World of Warships: Legends ship guide

Yoshino

Also called: 吉野 Beta
Japan · Tier ★ · CB Cruiser · Premium
Super-cruiserBattleship-caliber guns on a cruiser hull; overmatch broadside cruisers with AP, don't brawl 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, heavy torpedoes (20 km)310 mm overmatchHeavy AP penHeavy HE shellsSonarVisible torps
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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 (4.4 km on ships and 3.1 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

ELITE TORPEDOES
  • Long-range torps · 20.0 km
  • Heavy torpedoes · 19567.0 damage
ELITE REPAIR PARTY
  • Extra heal charges · 3.0 Repair
  • Fast heal cycle · 40.0 s
Flat AP trajectory

Retains 68.7% of muzzle velocity at max range, top decile of Legendary CAs. Flatter shots, less lead.

Heavy secondary DPM

272000.0 secondary DPM per side, top decile of Legendary CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Visible torps

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

Slow acceleration

~30.3 s to 90% of top speed, bottom decile of Legendary CAs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

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 Archived · Santa Level 5 · 1 of 12 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.25% Superprize: Premium Ship Archived · 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 14 containers (11 more)
  • Chest of Rarities 0.2% Legendary Tier ship Event · Chest of Rarities · 1 of 5 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Archived · 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 Archived · 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 Archived · 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 Archived · 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 · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.02% Legendary Tier ship Event · Piñata Chest → Chest of Rarities · 1 of 5 ships
  • Champion's Box 0.016667% Superprize: Premium Ship Archived · 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 Archived · 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 Archived · 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 Archived · 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

