Yahagi
Beta- 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
Yahagi Community Stats
Log in to GamingDiver and upload your data to see Community Data for Yahagi: community win rate, damage, survival, spotting, and your own comparison.
Yahagi Community Stats
Playstyle
Overview
Yahagi is a Tier IV Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.1 km on ships and 3 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.
Positioning
Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 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.
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
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 4/21 T4 CAs.
30.0 mm bow, best of T4 CAs. Harder for same-tier guns to overmatch.
231.0 AA DPS, top decile of T4 CAs (median 156.0).
41.8° impact angle at max range, top decile of T4 CAs. Lobs over island cover.
1.6 km torpedo detect, worst of T4 CAs. Easy to dodge if targets are looking.
120.0 s torpedo reload, worst of T4 CAs. Long wait between drops.
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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Big Mamie campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Spectral Vault 2.0
0.178571%
Tier IV Premium ship
Event containers · Spectral Vault 2.0 · 1 of 14 ships
-
Santa Level 2
0.166667%
Tier IV Premium ship
Event containers · Santa Level 2 · 1 of 15 ships
-
Santa Level 1
0.078333%
Tier IV Premium ship
Event containers · 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
Event containers · 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
Event containers · Secret Santa '22 · 1 of 12 ships
-
Secret Santa '23
0.053333%
Tier IV Premium ship
Event containers · Secret Santa '23 · 1 of 15 ships
-
Mystic Box
0.05%
Tier IV Premium ship
Event containers · 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
- Mystic Box 0.05% · Tier IV Premium ship
- Santa Level 1 0.053333% · Tier IV Premium ship
- Santa Level 2 0.166667% · Tier IV Premium ship
- Secret Santa '22 0-0.055833% · Premium Ship
- Secret Santa '23 0.053333% · Tier IV Premium ship
Builds Beta
Build for reload, fire chance, rudder, concealment, torpedo utility, and survivability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
Where Yahagi sits among Tier IV CAs (21 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.
See 21 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13507/30·(8−1.1)/1000 + 1.1)·30 = 126.2 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.2 × 0.6 = 75.7 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.2 × 0.319 (σ=2) = 40.3 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.7 × 0.32 (σ=2) = 24.2 mƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
6 broadside guns x 60 / 9 s base reload = 40.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,600 HE damage x 6 broadside guns = 15,600.ƒ
15,600 HE full-salvo alpha x 60 / 9 s base reload = 104,000.ƒ
6 HE shells x 60 / 9 s reload x 13% fire chance = 5.2.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1900 × 45.4^0.69 × 0.152^-1.07 × 850^1.38 = 218.9 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (16.9 km), where the shell has slowed to 278.4 m/s: 1e-7 × 1900 × 45.4^0.69 × 0.152^-1.07 × 278.4^1.38 = 46.9 mm.ƒ
2,900 AP damage x 6 broadside guns = 17,400.ƒ
17,400 AP full-salvo alpha x 60 / 9 s base reload = 116,000.ƒ
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.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 12 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Medium 12 + Near 65 = 77ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
Catapult Fighter2 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
Show
▾
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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13507/30·(8−1.1)/1000 + 1.1)·30 = 126.2 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.2 × 0.6 = 75.7 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.2 × 0.319 (σ=2) = 40.3 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.7 × 0.32 (σ=2) = 24.2 mCanonical 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 × 1900 × 45.4^0.69 × 0.152^-1.07 × 850^1.38 = 218.9 mm. Matches the in-game spec card.Same formula at the ship's max firing range (16.9 km), where the shell has slowed to 278.4 m/s: 1e-7 × 1900 × 45.4^0.69 × 0.152^-1.07 × 278.4^1.38 = 46.9 mm.25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.2,600 HE damage x 6 broadside guns = 15,600.2,900 AP damage x 6 broadside guns = 17,400.15,600 HE full-salvo alpha x 60 / 9 s base reload = 104,000.17,400 AP full-salvo alpha x 60 / 9 s base reload = 116,000.6 broadside guns x 60 / 9 s base reload = 40.6 HE shells x 60 / 9 s reload x 13% fire chance = 5.2.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4 km × 57 + 30 = 258 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 76.2 mm family.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.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
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.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 6–55 mm) | 2,400 (9% of HP) | Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 16 mm primary (range 16–25 mm) | 19,300 (75% of HP) | Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 6–30 mm) | 1,400 (5% of HP) | Overmatch not possible at T VAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 60 mm primary (range 16–60 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). |
| Superstructure | 10 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 HP | 12,900 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 7,700 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Yahagi can equip, from in-game data.
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.
