World of Warships: Legends ship guide

Suzuya Golden

Also called: 金色铃谷 · Suzuya золотой Beta
Japan · Tier VII · CL Cruiser · Premium / golden variant · Suzuya Variant
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (11 km)High HE DPMSonarPunchy HE secondariesSharp rudderWeak AA
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Community Data

Suzuya Golden Community Stats

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Playstyle

Overview

Suzuya is a Tier VII Japanese light cruiser whose 155mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 4.4 km, which is the range at which she can commit to a contest without guessing. Standout traits: best punchy HE secondaries in T7 CAs (2,100) and top-decile HE DPM in T7 CAs (270,000). Concealment has been power-crept since launch and is no longer notable at 12.29 km.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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.

Potato Avoidance

Open-water broadside trading

Her 155mm shells citadel cruisers on the wrong frame, and her 38,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE SECONDARIES
  • Punchy HE · 2100 max
  • Burny secondaries · 8%
HE DPM machine

270000 HE DPM, top decile of T7 CAs. Sustained fire pressure.

ELITE MOBILITY
  • Sharp rudder · 5.7 s
  • Holds speed in turns · 202.7 hp
Weak AA

125 AA DPS, bottom decile of T7 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Visible torps

1.7 km torpedo detect, bottom decile of the 42 T7 CAs with torpedoes. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Suzuya Golden

Suzuya Golden is not a regular Tech Tree unlock. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Grand Explorer's Chest 0.033333% One of these ships New · Grand Explorer's Chest · 1 of 3 ships
  • Explorer's Chest 0.003333% One of these ships New · Explorer's Chest → Grand Explorer's Chest · 1 of 3 ships
Official WG availability sources
  • Limit Breaker Campaign Breakdown Campaign Start: 2021-04-12 · End: 2021-05-16 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
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 Fleet Members, 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.

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Cohort position

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Where Suzuya Golden sits among Tier VII CAs (56 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.

BestRudder shift5.7 s (1 of 3 tied) BestSecondary HE alpha2,100 (1 of 5 tied) Top 10%HE DPM270,000 (3/50) Top 10%Secondary fire chance8% (5/50) Top 10%Effective HE DPM (incl. fire)351,596 (5/50) Top 25%Max speed34.5 kt (9/57) Top 25%AP DPM330,000 (13/57) Top 25%Acceleration25.1 s (14/56) Top 25%Engine power152,000 hp (10/56) Top 25%Turn-speed retention202.7 hp/m (7/56) Top 25%Power-to-weight9.91 hp/t (9/56) Top 25%Torpedo range11.01 km (9/42) Top 25%Torpedo damage≈15,933 (9/42) Bottom 25%Sigma1.85 (51/57) Bottom 25%Secondary DPM (per side)100,800 (41/50) Bottom 25%AP fuse timer0.01 s (49/57) Bottom 25%Flak per wave (expected)792 (51/57) Bottom 25%Torpedo reload109 s (33/42) Bottom 10%Torpedo speed56 kt (39/42) WorstAA DPS125 (1 of 3 tied) WorstAA threat473 (1 of 4 tied)
See 31 mid-pack stats

Not standouts for Suzuya Golden -- 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.

Hit points38,000 HP(32/57) Concealment12.29 km(23/57) Air detection7.37 km(21/57) Traverse-to-turn ratio5.16 ×(43/57) Main battery caliber155 mm(32/57) Main battery range15.31 km(42/57) Main battery reload9 s(29/57) HE shell damage2,700(25/50) HE fire chance11%(38/50) Fires per minute11(14/50) AP shell damage3,300(39/57) Main dispersion138.7 m(18/57) Secondary HE pen21 mm(15/50) AP velocity925 m/s(17/57) HE velocity925 m/s(15/50) AP arming threshold26 mm(28/57) Displacement15,332 t(27/57) AP pen at 10 km134 mm(41/57) AA range5 km(29/57) Repair heal rate0.6 %/s(23/56) Max armor140 mm(31/57) Citadel belt140 mm(24/54) Bow armor25 mm(33/54) Stern armor25 mm(33/54) Deck armor50 mm(27/52) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)

