 3,667 alpha
Flooding chance17%
Charges1
Range11.5 km
ReloadInitial: 110 s → 105 s
Launch arc-75° to 75°
Airstrike 2
Plane HP2,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,000 alpha
Flooding chance17%
Charges1
Range12.5 km
Reload105 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 42 → 52
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.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
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 210 from dual-purpose secondaries firing as AA in this range band.
210
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒInitial: 42 × 3.5 × 0.75 = 110 → 72 × 3.5 × 0.75 = 189. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 110 → 189
Range3.5 km
Total DPS in Aura
ƒFar 210 + Medium 189 = 399
399
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒInitial: 92 × 3.5 × 0.85 = 274 → 99 × 3.5 × 0.85 = 295. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 274 → 295
Range3.1 km
Total DPS in Aura
ƒFar 210 + Medium 189 + Near 295 = 694
694
Flak
AA explosions
ƒEach ~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.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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.
75%
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
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum 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.
15.9
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: 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).
447,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/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.
117,943
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 447,000 + secondary fire DPM 117,943 = 564,943: shell damage plus fire damage against one T7 battleship, every shell hitting.
564,943
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 (12×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE alpha1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ12×2 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.
14.4
HE Pen17 mm
Show 1 more gun family
155 mm 3rd Year Type (2×3)
Caliber155 mm
Reload time12 s
HE alpha2,600
Muzzle Velocity925 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ2×3 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.
1.5
HE Pen26 mm
Maneuverability
Engine power158,000 hp
Maximum speed27.2 kt
Turning circle radius890 m
Rudder shift timeInitial: 27.5 s → 22.1 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 = 27.2 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 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.
44 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.5 kt of 27.2 kt).
33.2 s
Acceleration 0-99%
ƒTime 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.
52.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.5 = +0.5°/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 (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase 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.
15.48 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.78 km.
14.78 km
Detectability by air12.39 km
Smoke firing penalty15.05 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.48 km) = 17.44 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.44 km
Detect when firing (air)
ƒAir 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.
20.59 km
Detect when on fire (sea)
ƒSea detectability 15.48 km + 2.0 km while burning = 17.48 km.
17.48 km
Detect when on fire (air)
ƒAir detectability 12.39 km + 3.0 km while burning = 15.39 km.
15.39 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,178 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 × 72,700 HP = 10,178 HP: up to 14% of max HP restored per charge.
· 30,534 HP (42% of max HP) total heal (all charges)
ƒ0.14 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.
· 364 HP/s (0.5% of max HP) heal per second
ƒ0.005 (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
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 shift27.5 → 22.1 s
  • AA mounts42 → 52
  • Close-range AA DPS134 → 171
Fire controlUpgrade
  • Main battery range15,855 → 17440.5 m

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 BB18% tighter H · 9% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 192 / 234 m − 1 = -18%, vertical 154 / 141 m − 1 = +9%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km115 m
(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.
Shell scatter width @ 10 km146 m
(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.
Shell scatter width @ 15 km177 m
(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.
Shell scatter height @ 5 km49.4 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=0.6 at delim·Rmax=0.5·17440.5=8720 m, and radiusOnMax=0.8 at 17440.5 m. Below the kink: k=0.2+(0.6−0.2)·50008720=0.4294, so σV=σH·k=115·0.4294=49.4m.
Shell scatter height @ 10 km91.9 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=0.6 at delim·Rmax=0.5·17440.5=8720 m, and radiusOnMax=0.8 at 17440.5 m. Above the kink: k=0.6+(0.8−0.6)·10000−872017440.5−8720=0.6294, so σV=σH·k=146·0.6294=91.9m.
Shell scatter height @ 15 km131.7 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=0.6 at delim·Rmax=0.5·17440.5=8720 m, and radiusOnMax=0.8 at 17440.5 m. Above the kink: k=0.6+(0.8−0.6)·15000−872017440.5−8720=0.744, so σV=σH·k=177·0.744=131.7m.
AP pen 5 km708 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 =10−7·2711·10200.69·0.41−1.07·700.51.38=708mm, where 700.5 m/s is the shell's speed when it arrives at 5 km (from 806 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 km587 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 =10−7·2711·10200.69·0.41−1.07·611.91.38=587mm, where 611.9 m/s is the shell's speed when it arrives at 10 km (from 806 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 km496 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 =10−7·2711·10200.69·0.41−1.07·540.91.38=496mm, where 540.9 m/s is the shell's speed when it arrives at 15 km (from 806 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 km5.63 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·0.505·0.4128·938.5=3.55×10−5. 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.
AP flight time @ 10 km5.18 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·0.355·0.4128·1020=2.3×10−5. 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.
Guns per full salvo (alpha, DPM)6
2 mounts × 3 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)2,711
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 mass1,020 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 coefficient0.355
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity806 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius9
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.8
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.
radiusOnDelim0.6
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.8
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range210
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.
AA DPS layered by range210 DPS @ 5 km, 399 DPS @ 3.5 km, 694 DPS @ 3.1 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.
AA DPS at point-blank694
189 + 202 + 93 + 210 = 694 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2626
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.
Near aura range3.1 km

Secondary battery firepower

Max HE alpha2600
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 HE fire chance10%
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 HE pen26 mm
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.
Open in Charting Tool

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 65,500 → 72,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel356 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 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
Bow32 mm primary (range 32–356 mm)4,000 (6% 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)54,500 (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.
Stern32 mm primary (range 32–356 mm)2,700 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 38–410 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.
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 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 (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.

Exteriors

Skins & permanent camouflages

Every custom exterior Suwo can equip.

  • 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.