World of Warships: Legends ship guide

Yamato

Also called: 大和 Beta
Japan · Tier ★ · Battleship · Premium
Sniper battleshipLong-range guns citadel broadsides from a backline peers cannot match.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
460 mm AP overmatchHeavy AP pen2.1 sigma accuracy17.7 km gun rangeWide always-pen zoneSlow
On this page
Community Data

Yamato Community Stats

Across 55,000+ Standard battles from 400+ players, Yamato averages a 58% win rate, 105,000 damage and 1.1 kills per battle, and survives 39% of them.

Community Data

Yamato Community Stats

Log in to GamingDiver and upload your data to see Community Data for Yamato: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Yamato is a Legendary Japanese sniper battleship (17.7 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: AP overmatch threshold in Legendary BBs (32.1 mm, 4th of 23) and best sigma in Legendary BBs (2.1, 2nd of 23). The trade is shallow effective HP in Legendary BBs (115,200, 21st of 23).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos. Her handling reads as a contradiction and is not one: 19.2 s on the rudder means she starts turning late, while a 900 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 32.1 mm
  • Tight grouping
  • Close-range AP brick · 931.3 mm
  • Long-range AP brick · 613.81 mm
  • Long gun range · 17.7 km
ELITE ARMOR ↗
  • Thickest plate · 560 mm
  • Strong torpedo belt · 55%
Shallow effective HP ↗

115200 effective HP once Repair Party is counted, bottom quartile of Legendary BBs. What you start with is close to all you get; there is little healing back.

Stiff AP fuse ↗

77 mm AP arming threshold, bottom decile of Legendary BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Yamato

Yamato is the Legendary ship of the Outranging Battleships branch of the Japan Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau. 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Official WG availability sources
  • Sabaton x Legends: Famous Band Now in the Game! Crates Start: 2026-03-27
    • You can find the new content in a special Sabaton crate, which also has a small chance of dropping battleship Yamato!
  • Update: May 2020 Bureau project Start: 2020-05-14
    • While you’ll be able to start researching the Legendary ships in this Update, it won’t be possible to complete that research before the next one rolls out.
    • The first batch of ships includes Yamato, Großer Kurfürst, and Alaska.
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 GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Isoroku Yamamoto

Shell precision

Kondo's Covert trait cuts Yamato's detectability and Togo's Good Consumer trait shortens every consumable cooldown. Land shells where they hurt and let raw caliber do the rest. Yamamoto's own tree is built for cruisers.

Nobutake Kondō

Armored sniper

Kondo's tree carries the battleship survival skills, and his Covert trait cuts detectability so you choose when to be seen. Angle tightly, trade HP efficiently, and let her massive 460s punish anyone who peeks.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Yamato sits among Legendary BBs (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.

BestSigma2.1 (1 of 3 tied) BestSecondary HE alpha2,600 (1 of 3 tied) BestAP ricochet start50° (1 of 3 tied) BestAP auto-bounce angle65° (1 of 3 tied) BestAP pen at 10 km738 mm (1/23) BestMax armor560 mm (1 of 3 tied) Top 10%Secondary fire chance10% (3/21) Top 25%Turning circle900 m (4/23) Top 25%Main battery caliber460 mm (4/23) Top 25%Main battery range17.7 km (4/23) Top 25%HE shell damage7,300 (5/22) Top 25%Secondary DPM (per side)291,000 (6/23) Bottom 25%Max speed27 kt (20/23) Bottom 25%Rudder shift19.2 s (19/23) Bottom 25%Fires per minute6.3 (19/22) Bottom 25%Acceleration (0-12 kt)15 s (20/23) Bottom 25%AP arming threshold77 mm (20/23) Bottom 25%Engine power150,000 hp (20/23) Bottom 25%Power-to-weight2.06 hp/t (20/23) WorstNo torpedoes (17 of 23 in cohort) WorstRepair charges2 (1 of 8 tied)
See 28 mid-pack stats

