World of Warships: Legends ship guide

Suzuya

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold 12-15 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
Long torps (11 km)Strong secondaries (5 km)High HE / fire outputSonarWeak AA
Community Data

Suzuya Community Stats

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Playstyle

Overview

Suzuya is a Tier VII Japanese cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle.

Positioning

Hold 12-15 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.6%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Punchy HE secondaries

2100.0 max HE alpha per secondary shell, best of T7 CAs. Bigger per-shell damage than peers.

Sharp rudder

7.4 s rudder shift, top decile of T7 CAs. Snappy weave.

HE DPM machine

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

Burny secondaries

8.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 CAs. Stacks fires faster than peers in a brawl.

Weak AA

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

Loose grouping

Sigma 1.85, bottom decile of T7 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get Suzuya

Suzuya is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, Global XP, 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 17 containers (14 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Super Santa '22 0.034615% Tier VII Premium ship Event containers · Super Santa '22 · 1 of 13 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, fire chance, range, rudder, concealment, and survivability.

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Cohort position

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Where Suzuya sits among Tier VII CAs (46 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 shift7.4 s (1/46) BestHE alpha2,100 (1 of 3 tied) Top 10%HE DPM270,000 (2/41) Top 10%Secondary fire chance8% (4/40) Top 10%Turn-speed retention202.7 hp/m (5/45) Top 10%Power-to-weight9.91 hp/t (5/45) Top 25%Max speed34.5 kt (7/46) Top 25%Fires per minute11 (9/41) Top 25%AP DPM330,000 (11/46) Top 25%HE velocity925 m/s (11/41) Top 25%Engine power152,000 hp (8/45) Top 25%Torpedo range11.01 km (5/33) Top 25%Torpedo damage17,233 (7/33) Top 25%Stern armor30 mm (10/45) Bottom 25%Main battery range15.31 km (37/46) Bottom 25%Secondary DPM (per side)100,800 (33/40) Bottom 25%AP fuse timer0.01 s (41/46) Bottom 25%Torpedo reload109 s (27/33) Bottom 10%Sigma1.85 (43/46) Bottom 10%AA threat473 (45/46) Bottom 10%Torpedo speed56 kt (31/33) WorstAA DPS125 (46/46)
See 25 mid-pack stats

Not standouts for Suzuya -- 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(29/46) Concealment12.29 km(19/46) Air detection7.37 km(18/46) Traverse-to-turn ratio5.16 ×(35/46) Main battery caliber155 mm(27/46) Main battery reload9 s(21/46) HE shell damage2,700(23/41) AP shell damage3,300(33/46) Main dispersion138.7 m(21/46) Secondary HE pen21 mm(13/40) AP velocity925 m/s(13/46) Acceleration9.5 s(17/46) AP arming threshold26 mm(21/46) Displacement15,332 t(21/46) AA range5 km(23/46) Repair heal rate0.6 %/s(18/45) Max armor140 mm(27/46) Citadel belt140 mm(21/45) Bow armor25 mm(31/45) Deck armor100 mm(23/44) NormSecondary dispersion bracket57(37 of 40 tied at this value) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Sonar 4.93 kmRepair 2Def-AAFighter
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 entries65
Fire resistance36.6%
Fire duration30 s
Torp Reduction10%
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.
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
Main Battery
ModuleArtillery: 155 mm 3rd Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time10 s
Firing range15.3 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15314/30·(8−1.1)/1000 + 1.1)·30 = 138.7 m
138.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.7 × 0.6 = 83.2 m
83.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.7 × 0.337 (σ=1.85) = 46.8 m
46.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.2 × 0.338 (σ=1.85) = 28.1 m
28.1 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ15 broadside guns x 60 / 10 s base reload = 90.
90
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
Base HE DPM
ƒ40,500 HE full-salvo alpha x 60 / 10 s base reload = 243,000.
243,000
Installed HE DPM
ƒ40,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.
270,000
Base fires/min
ƒ15 HE shells x 60 / 10 s reload x 11% fire chance = 9.9.
9.9
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2429 × 55.87^0.69 × 0.155^-1.07 × 925^1.38 = 355.3 mm. 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: 1e-7 × 2429 × 55.87^0.69 × 0.155^-1.07 × 319.8^1.38 = 82 mm.
82 mm
AP full-salvo alpha
ƒ3,300 AP damage x 15 broadside guns = 49,500.
49,500
Base AP DPM
ƒ49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000.
297,000
Installed AP DPM
ƒ49,500 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
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 damage15,933 (est.)
Alpha damage47,800
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
127,464
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×0.9) + (6×3.5×0.85) + (20×3.5×0.9) = 125. 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.
125
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 14×2 25mm
13 mm Type932×2 13mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 20 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
20
Range5 km
Medium aura
DPS14
Range3.1 km
Total DPS in Aura
ƒFar 20 + Medium 14 = 34
34
Near aura
DPS6
Range1.2 km
Total DPS in Aura
ƒFar 20 + Medium 14 + Near 6 = 40
40
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.2× slow
Concealment
Detectability by sea12.29 km
Detectability by air7.37 km
Smoke firing penalty5.99 km
Detect after firing main guns12.29 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 · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (1)

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

HullUpgrade
  • Turret traverse7 → 10 °/s

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp138.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15314/30·(8−1.1)/1000 + 1.1)·30 = 138.7 m
Max Vert Disp83.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 138.7 × 0.6 = 83.2 m
Med Horiz Disp46.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 138.7 × 0.337 (σ=1.85) = 46.8 m
Med Vert Disp28.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.2 × 0.338 (σ=1.85) = 28.1 m
AP Pen Close355.3 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 × 2429 × 55.87^0.69 × 0.155^-1.07 × 925^1.38 = 355.3 mm. 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: 1e-7 × 2429 × 55.87^0.69 × 0.155^-1.07 × 319.8^1.38 = 82 mm.
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.
Base HE DPM243,000
40,500 HE full-salvo alpha x 60 / 10 s base reload = 243,000.
Base AP DPM297,000
49,500 AP full-salvo alpha x 60 / 10 s base reload = 297,000.
Installed HE DPM270,000
40,500 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 270,000.
Installed AP DPM330,000
49,500 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 330,000.
Base shells/min90
15 broadside guns x 60 / 10 s base reload = 90.
Installed shells/min100
15 broadside guns x 60 / 9 s installed Artillery reload = 100.
Base fires/min9.9
15 HE shells x 60 / 10 s reload x 11% fire chance = 9.9.
Installed fires/min11
15 HE shells x 60 / 9 s installed reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage127,464
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS125
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (14×3.5×0.9) + (6×3.5×0.85) + (20×3.5×0.9) = 125. 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 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

Hull HP 38,000, 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
Bow25 mm primary (range 25–40 mm)1,200 (3% 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.
Stern30 mm primary (range 25–100 mm)1,600 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel140 mm primary (range 12–140 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).
Superstructure6 mm primary (range 6–100 mm)900 (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 HP19,000 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 (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP11,500 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.
Exteriors

Skins & permanent camouflages

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

  • Suzuya 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.