World of Warships: Legends ship guide

Yoshino

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (20 km)310 mm overmatchHeavy AP penSonarVisible torps
Community Data

Yoshino Community Stats

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Playstyle

Overview

Yoshino is a Legendary Japanese super-cruiser: a battleship-sized hull with a 310mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 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. Standout traits: best torpedo range in Legendary CAs (20 km) and best Repair Party charges in Legendary CAs (3).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

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

Big-caliber overmatch

21.7 mm overmatch threshold, top decile of Legendary CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

324.4 mm AP pen at max range, top decile of Legendary CAs. Threatens citadels even from range.

Long-range torps

20.0 km torpedo range, best of Legendary CAs.

Extra heal charges

3.0 Repair Party charges, best of Legendary CAs. More total HP available across a match.

Visible torps

2.5 km torpedo detect, worst of Legendary CAs. Easy to dodge if targets are looking.

Slow torp reload

167.0 s torpedo reload, bottom decile of Legendary CAs. Long wait between drops.

Acquisition

How to get Yoshino

Yoshino is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Santa Level 5 0.833333% Superprize: Premium Ship Event containers · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Event containers · Santa Level 4 · 2 paths combined · 1 of 12 ships
    Show 2 paths
    • Santa Level 40.166667%
    • Santa Level 4 → Santa Level 50.083333%
Show all 12 containers (9 more)
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Santa Level 3 0.083333% Superprize: Premium Ship Event containers · Santa Level 3 · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.041667%
    • Santa Level 3 → Santa Level 40.025%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0125%
    • Santa Level 30.004167%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Santa Level 2 0.025% Superprize: Premium Ship Event containers · Santa Level 2 · 6 paths combined · 1 of 12 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.008333%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004167%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001875%
    • Santa Level 2 → Santa Level 30.000625%
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Event containers · Champion's Box · 4 paths combined · 1 of 12 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.008333%
    • Champion's Box → Santa Level 3 → Santa Level 40.005%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0025%
    • Champion's Box → Santa Level 30.000833%
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Santa Level 1 0.006042% Superprize: Premium Ship Event containers · Santa Level 1 · 8 paths combined · 1 of 12 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002083%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000937%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000625%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000281%
    • Santa Level 1 → Santa Level 30.000208%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000094%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

Builds Beta

AL Atago, AL Azuma, and Arpeggio Haguro are useful Japanese cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Yoshino sits among Legendary 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.

BestTorpedo range20 km (1/13) BestRepair charges3 (1 of 6 tied) Top 10%Main battery caliber310 mm (3/21) Top 10%HE shell damage5,100 (3/20) Top 10%Secondary DPM (per side)272,000 (2/14) Top 25%Hit points61,800 HP (4/21) Top 25%HE fire chance27% (5/20) Top 25%AP shell damage8,650 (6/21) Top 25%Torpedo damage20,967 (3/13) Bottom 25%Rudder shift18.1 s (19/21) Bottom 25%Traverse-to-turn ratio4.59 × (19/21) Bottom 25%Main dispersion165.3 m (17/21) Bottom 25%Secondary HE pen17 mm (11/13) Bottom 25%AP arming threshold52 mm (19/21) Bottom 25%Displacement34,689 t (18/21) Bottom 25%Power-to-weight4.9 hp/t (19/21) Bottom 25%Torpedo reload167 s (12/13)
See 31 mid-pack stats

Not standouts for Yoshino -- 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.

Max speed34 kt(9/21) Concealment13.08 km(12/21) Air detection7.85 km(12/21) Main battery range15.82 km(10/21) Main battery reload16.7 s(16/21) Sigma2.05(13/21) Fires per minute8.73(14/20) HE DPM164,910(12/20) AP DPM279,701(15/21) HE alpha1,700(8/13) Secondary fire chance6%(7/13) AP velocity836 m/s(10/21) HE velocity836 m/s(10/20) Acceleration10.2 s(7/21) Engine power170,000 hp(9/21) Turn-speed retention184.8 hp/m(12/21) AA DPS618(9/21) AA range5 km(15/21) AA threat2,324(10/21) Torpedo speed62 kt(8/13) Repair heal rate0.6 %/s(9/21) Max armor215 mm(10/21) Citadel belt178 mm(7/21) Deck armor125 mm(9/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormBow armor25 mm(14 of 21 tied at this value) NormStern armor25 mm(13 of 21 tied at this value)