Not standouts for Yamato -- 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 points90,000 HP(11/23) Concealment16.07 km(16/23) Smoke fire bloom15.97 km(18/23) Air detection12.86 km(17/23) Main battery reload30 s(15/23) HE fire chance35%(16/22) HE DPM131,400(10/22) AP shell damage14,800(10/23) AP DPM266,400(15/23) Main dispersion211.4 m(13/23) Secondary HE pen26 mm(7/21) AP velocity780 m/s(11/23) HE velocity805 m/s(12/22) Time to 90% speed35.1 s(11/23) Power / turn radius166.7 hp/m(15/23) Displacement72,800 t(17/23) Effective HE DPM (incl. fire)183,042(13/22) AA DPS669(11/23) AA range5 km(17/23) AA threat2,252(15/23) Flak damage per salvo (expected)1,725(18/23) Citadel belt410 mm(7/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points90,000
Displacement72,800 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
263 x 38.9 m
Armor range16–560 mm
Plate armor thicknesses16, 19, 25, 32, 50, 57, 75, 80, 100, 135, 140, 200, 230, 270, 290, 340, 350, 370, 410, 500, 560 mm
Armor material/layer entries71
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 90,000 HP = 16,200 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 90,000 HP = 18,000 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.15 hull torpedo-damage coefficient / 0.333 unprotected baseline = 55%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
55%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
48,600
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.
27,000
Effective HP
ƒBase 90,000 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 90,000 HP = 12,600 HP per charge, × 2 charges = 25,200 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
100,000–115,200
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,200 = 14,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,700 = 17,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,700
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 67,500 = 135,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
67,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 7,600 = 15,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
7,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 460 mm Type94
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range17.7 km
Turret traverse4 °/s
Turret armor650 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±148°
Guns to bear
ƒ180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
32° off bow / 30° off stern
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 19% more vertical spread at max range (17.7 km) than a standard battleship: about 211 m wide × 169 m tall, against 237 m × 142 m. Also on this curve (19): ARP Haruna, ARP Kirishima, ARP Musashi, Ashitaka, Daisen, Hizen, Hyūga, Hyūga W, Inamura, Ise, Ishizuchi, Iwami and 7 more.
Japanese battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1769830·10−2.81000+2.8)·30=211.4m
211.4 m at 17.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =211.4·0.8=169.1m
169.1 m at 17.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =211.4·0.62.1=60.4m
60.4 m at 17.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =169.1·0.62.1=48.3m
48.3 m at 17.7 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 20.
Initial: 18 → 20
HE shells
HE alpha7,300
HE Velocity805 m/s
Fire Chance35%
HE fire DPM vs T8 BB51642
Effective HE DPM vs T8 BB183042
HE penetration
ƒ115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
115 mm
HE full-salvo alpha
ƒ7,300 HE damage x 9 broadside guns = 65,700.
65,700
HE DPM
ƒZero upgrades: 65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400. All upgrades (Main Battery Mod. 3 = -10% reload): 65,700 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 146,000.
Initial: 131,400 → 146,000
Fires/min
ƒZero upgrades: 18 shells/min × 0.35 (35% fire chance) = 6.3. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min × 0.35 (35% fire chance) = 7.
Initial: 6.3 → 7
AP shells
AP alpha14,800
AP Velocity780 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold77 mm
AP pen max range614 mm
AP overmatch
ƒfloor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2831·14600.69·0.46−1.07·7801.38=971.1mm.
971.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 559.3 m/s: P=10−7·2831·14600.69·0.46−1.07·559.31.38=613.7mm.
613.7 mm at 17.7 km
AP full-salvo alpha
ƒ14,800 AP damage x 9 broadside guns = 133,200.
133,200
AP DPM
ƒZero upgrades: 133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400. All upgrades (Main Battery Mod. 3 = -10% reload): 133,200 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 296,000.
Initial: 266,400 → 296,000
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.
400
AA Defense
AA mount points60
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm/60 Type96 mod. 16×1 25mm
25 mm Type96 mod. 216×3 25mm
25 mm Type96 mod. 28×3 25mm
25 mm Type96 mod. 128×3 25mm
13 mm Type932×2 13mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far aura
Guns127 mm Type89 mod. 3 (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 105 from dual-purpose secondaries firing as AA in this range band.
105
Range5 km
Outer Near aura
Guns25 mm Type96 mod. 1 + 25 mm Type96 mod. 2 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 185 raw aura damage × 3.5 × 0.85 hit probability = 550 - the same in-game units as the Close-range AA DPS headline.
550
Range3.1 km
Total DPS in Aura
ƒFar 105 + Outer Near 550 = 655
655
Inner Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.85 hit probability = 12 - the same in-game units as the Close-range AA DPS headline.
12
Range1.2 km
Total DPS in Aura
ƒFar 105 + Outer Near 550 + Inner Near 12 = 667
667
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
Total secondary fires/min (per side)
ƒSum of each gun family's fires/min (per side): 9.6 + 1.5 = 11.1. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
11.1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 127 mm (12/side) × 60/6 s × 2100 = 252,000 + 2×3 155 mm (3/side) × 60/12 s × 2600 = 39,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
291,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 11.1 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 90,989. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
90,989
