World of Warships: Legends ship guide

Takahashi

Also called: 高梁 Beta
Japan · Tier VIII · CL Cruiser · Tech Tree
Torpedo cruiserLong torpedoes are the real threat; the guns just chip while the tubes reload.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (14 km)SonarLong-reach AAFast turret traverseFlat HE shellsVisible torps
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Community Data

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Playstyle

Overview

Takahashi is a Tier VIII Japanese light cruiser with a long-range torpedo battery reaching 14.5 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (4.8 km on ships and 4.8 km on torpedoes, 60 s active, 90 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo alpha in T8 CAs (19,567) and best AA reach in T8 CAs (6 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.8 km on ships, 4.8 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

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

ELITE TORPEDOES
  • Heavy torpedoes · 19567.0 damage
  • Long-range torps · 14.49 km
Long-reach AA

6.0 km AA reach, best of T8 CAs.

Wide torpedo sonar

4.8 km Sonar torpedo-detection range, best of T8 CAs. More reaction time on incoming torps.

ELITE MAIN BATTERY
  • Fast turret traverse · 30.0°
  • Flat HE shells · 930.0 m
Visible torps

1.7 km torpedo detect, worst of T8 CAs. Easy to dodge if targets are looking.

Thin deck

27.0 mm armor deck, bottom decile of T8 CAs. Plunging fire and HE eat through.

Acquisition

How to get Takahashi

Takahashi is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Official WG availability sources

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Cohort position

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Where Takahashi sits among Tier VIII CAs (33 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.

BestAA range6 km (1 of 6 tied) BestTorpedo range14.49 km (1/19) BestTorpedo damage≈19,567 (1 of 2 tied) Top 10%Traverse-to-turn ratio25.37 × (2/33) Top 10%Main dispersion128.7 m (3/33) Top 10%AP velocity930 m/s (4/33) Top 10%HE velocity930 m/s (3/29) Top 25%Max speed34.5 kt (5/33) Top 25%Rudder shift8.5 s (5/33) Top 25%AP arming threshold25 mm (7/33) Top 25%Power-to-weight7.15 hp/t (9/33) Bottom 25%Main battery caliber150 mm (30/33) Bottom 25%Main battery range15.26 km (30/33) Bottom 25%Fires per minute6.67 (26/29) Bottom 25%Secondary HE pen17 mm (23/26) Bottom 25%AP pen at 10 km109 mm (30/33) Bottom 25%AA DPS428 (26/33) Bottom 25%Torpedo speed57 kt (17/19) Bottom 10%AP DPM206,667 (31/33) Bottom 10%Flak per wave (expected)1,125 (32/33) Bottom 10%Deck armor27 mm (31/32) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 28 mid-pack stats