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

Sonar 4.93 kmRepair 3Def-AAFighter
Survivability
Hit Points61,800
Displacement34,689 t
Armor range13–215 mm
Plate armor thicknesses13, 16, 21, 25, 30, 37, 40, 50, 76, 96, 101, 120, 125, 130, 144, 148, 175, 178, 195, 215 mm
Armor material/layer entries55
Fire resistance40%
Fire duration30 s
Torp Reduction19%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
30,900
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.
18,500
Main Battery
ModuleArtillery: 310 mm/50 Type0
Mounts / barrels3 mounts / 9 barrels
Reload time18.5 s
Firing range15.8 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15818/30·(10−0.5)/1000 + 0.5)·30 = 165.3 m
165.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.3 × 0.6 = 99.2 m
99.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.3 × 0.313 (σ=2.05) = 51.8 m
51.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.2 × 0.314 (σ=2.05) = 31.1 m
31.1 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 18.5 s base reload = 29.2.
29.2
HE shells
HE Damage5,100
HE Velocity836 m/s
Fire Chance27%
HE penetration
ƒ52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).
52 mm
HE full-salvo alpha
ƒ5,100 HE damage x 9 broadside guns = 45,900.
45,900
Base HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 18.5 s base reload = 148,865.
148,865
Installed HE DPM
ƒ45,900 HE full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 164,910.
164,910
Base fires/min
ƒ9 HE shells x 60 / 18.5 s reload x 27% fire chance = 7.88.
7.88
AP shells
AP Damage8,650
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold52 mm
AP overmatch
ƒfloor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical 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 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.
603.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 533.2 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.2^1.38 = 324.4 mm.
324.4 mm
AP full-salvo alpha
ƒ8,650 AP damage x 9 broadside guns = 77,850.
77,850
Base AP DPM
ƒ77,850 AP full-salvo alpha x 60 / 18.5 s base reload = 252,486.
252,486
Installed AP DPM
ƒ77,850 AP full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 279,701.
279,701
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.
245
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time167 s
Projectile speed62 kt
Range20 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability2.5 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
156,536
AA Defense
AA mount points56
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.9) + (84×3.5×0.85) + (55×3.5×0.9) = 618. 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.
618
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm/60 Type 512×2 40mm
25 mm/60 Type96 mod. 124×1 25mm
25 mm Type96 mod. 26×3 25mm
25 mm Type96 mod. 214×3 25mm
100 mm Type98 (DP)8×2 100mm
Far aura
DPS
ƒIncludes 55 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
55
Range5 km
Medium aura
DPS62
Range3.5 km
Total DPS in Aura
ƒFar 55 + Medium 62 = 117
117
Near aura
DPS84
Range3.1 km
Total DPS in Aura
ƒFar 55 + Medium 62 + Near 84 = 201
201
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 170,000 hp
Engine power170,000 hp
Maximum speed34 kt
Turning circle radius920 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea13.08 km
Detectability by air7.85 km
Smoke firing penalty10.12 km
Detect after firing main guns13.08 km
Detect Fire Sea15.08 km
Detect Fire Air10.85 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Repair Party3 charges · 40 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Module options (2)

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

HullUpgrade
  • Turret traverse5 → 10 °/s
TorpedoesTrade-off
  • Range12 → 20 km
  • Reload171 → 167 s
  • Alpha damage66,800 → 58,700
  • Display damage22,267 → 19,567
  • Speed67 → 62 kt

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 (σ)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp165.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15818/30·(10−0.5)/1000 + 0.5)·30 = 165.3 m
Max Vert Disp99.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 165.3 × 0.6 = 99.2 m
Med Horiz Disp51.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 165.3 × 0.313 (σ=2.05) = 51.8 m
Med Vert Disp31.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 99.2 × 0.314 (σ=2.05) = 31.1 m
AP Pen Close603.4 mm
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 × 2365 × 448.8^0.69 × 0.31^-1.07 × 836^1.38 = 603.4 mm. Matches the in-game spec card.
AP Pen Far324.4 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 533.2 m/s: 1e-7 × 2365 × 448.8^0.69 × 0.31^-1.07 × 533.2^1.38 = 324.4 mm.
HE penetration52 mm
52 mm ≈ 310 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius245
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha45,900
5,100 HE damage x 9 broadside guns = 45,900.
AP full-salvo alpha77,850
8,650 AP damage x 9 broadside guns = 77,850.
Base HE DPM148,865
45,900 HE full-salvo alpha x 60 / 18.5 s base reload = 148,865.
Base AP DPM252,486
77,850 AP full-salvo alpha x 60 / 18.5 s base reload = 252,486.
Installed HE DPM164,910
45,900 HE full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 164,910.
Installed AP DPM279,701
77,850 AP full-salvo alpha x 60 / 16.7 s installed reload (Main Battery Mod. 3 = -10%) = 279,701.
Base shells/min29.2
9 broadside guns x 60 / 18.5 s base reload = 29.2.
Installed shells/min32.3
9 broadside guns x 60 / 16.7 s installed Artillery reload = 32.3.
Base fires/min7.88
9 HE shells x 60 / 18.5 s reload x 27% fire chance = 7.88.
Installed fires/min8.73
9 HE shells x 60 / 16.7 s installed reload x 27% fire chance = 8.73.

Torpedoes

Torpedo detectability2.5 km
Estimated torpedo reaction time15.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range124.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage313,072
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage156,536
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS618
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (62×3.5×0.9) + (84×3.5×0.85) + (55×3.5×0.9) = 618. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2324
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)272,000
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: 8×2 100 mm (8/side) × 60/3 × 1700 = 272,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor

Hull HP 61,800, 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
Bow25 mm primary (range 25–40 mm)4,600 (7% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–195 mm)46,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–175 mm)4,700 (8% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel178 mm primary (range 30–178 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–215 mm)2,300 (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 HP30,900 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 (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP18,500 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.