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 291,000 + secondary fire DPM 90,989 = 381,989: shell damage plus fire damage against one T8 battleship, every shell hitting.
381,989
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
127 mm Type89 mod. 3 (12×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE alpha2,100
Muzzle Velocity725 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ12×2 barrels / 2 sides × 60 / 6 s × 0.08 (8% fire chance) = 9.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
9.6
HE Pen21 mm
Show 1 more gun family
155 mm 3rd Year Type (2×3)
Caliber155 mm
Reload time12 s
HE alpha2,600
Muzzle Velocity925 m/s
Fire Chance10%
Secondary fires/min (per side)
ƒ2×3 barrels / 2 sides × 60 / 12 s × 0.1 (10% fire chance) = 1.5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.5
HE Pen26 mm
Maneuverability
Engine power150,000 hp
Maximum speed27.0 kt
Turning circle radius900 m
Rudder shift time19.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27 / 4 + 4.9 = 11.7 kt. Base value; speed modifiers scale it.
11.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
47.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.3 kt of 27.0 kt).
35.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27.0 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.
56 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.3 = +0.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.07 km x 0.955 = 15.35 km. Camouflage does not change detectability by air.
16.07 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.07 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.35 km.
15.35 km
Detectability by air12.86 km
Smoke firing penalty15.97 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.07 km) = 17.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.7 km
Detect when firing (air)
ƒAir detectability 12.86 km + gun-firing bloom 9.2 km = 22.06 km. The bloom tracks main-battery caliber 460 mm × 0.020 = 9.2 km.
22.06 km
Detect when on fire (sea)
ƒSea detectability 16.07 km + 2.0 km while burning = 18.07 km.
18.07 km
Detect when on fire (air)
ƒAir detectability 12.86 km + 3.0 km while burning = 15.86 km.
15.86 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 charges · 80 s reload · 28 s active · 12,600 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 90,000 HP = 12,600 HP: up to 14% of max HP restored per charge.
· 25,200 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 90,000 HP = 25,200 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 450 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 90,000 HP = 450 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 60 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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard BB11% tighter H · 19% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.7 km) with the same model as Max Horiz/Vert Disp: horizontal 211 / 237 m − 1 = -11%, vertical 169 / 142 m − 1 = +19%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km120 m
(166.7 × (10 − 2.8) / 1000 + 2.8) × 30 = 120 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km156 m
(333.3 × (10 − 2.8) / 1000 + 2.8) × 30 = 156 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km192 m
(500 × (10 − 2.8) / 1000 + 2.8) × 30 = 192 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km51.1 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Below the kink: k=0.2+(0.6−0.2)·50008849=0.426, so σV=σH·k=120·0.426=51.1m.
Shell scatter height @ 10 km97.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Above the kink: k=0.6+(0.8−0.6)·10000−884917698−8849=0.626, so σV=σH·k=156·0.626=97.7m.
Shell scatter height @ 15 km141.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.6 at delim·Rmax=0.5·17698=8849 m, and radiusOnMax=0.8 at 17698 m. Above the kink: k=0.6+(0.8−0.6)·15000−884917698−8849=0.739, so σV=σH·k=192·0.739=141.9m.
AP pen 5 km844 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2831·14600.69·0.46−1.07·704.71.38=844mm, where 704.7 m/s is the shell's speed when it arrives at 5 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km738 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2831·14600.69·0.46−1.07·6391.38=738mm, where 639 m/s is the shell's speed when it arrives at 10 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km651 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2831·14600.69·0.46−1.07·583.91.38=651mm, where 583.9 m/s is the shell's speed when it arrives at 15 km (from 780 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.15 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.292·0.4628·1460=1.66×10−5. That runs from a 780 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.54 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.543·0.4628·1360=3.32×10−5. That runs from a 805 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~115mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,831
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass1,460 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.292
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity780 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity805 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2.8
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.6
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.8
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range106
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 13mm76 Type93 double 2x2 -> 12 DPS @ 1.2 km; 25mm Type96 single 6x1 -> 57 DPS @ 3.1 km; 25mm Type96 Triple closed 16x3 -> 152 DPS @ 3.1 km; 25mm Type96 Triple 1945 closed 8x3 -> 76 DPS @ 3.1 km; 25mm Type96 light 28x3 -> 266 DPS @ 3.1 km; 127mm40 Type89 Mod A3 6x2 -> 53 DPS @ 5 km; 127mm40 Type 89 6x2 -> 53 DPS @ 5 km.
AA DPS layered by range106 DPS @ 5 km, 657 DPS @ 3.1 km, 669 DPS @ 1.2 km
@ 5 km: 53 + 53 = 106; @ 3.1 km: 57 + 152 + 76 + 266 + 53 + 53 = 657; @ 1.2 km: 12 + 57 + 152 + 76 + 266 + 53 + 53 = 669. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank669
12 + 57 + 152 + 76 + 266 + 53 + 53 = 669 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index2252
12 × 1.2 + 57 × 3.1 + 152 × 3.1 + 76 × 3.1 + 266 × 3.1 + 53 × 5 + 53 × 5 = 2252. 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 firepower

