Yamato
Beta- Sit 14-17 km from the brawl line and bow toward the closest threat
- Avoid: Pushing the brawl line to chase a kill
Yamato Community Stats
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Yamato Community Stats
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 - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best torpedo belt percent in Legendary BBs (55) and best sigma in Legendary BBs (2.1).
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.
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
931.3 mm AP pen at 1.5 km, best of Legendary BBs. Citadels broadside cruisers up close.
566.1 mm AP pen at max range, best of Legendary BBs. Threatens citadels even from range.
32.2 mm overmatch threshold, top decile of Legendary BBs. Punishes bow-tanking ships peers can't crack.
55.0% torpedo damage reduction, best of Legendary BBs.
560.0 mm max plate, best of Legendary BBs.
77.0 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.
How to get Yamato
Yamato 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 Bushido campaign; campaign ships can later return through other limited methods.
Best listed chance for this ship
-
Sabaton crate
0.1%
⭐ Yamato
Collaboration containers · Sabaton crate
Official WG availability sources
- Bushido Campaign Breakdown Campaign Start: 2022-08-29 · End: 2022-10-02 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.
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- Through the Spy Glass: Musashi Ship feature / release Start: 2022-08-29 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- Through the Spy Glass: Hizen Ship feature / release Start: 2023-11-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
- April Update: Blossom in Gold Store price varies 2023-04-06
Show direct source rows
- Sabaton crate 0.1% · ⭐ Yamato
Builds Beta
Build for main-battery range, dispersion, traverse help, and survivability. Official Arpeggio guidance reinforces long-range artillery value, with range, shell-damage-at-distance, traverse, and dispersion benefits fitting Yamato’s core role.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
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Where Yamato sits among Legendary BBs (17 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 24 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.
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.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17698/30·(10−2.8)/1000 + 2.8)·30 = 211.4 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.4 × 0.8 = 169.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.4 × 0.308 (σ=2.1) = 65.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 169.1 × 0.308 (σ=2.1) = 52.1 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
9 broadside guns x 60 / 30 s base reload = 18.HE shells
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115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
7,300 HE damage x 9 broadside guns = 65,700.ƒ
65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400.ƒ
65,700 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 146,000.ƒ
9 HE shells x 60 / 30 s reload x 35% fire chance = 6.3.AP shells
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floor(460 mm caliber / 14.3) = 32 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 × 2831 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 971.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 527.5 m/s: 1e-7 × 2831 × 1460^0.69 × 0.46^-1.07 × 527.5^1.38 = 566.1 mm.ƒ
14,800 AP damage x 9 broadside guns = 133,200.ƒ
133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400.ƒ
133,200 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 296,000.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.85) + (185×3.5×0.85) + (40×3.5×0.75) = 667. 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 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 40 + Outer Near 185 = 225ƒ
Far 40 + Outer Near 185 + Inner Near 4 = 229ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.Show 2 more gun families
Damage Control Party∞ charges · 80 s reload · 8 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17698/30·(10−2.8)/1000 + 2.8)·30 = 211.4 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 211.4 × 0.8 = 169.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 211.4 × 0.308 (σ=2.1) = 65.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 169.1 × 0.308 (σ=2.1) = 52.1 mSuperior to EU BB, US/UK BB, and Warspite Dispersion past 50% of the ship's maximum firing range. Worst accuracy in the game below that.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 × 2831 × 1460^0.69 × 0.46^-1.07 × 780^1.38 = 971.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 527.5 m/s: 1e-7 × 2831 × 1460^0.69 × 0.46^-1.07 × 527.5^1.38 = 566.1 mm.115 mm ≈ 460 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).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.floor(460 mm caliber / 14.3) = 32 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 9 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.7,300 HE damage x 9 broadside guns = 65,700.14,800 AP damage x 9 broadside guns = 133,200.65,700 HE full-salvo alpha x 60 / 30 s base reload = 131,400.133,200 AP full-salvo alpha x 60 / 30 s base reload = 266,400.65,700 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 146,000.133,200 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 296,000.9 broadside guns x 60 / 30 s base reload = 18.9 broadside guns x 60 / 27 s installed Artillery reload = 20.9 HE shells x 60 / 30 s reload x 35% fire chance = 6.3.9 HE shells x 60 / 27 s installed reload x 35% fire chance = 7.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.85) + (185×3.5×0.85) + (40×3.5×0.75) = 667. 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.5 km × 57 + 30 = 315 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: 6×2 127 mm (6/side) × 60/6 × 2100 = 126,000 + 6×2 127 mm (6/side) × 60/6 × 2100 = 126,000 + 2×3 155 mm (3/side) × 60/12 × 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).Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.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.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.Armor
Hull HP 90,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–370 mm) | 7,200 (8% of HP) | Overmatched by 460mm+ (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) | 19 mm primary (range 19–560 mm) | 67,500 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 25–560 mm) | 7,600 (8% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 410 mm primary (range 16–410 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 | 50 mm primary (range 50–500 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 HP | 48,600 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 (155 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 | 27,000 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.
Streamer videos
Watch Yamato in live play
Watch Yamato in live play
Balance History
Balance updates affecting Yamato. Cards are condensed; use each source link for full context.
September update: the Redinforcements
- Shell grouping decreased by 5%, rotation speed of main guns decreased from 4.5 degrees per second to 4.
Historical context
The real Yamato that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
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.
Skins & permanent camouflages
Every custom exterior Yamato can equip, from in-game data.
DefaultThe ship’s standard exterior
Yamato ArpArpeggio
Yamato SabatonDecorative
Yamato StartrekStar Trek- Battle-HardenedBattle-Hardened skin for YamatoBattle-Hardened
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.