Stats & specs

Survivability
Hit Points38,000
Displacement15,332 t
Armor range6–140 mm
Plate armor thicknesses6, 12, 16, 25, 30, 35, 40, 50, 60, 65, 100, 140 mm
Armor material/layer entries66
Fire resistance36.6%
Fire duration30 s
Torp Reduction10%
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.
19,000
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.
11,500
Effective HP
ƒBase 38,000 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 6,384 HP per charge, x2 charges = 12,768 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
50,768
Main Battery
ModuleArtillery: 155 mm 3rd Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time10 s
Firing range15.3 km
Turret traverse7 °/s
Turret armor25 mm
AP pen max range89 mm
HE fire DPM vs T7 BB73436
Effective HE DPM vs T7 BB316436
Shell Grouping (σ)1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1531430·81.11000+1.1)·30=138.7m
138.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
83.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.61.85=45m
45 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.61.85=27m
27 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 15 broadside guns x 60 / 10 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 9 s all-upgrades reload = 100.
Initial: 90 → 100
HE shells
HE Damage2,700
HE Velocity925 m/s
Fire Chance11%
HE penetration
ƒ26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
26 mm
HE full-salvo alpha
ƒ2,700 HE damage x 15 broadside guns = 40,500.
40,500
HE DPM
ƒZero upgrades: 40,500 HE full-salvo alpha x 60 / 10 s base reload = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 270,000.
Initial: 243,000 → 270,000
Fires/min
ƒZero upgrades: 90 shells/min x 11% fire chance = 9.9. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 11% fire chance = 11.
Initial: 9.9 → 11
AP shells
AP Damage3,300
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold26 mm
AP overmatch
ƒfloor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2429·55.870.69·0.1551.07·9251.38=355.3mm. Matches the in-game spec card.
355.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 319.8 m/s: P=107·2429·55.870.69·0.1551.07·319.81.38=82mm.
82 mm
AP full-salvo alpha
ƒ3,300 AP damage x 15 broadside guns = 49,500.
49,500
AP DPM
ƒZero upgrades: 49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000. All upgrades (Main Battery Mod. 3 = -10% reload): 49,500 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 330,000.
Initial: 297,000 → 330,000
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.
16
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time109 s
Projectile speed56 kt
Range11.01 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=47,800·0.333=15,933.
≈ 15,933
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,233
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 km56 kt×2.6=11.7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
11.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. Torpedo flood 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. Not shown on the in-game port screen.
287%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.
127,464
AA Defense
AA mount points6
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.
5 km
25 mm Type96 mod. 14×2 25mm
13 mm Type932×2 13mm
127mm40 Type 89 (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 127mm
Far aura
Guns127mm40 Type 89 (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 63 from dual-purpose secondaries firing as AA in this range band.
63
Range5 km
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.9 hit probability = 44 - the same in-game units as the Close-range AA DPS headline.
44
Range3.1 km
Total DPS in Aura
ƒFar 63 + Medium 44 = 107
107
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range1.2 km
Total DPS in Aura
ƒFar 63 + Medium 44 + Near 18 = 125
125
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 220 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
220
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
127mm40 Type 89 (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 127mm
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 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 radius750 m
Rudder shift time5.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
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.
40.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.5·0.5144750=1.36°/s, so ratio=ωturretωhull=71.36=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea12.29 km
Detectability by air7.37 km
Smoke firing penalty5.99 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.29 km
Detect Fire Sea14.29 km
Detect Fire Air10.37 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 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
Repair Party2 charges · 60 s reload · 28 s active · 6,384 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 12,768 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 228 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (38,000 HP) per second = 228 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

See all derived stats

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

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)1.85
Max Horiz Disp138.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1531430·81.11000+1.1)·30=138.7m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.7·0.6=83.2m
Shell scatter height @ 10 km54.1 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=0.5·15314=7657 m, and radiusOnMax=0.6 at 15314 m. Above the kink: k=0.5+(0.60.5)·100007657153147657=0.5306, so σV=σH·k=102·0.5306=54.1m.
Med Horiz Disp45 m
50%-hit horizontal radius: σH,50=σH·0.6σ =138.7·0.61.85=45m
Med Vert Disp27 m
50%-hit vertical radius: σV,50=σV·0.6σ =83.2·0.61.85=27m
AP Pen Close355.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2429·55.870.69·0.1551.07·9251.38=355.3mm. Matches the in-game spec card.
AP Pen Far82 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 319.8 m/s: P=107·2429·55.870.69·0.1551.07·319.81.38=82mm.
AP pen 5 km219 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km134 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km90 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.62 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·0.335·0.15528·55.87=5.66×105. That runs from a 925 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.62 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·0.335·0.15528·55.87=5.66×105. That runs from a 925 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration26 mm
26 mm ≈ 155 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(155 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius16
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha40,500
2,700 HE damage x 15 broadside guns = 40,500.
AP full-salvo alpha49,500
3,300 AP damage x 15 broadside guns = 49,500.
HE DPMInitial: 243,000 → 270,000
Zero upgrades: 40,500 HE full-salvo alpha x 60 / 10 s base reload = 243,000. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 270,000.
AP DPMInitial: 297,000 → 330,000
Zero upgrades: 49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000. All upgrades (Main Battery Mod. 3 = -10% reload): 49,500 AP full-salvo alpha x 60 / 9 s all-upgrades reload = 330,000.
Shells/minInitial: 90 → 100
Zero upgrades: 15 broadside guns x 60 / 10 s base reload = 90. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 9 s all-upgrades reload = 100.
Fires/minInitial: 9.9 → 11
Zero upgrades: 90 shells/min x 11% fire chance = 9.9. All upgrades (Main Battery Mod. 3 = -10% reload): 100 shells/min x 11% fire chance = 11.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time11.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range75.6 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage254,928
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 15,933 = 254,928.
Per-side salvo damage127,464
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.

AA defense

AA DPS at max range63
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 4x2 -> 44 DPS @ 3.1 km; 13mm76 Type93 double 2x2 -> 18 DPS @ 1.2 km; 127mm40 Type 89 4x2 -> 63 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range63 DPS @ 5 km, 107 DPS @ 3.1 km, 125 DPS @ 1.2 km
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-blank125
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index473
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 range1.2 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)100,800
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: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 38,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern25 mm

Overmatched by 102+ 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.

Farming6 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)≈ 1,900 (~5% of HP)
Overmatched by 380mm+ (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)16 mm primary (range 16–100 mm)≈ 28,500 (~75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)≈ 1,900 (~5% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 12–140 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.
Superstructure6 mm primary (range 6–100 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.

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Ship Charts

Balance History

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

Rework ×1Main Battery ×1Concealment ×1
2026-07-31

Grand Explorer's Chest (official container catalog)

  • Secondaries are the same gun with a different model: 4 x 2 127 mm firing every 5 s, same PJPA004 HE shell (2,100 damage, 8% fire chance), rendered as PJGS184_127mm40_Type_89 instead of PJGS009.
  • Ships with the golden permanent exterior (PJES746_SUZUYA_GOLDEN).
  • Catapult model swaps from JC001_Catapult_Shiki2 to JC004_Catapult_Type2_N1_model12; the launched aircraft are unchanged.
  • No mechanical differences from Suzuya. Main battery, torpedoes, AA, maneuverability, and concealment all match the base ship.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.

Source status No high-context source card yet Filtered for precision