World of Warships: Legends ship guide

Yahagi

Also called: 矢矧 Beta
Japan · Tier IV · CL Cruiser · Premium
Torpedo cruiserLong torpedoes are the real threat; the guns just chip while the tubes reload.
Playstyle
  • Sit 10-13 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 (12 km)Strong AALobs over islandsSonarEngine BoostVisible torps
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Community Data

Yahagi Community Stats

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Playstyle

Overview

Yahagi is a Tier IV Japanese light cruiser with a long-range torpedo battery reaching 12 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (3.7 km on ships and 2.7 km on torpedoes, 90 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. AA (231 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best torpedo alpha in T4 CAs (15,933) and top-decile high-arc AP shells in T4 CAs (25.7°).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 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

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 4/22 T4 CAs.

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T4 CAs.

ELITE TORPEDOES
  • Heavy torpedoes · 15933.0 damage
  • Long-range torps · 12.0 km
LOBBING BATTERY
  • High-arc shells · 25.73°
WEAK TORPEDOES
  • Visible torps · 1.6 km
  • Slow torp reload · 120.0 s
Acquisition

How to get Yahagi

Yahagi is a Premium ship and not available to unlock in the Tech Tree. 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

  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
Show all 7 containers (4 more)
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event · Mystic Box · 1 of 16 ships
Official WG availability sources
  • Big Mamie campaign breakdown Campaign Start: 2020-12-21 · End: 2021-01-31 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.

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Cohort position

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Where Yahagi sits among Tier IV CAs (22 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.

BestTorpedo damage≈15,933 (1 of 2 tied) Top 10%Rudder shift5.1 s (2/22) Top 10%AA DPS231 (3/22) Top 10%AA threat732 (2/22) Top 10%Torpedo range12 km (2/21) Top 25%HE shell damage2,600 (5/21) Top 25%HE fire chance13% (6/21) Top 25%Secondary DPM (per side)65,000 (3/16) Top 25%Acceleration24.2 s (6/22) Top 25%Power-to-weight11.72 hp/t (6/22) Bottom 25%Traverse-to-turn ratio4.01 × (19/22) Bottom 25%AP DPM116,000 (20/22) Bottom 25%Main dispersion126.2 m (19/22) Bottom 25%HE alpha1,300 (13/16) Bottom 10%Max armor60 mm (21/22) WorstSecondary fire chance4% (1 of 3 tied) WorstSecondary HE pen13 mm (1 of 3 tied) WorstAP pen at 10 km66 mm (1 of 2 tied) WorstTorpedo reload120 s (21/21)
See 28 mid-pack stats