Not standouts for Takahashi -- 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 points49,500 HP(11/33) Concealment12.43 km(11/33) Air detection7.46 km(11/33) Main battery reload13.5 s(21/33) Sigma2.05(15/33) HE shell damage2,650(21/29) HE DPM176,667(13/29) Secondary DPM (per side)142,657(15/27) HE alpha1,700(13/26) Secondary fire chance6%(15/26) Acceleration27.5 s(17/33) AP fuse timer0.03 s(25/33) Engine power152,000 hp(11/33) Turn-speed retention176.7 hp/m(13/33) Displacement21,270 t(21/33) Effective HE DPM (incl. fire)231,342(13/29) AA threat1,787(20/33) Torpedo reload115 s(15/19) Max armor160 mm(17/33) Citadel belt160 mm(13/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormTurn speed retained81%(30 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 43,400 → 49,500
Displacement21,270 t
Armor range13–160 mm
Plate armor thicknesses13, 25, 27, 32, 33, 40, 50, 60, 65, 90, 100, 105, 150, 160 mm
Armor material/layer entries63
Fire resistance40%
Fire duration30 s
Torp Reduction13%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 150 mm/60 5th Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time15 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse30 °/s
AP pen max range71 mm
HE fire DPM vs T8 BB49183
Effective HE DPM vs T8 BB208183
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1387030·81.11000+1.1)·30=128.7m
128.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.7·0.6=77.2m
77.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =128.7·0.314(σ=2.05)=40.4m
40.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.2·0.313(σ=2.05)=24.2m
24.2 m
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Shells/min
ƒZero upgrades: 15 broadside guns x 60 / 15 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 13.5 s all-upgrades reload = 66.7.
Initial: 60 → 66.7
HE shells
HE Damage2,650
HE Velocity930 m/s
Fire Chance10%
HE penetration
ƒIn-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,650 HE damage x 15 broadside guns = 39,750.
39,750
HE DPM
ƒZero upgrades: 39,750 HE full-salvo alpha x 60 / 15 s base reload = 159,000. All upgrades (Main Battery Mod. 3 = -10% reload): 39,750 HE full-salvo alpha x 60 / 13.5 s all-upgrades reload = 176,667.
Initial: 159,000 → 176,667
Fires/min
ƒZero upgrades: 60 shells/min x 10% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 66.7 shells/min x 10% fire chance = 6.67.
Initial: 6 → 6.67
AP shells
AP Damage3,100
AP Velocity930 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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 =107·2400·410.69·0.151.07·9301.38=295.9mm. Matches the in-game spec card.
295.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 309.4 m/s: P=107·2400·410.69·0.151.07·309.41.38=64.8mm.
64.8 mm
AP full-salvo alpha
ƒ3,100 AP damage x 15 broadside guns = 46,500.
46,500
AP DPM
ƒZero upgrades: 46,500 AP full-salvo alpha x 60 / 15 s base reload = 186,000. All upgrades (Main Battery Mod. 3 = -10% reload): 46,500 AP full-salvo alpha x 60 / 13.5 s all-upgrades reload = 206,667.
Initial: 186,000 → 206,667
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.
20
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 130 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 115×0.85=97.8 s.
115 s
Projectile speed57 kt
Range14.49 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=58,700·0.333=19,567.
≈ 19,567
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.
20,967
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 km57 kt×2.6=11.5 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.
11.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
156,536
AA Defense
AA mount pointsInitial: 26 → 32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (23×3.5×0.9) + (14×3.5×0.9) + (19×3.5×0.85) + (30×3.5×0.9) + (28×3.5×0.9) = 428. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
428
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
40 mm/60 Type 5 (upgraded hull only)6×2 40mm
25 mm/60 Type96 mod. 116×1 25mm
25 mm/60 Type 9610×3 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.
4×2 100mm
Zone 1 Far aura
Gunsmain battery (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 88 from dual-purpose main battery firing as AA in this range band.
88
Range6 km
Zone 2 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 94 from dual-purpose secondaries firing as AA in this range band.
94
Range5 km
Total DPS in Aura
ƒZone 1 Far 88 + Zone 2 Far 94 = 182
182
Zone 3 Far aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 46 raw aura damage × 3.5 × 0.9 hit probability = 145 - the same in-game units as the Close-range AA DPS headline.
145
Range3.5 km
Total DPS in Aura
ƒZone 1 Far 88 + Zone 2 Far 94 + Zone 3 Far 145 = 327
327
Medium aura
Guns25 mm/60 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.
Initial: 47 → 44
Range3.1 km
Total DPS in Aura
ƒZone 1 Far 88 + Zone 2 Far 94 + Zone 3 Far 145 + Medium 44 = 371
371
Near aura
Guns25 mm/60 Type 96
Continuous DPS
ƒEffective DPS: 19 raw aura damage × 3.5 × 0.85 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 57
Range2.5 km
Total DPS in Aura
ƒZone 1 Far 88 + Zone 2 Far 94 + Zone 3 Far 145 + Medium 44 + Near 57 = 428
428
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 250 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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 main battery mount is operational - even losing every other AA mount does not stop it.
Main 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 6 km - once planes get inside the band, new waves stop.
2.5-6 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 clouds per wave × 250 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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
100 mm Type98 (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 100mm
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 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 power152,000 hp
Maximum speed34.5 kt
Turning circle radius860 m
Rudder shift time8.5 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.
27.5 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.
45.2 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·34.5·0.5144860=1.18°/s, so ratio=ωturretωhull=301.18=25.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
25.4× instant
Concealment
Detectability by sea12.43 km
Detectability by air7.46 km
Smoke firing penalty6 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.43 km
Detect Fire Sea14.43 km
Detect Fire Air10.46 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar4 charges · 90 s reload · 60 s active · 4.8 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 160×301000=4.8 km
· 4.8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 160×301000=4.8 km
Choose one
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
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.
Repair Party2 charges · 80 s reload · 28 s active · 6,930 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 13,860 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 248 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (49,500 HP) per second = 248 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points43,400 → 49,500
  • Rudder shift15.6 → 11.1 s
  • AA mounts26 → 32
  • Close-range AA DPS35 → 79
  • Maximum AA range3.1 → 3.5 km
Fire controlUpgrade
  • Main battery range13,870 → 15,257 m
TorpedoesUpgrade
  • Range13.98 → 14.49 km
  • Reload130 → 115 s