Max HE alpha2600
max(2100 (127 mm), 2100 (127 mm), 2600 (155 mm)) = 2600. Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
max(8% (127 mm), 8% (127 mm), 10% (155 mm)) = 10%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 mm
max(21 mm (127 mm), 21 mm (127 mm), 26 mm (155 mm)) = 26 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: 26 mm from the 155 mm family.
Open in Charting Tool

Ship Charts

Historical context

The real Yamato that gave this ship her name. Facts cross-checked against the linked Wikipedia article.

Background

The biggest warship of World War II and the world's largest battleship. Yamato was designed around the idea that an individual ship could have superiority over any battleship of a potential enemy. Her main guns had overwhelming firepower. The ship maintained a very high level of survivability due to reliable armor and robust torpedo protection. Yamato's AA capabilities were highly efficient due to carrying numerous AA artillery guns.

ClassYamato-class battleship (largest battleships ever built)
OperatorImperial Japanese Navy
Era1941–1945
WarsWorld War II
BuilderKure Naval Arsenal
Launched8 August 1940
Commissioned16 December 1941
DeploymentsServed as Combined Fleet flagship for much of her career, but rarely committed to combat owing to fuel scarcity.

Notable engagements

  • Battle of the Philippine Sea (June 1944) - Present but saw no significant surface action.
  • Battle off Samar (25 October 1944) - Part of Center Force at Leyte Gulf; engaged US escort carriers and destroyers.
  • Operation Ten-Go (April 1945) - One-way sortie toward Okinawa intended to beach and fight as a shore battery.

Fate

Sunk 7 April 1945 roughly 200 km north of Okinawa during Operation Ten-Go. Attacked by ~380 US carrier aircraft from Task Force 58; hit by ~10+ torpedoes and ~7 bombs, capsized and the forward magazine detonated. Around 3,055 dead; 269 survivors.

Read more on Wikipedia ↗

Armor Beta

Hull HP 90,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel410 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–370 mm)7,200 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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)32 mm primary (range 25–560 mm)67,500 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 25–560 mm)7,600 (8% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel410 mm primary (range 16–410 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.
Superstructure19 mm primary (range 19–50 mm)3,400 (4% 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 HP48,600 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (155 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 HP27,000 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.

Streamer videos

Watch Yamato in live play

Balance History

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

Nerf ×9Buff ×2Rework ×1Main Battery ×2
2025-11-27

Holiday Update: Christmas on the Waves

  • Main battery shell grouping increased by 16.6% (from 1.8 to 2.1 sigma).
  • Changed dispersion parameters from U.S.-style dispersion to Japanese-style dispersion curve.
  • Updated Yamato's HP saturation to post-Tier VIII standards with no change to total HP:
  • Bow HP reduced from 19,500 to 7,200.
  • Casemate HP reduced from 23,500 to 8,700.
  • Stern HP reduced from 20,750 to 7,600.
  • Hull HP reduced from 72,900 to 67,500.
  • Steering gear HP reduced from 29,200 to 27,000.
  • Superstructure HP reduced from 3,750 to 3,400.
  • Engine HP reduced from 97,200 to 90,000.
  • Armor update:
  • Thickness of several bowls on the aft section of the ship, around the secondary battery and catapults, increased from 19 mm to 32 mm. This change has almost no impact on gameplay.
  • Removed rings from the barbettes. This change doesn't affect gameplay.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Shell grouping decreased by 5%, rotation speed of main guns decreased from 4.5 degrees per second to 4.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Yamato can equip.

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.