Not standouts for Yahagi -- 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 points25,700 HP(17/22) Max speed35 kt(7/22) Concealment10.62 km(9/22) Air detection6.37 km(7/22) Main battery caliber152 mm(13/22) Main battery range13.51 km(13/22) Main battery reload9 s(13/22) Fires per minute5.2(11/21) HE DPM104,000(14/21) AP velocity850 m/s(15/22) HE velocity850 m/s(15/21) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Engine power100,000 hp(9/22) Turn-speed retention144.9 hp/m(9/22) Displacement8,534 t(7/22) Effective HE DPM (incl. fire)141,626(14/21) AA range3.5 km(13/22) Torpedo speed60 kt(9/21) Citadel belt60 mm(17/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor25 mm(15/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit Points25,700
Displacement8,534 t
Armor range6–60 mm
Plate armor thicknesses6, 10, 13, 16, 20, 25, 30, 40, 55, 60 mm
Armor material/layer entries60
Fire resistance16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm/50 Type41
Mounts / barrels3 mounts / 6 barrels
Reload time9 s
Firing range13.5 km
Turret traverse6 °/s
HE fire DPM vs T4 BB37626
Effective HE DPM vs T4 BB141626
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1350730·81.11000+1.1)·30=126.2m
126.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =126.2·0.6=75.7m
75.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =126.2·0.319(σ=2)=40.3m
40.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.7·0.32(σ=2)=24.2m
24.2 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒ6 broadside guns x 60 / 9 s base reload = 40.
40
HE shells
HE Damage2,600
HE Velocity850 m/s
Fire Chance13%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,600 HE damage x 6 broadside guns = 15,600.
15,600
HE DPM
ƒ15,600 HE full-salvo alpha x 60 / 9 s base reload = 104,000.
104,000
Fires/min
ƒ40 shells/min x 13% fire chance = 5.2.
5.2
AP shells
AP Damage2,900
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
Improved AP FuseYes
AP overmatch
ƒfloor(152 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 =107·1900·45.40.69·0.1521.07·8501.38=218.9mm. Matches the in-game spec card.
218.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.9 km), where the shell has slowed to 278.4 m/s: P=107·1900·45.40.69·0.1521.07·278.41.38=46.9mm.
46.9 mm
AP full-salvo alpha
ƒ2,900 AP damage x 6 broadside guns = 17,400.
17,400
AP DPM
ƒ17,400 AP full-salvo alpha x 60 / 9 s base reload = 116,000.
116,000
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.
15
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time120 s
Projectile speed60 kt
Range12 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 detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km60 kt×2.6=10.3 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.
10.3 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 Arming463 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,933 = 63,732.
63,732
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.85) + (12×3.5×0.9) = 231. 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.
231
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
25 mm Type96 mod. 110×3 25mm
25 mm/60 Type96 mod. 118×1 25mm
76 mm/60 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.
2×2 76.2mm
Medium aura
Guns76 mm/60 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 38 from dual-purpose secondaries firing as AA in this range band.
38
Range3.5 km
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 65 raw aura damage × 3.5 × 0.85 hit probability = 193 - the same in-game units as the Close-range AA DPS headline.
193
Range3.1 km
Total DPS in Aura
ƒMedium 38 + Near 193 = 231
231
S
Secondary Battery
Mounts2
Firing range4.0 km
Shell Grouping (σ)1
76 mm/60 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.
2×2 76.2mm
Caliber76.2 mm
Reload time2.4 s
HE Damage1,300
Muzzle Velocity920 m/s
Fire Chance4%
Armor Pen13 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power100,000 hp
Maximum speed35 kt
Turning circle radius690 m
Rudder shift time5.1 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 (31.5 kt of 35 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
38.8 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·35.0·0.5144690=1.50°/s, so ratio=ωturretωhull=61.50=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea10.62 km
Detectability by air6.37 km
Smoke firing penalty4.82 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.62 km
Detect Fire Sea12.62 km
Detect Fire Air9.37 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter2 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
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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)2
Max Horiz Disp126.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1350730·81.11000+1.1)·30=126.2m
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 Disp75.7 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =126.2·0.6=75.7m
Shell scatter height @ 10 km55.9 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.
Med Horiz Disp40.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =126.2·0.319(σ=2)=40.3m
Med Vert Disp24.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.7·0.32(σ=2)=24.2m
AP Pen Close218.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·45.40.69·0.1521.07·8501.38=218.9mm. Matches the in-game spec card.
AP Pen Far46.9 mm
Same formula at the ship's max firing range (16.9 km), where the shell has slowed to 278.4 m/s: P=107·1900·45.40.69·0.1521.07·278.41.38=46.9mm.
AP pen 5 km120 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 km66 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.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha15,600
2,600 HE damage x 6 broadside guns = 15,600.
AP full-salvo alpha17,400
2,900 AP damage x 6 broadside guns = 17,400.
HE DPM104,000
15,600 HE full-salvo alpha x 60 / 9 s base reload = 104,000.
AP DPM116,000
17,400 AP full-salvo alpha x 60 / 9 s base reload = 116,000.
Shells/min40
6 broadside guns x 60 / 9 s base reload = 40.
Fires/min5.2
40 shells/min x 13% fire chance = 5.2.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time10.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range76.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage127,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.
Per-side salvo damage63,732
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,933 = 63,732.

AA defense

Close-range AA DPS231
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×0.85) + (12×3.5×0.9) = 231. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index732
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)65,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×2 76.2 mm (2/side) × 60/2.4 × 1300 = 65,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 25,700, 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 & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 6–55 mm)2,400 (9% of HP)
Overmatch not possible in its bracketAngle bounces 152mm13 mm: HE pens from 127mm+
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 16–25 mm)19,300 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 6–30 mm)1,400 (5% of HP)
Overmatch not possible in its bracketAngle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 16–60 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.
Superstructure10 mm primary (range 10–40 mm)1,200 (5% 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 HP12,900 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 (76.2 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 HP7,700 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Yahagi default exterior
    DefaultThe ship’s standard exterior

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