See all derived stats

Show

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)2.05
Max Horiz Disp128.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1387030·81.11000+1.1)·30=128.7m
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.
Max Vert Disp77.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.7·0.6=77.2m
Shell scatter height @ 10 km55.5 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.
Med Horiz Disp40.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =128.7·0.314(σ=2.05)=40.4m
Med Vert Disp24.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.2·0.313(σ=2.05)=24.2m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close295.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·410.69·0.151.07·9301.38=295.9mm. Matches the in-game spec card.
AP Pen Far64.8 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 309.4 m/s: P=107·2400·410.69·0.151.07·309.41.38=64.8mm.
AP pen 5 km182 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 km109 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 km72 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 penetration30 mm
In-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 time6 s
180 degrees / 30 deg/s traverse speed = 6 s.
HE full-salvo alpha39,750
2,650 HE damage x 15 broadside guns = 39,750.
AP full-salvo alpha46,500
3,100 AP damage x 15 broadside guns = 46,500.
HE DPMInitial: 159,000 → 176,667
Zero upgrades: 39,750 HE full-salvo alpha x 60 / 15 s base reload = 159,000. All upgrades (Main Battery Mod. 3 = -10% reload): 39,750 HE full-salvo alpha x 60 / 13.5 s all-upgrades reload = 176,667.
AP DPMInitial: 186,000 → 206,667
Zero upgrades: 46,500 AP full-salvo alpha x 60 / 15 s base reload = 186,000. All upgrades (Main Battery Mod. 3 = -10% reload): 46,500 AP full-salvo alpha x 60 / 13.5 s all-upgrades reload = 206,667.
Shells/minInitial: 60 → 66.7
Zero upgrades: 15 broadside guns x 60 / 15 s base reload = 60. All upgrades (Main Battery Mod. 3 = -10% reload): 15 broadside guns x 60 / 13.5 s all-upgrades reload = 66.7.
Fires/minInitial: 6 → 6.67
Zero upgrades: 60 shells/min x 10% fire chance = 6. All upgrades (Main Battery Mod. 3 = -10% reload): 66.7 shells/min x 10% fire chance = 6.67.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time11.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range97.8 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 damage313,072
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 19,567 = 313,072.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

AA defense

Close-range AA DPS428
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (23×3.5×0.9) + (14×3.5×0.9) + (19×3.5×0.85) + (30×3.5×0.9) + (28×3.5×0.9) = 428. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1787
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 range2.5 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)142,657
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: 4×2 100 mm (4/side) × 60/2.86 × 1700 = 142,657. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 43,40049,500 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

Overmatched by 100+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel160 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,700 (3% of HP)
Overmatch not possible in its bracketAngle 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)32 mm primary (range 25–160 mm)37,100 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–100 mm)2,800 (6% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel160 mm primary (range 25–160 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.
Superstructure13 mm primary (range 13–27 mm)4,600 (9% 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 HP24,800 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 (100 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 HP14,900 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

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.