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

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

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 (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTorpedo range20 km (1/13) BestRepair charges3 (1 of 6 tied) Top 10%HE shell damage5,100 (3/21) Top 10%Secondary DPM (per side)272,000 (2/15) Top 25%Hit points61,800 HP (5/22) Top 25%Main battery caliber310 mm (4/22) Top 25%HE fire chance27% (6/21) Top 25%AP pen at 10 km426 mm (4/22) Top 25%Torpedo damage≈19,567 (3/13) Bottom 25%Rudder shift13.9 s (19/22) Bottom 25%Traverse-to-turn ratio4.59 × (19/22) Bottom 25%Secondary HE pen17 mm (12/14) Bottom 25%AP arming threshold52 mm (19/22) Bottom 25%Displacement34,689 t (18/22) Bottom 25%Power-to-weight4.9 hp/t (20/22) Bottom 25%Torpedo reload167 s (12/13) Bottom 10%Acceleration30.3 s (21/22) Bottom 10%Deck armor13 mm (21/22)
See 34 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(9/22) Concealment13.08 km(13/22) Air detection7.85 km(13/22) Main battery range15.82 km(11/22) Main battery reload16.7 s(15/22) Sigma2.05(13/22) Fires per minute8.73(15/21) HE DPM164,910(13/21) AP shell damage8,650(7/22) AP DPM279,701(15/22) Main dispersion165.3 m(17/22) HE alpha1,700(9/14) Secondary fire chance6%(8/14) AP velocity836 m/s(11/22) HE velocity836 m/s(11/21) Engine power170,000 hp(10/22) Turn-speed retention184.8 hp/m(13/22) Effective HE DPM (incl. fire)236,472(12/21) AA DPS618(9/22) AA range5 km(17/22) AA threat2,324(10/22) Flak per wave (expected)2,898(13/21) Torpedo speed62 kt(8/13) Repair heal rate0.6 %/s(10/22) Max armor215 mm(11/22) Citadel belt178 mm(9/22) Bow armor25 mm(13/22) Stern armor25 mm(13/22) NormSecondary dispersion bracket57(11 of 15 tied at this value) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormTurn speed retained81%(19 of 22 tied at this value) NormSecondary range5 km(12 of 15 tied at this value)
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%
Main Battery
ModuleArtillery: 310 mm/50 Type0
Mounts / barrels3 mounts / 9 barrels
Reload time18.5 s
Firing range15.8 km
Turret traverse5 °/s
AP pen max range352 mm
HE fire DPM vs T8 BB64603
Effective HE DPM vs T8 BB213468
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1581830·100.51000+0.5)·30=165.3m
165.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =165.3·0.6=99.2m
99.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =165.3·0.313(σ=2.05)=51.8m
51.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =99.2·0.314(σ=2.05)=31.1m
31.1 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 18.5 s base reload = 29.2. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 16.7 s all-upgrades reload = 32.3.
Initial: 29.2 → 32.3
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
HE DPM
ƒZero upgrades: 45,900 HE full-salvo alpha x 60 / 18.5 s base reload = 148,865. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 60 / 16.7 s all-upgrades reload = 164,910.
Initial: 148,865 → 164,910
Fires/min
ƒZero upgrades: 29.2 shells/min x 27% fire chance = 7.88. All upgrades (Main Battery Mod. 3 = -10% reload): 32.3 shells/min x 27% fire chance = 8.73.
Initial: 7.88 → 8.73
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: P=107·K·m0.69·d1.07·v01.38 =107·2365·448.80.69·0.311.07·8361.38=603.4mm. 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: P=107·2365·448.80.69·0.311.07·533.21.38=324.4mm.
324.4 mm
AP full-salvo alpha
ƒ8,650 AP damage x 9 broadside guns = 77,850.
77,850
AP DPM
ƒZero upgrades: 77,850 AP full-salvo alpha x 60 / 18.5 s base reload = 252,486. All upgrades (Main Battery Mod. 3 = -10% reload): 77,850 AP full-salvo alpha x 60 / 16.7 s all-upgrades reload = 279,701.
Initial: 252,486 → 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 time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 171 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 167×0.85=141.9 s.
167 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62 kt); the stock torpedo module runs 67 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
62 kt
Range20 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=58,700·0.333=19,567.
≈ 19,567
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
20,967
Torpedo detectability2.5 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=2.5 km62 kt×2.6=15.5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
15.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
355%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 100mm
Far aura
Guns100 mm Type98 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 173 from dual-purpose secondaries firing as AA in this range band.
173
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 62 raw aura damage × 3.5 × 0.9 hit probability = 195 - the same in-game units as the Close-range AA DPS headline.
195
Range3.5 km
Total DPS in Aura
ƒFar 173 + Medium 195 = 368
368
Near aura
Guns25 mm Type96 mod. 2 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 84 raw aura damage × 3.5 × 0.85 hit probability = 250 - the same in-game units as the Close-range AA DPS headline.
250
Range3.1 km
Total DPS in Aura
ƒFar 173 + Medium 195 + Near 250 = 618
618
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 4 clouds + 2 outer
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 waves 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
100 mm Type98 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 100mm
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 power170,000 hp
Maximum speed34 kt
Turning circle radius920 m
Rudder shift time13.9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
30.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
50.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144920=1.09°/s, so ratio=ωturretωhull=51.09=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea13.08 km
Detectability by air7.85 km
Smoke firing penalty10.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.08 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Repair Party3 charges · 40 s reload · 28 s active · 10,382 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 31,146 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 371 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (61,800 HP) per second = 371 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

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

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Max Horiz Disp165.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1581830·100.51000+0.5)·30=165.3m
Shell scatter width @ 5 km62.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km110 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 km157.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp99.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =165.3·0.6=99.2m
Shell scatter height @ 10 km57.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp51.8 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =165.3·0.313(σ=2.05)=51.8m
Med Vert Disp31.1 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =99.2·0.314(σ=2.05)=31.1m
AP Pen Close603.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2365·448.80.69·0.311.07·8361.38=603.4mm. 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: P=107·2365·448.80.69·0.311.07·533.21.38=324.4mm.
AP pen 5 km510 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km426 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km361 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE 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.
HE DPMInitial: 148,865 → 164,910
Zero upgrades: 45,900 HE full-salvo alpha x 60 / 18.5 s base reload = 148,865. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 60 / 16.7 s all-upgrades reload = 164,910.
AP DPMInitial: 252,486 → 279,701
Zero upgrades: 77,850 AP full-salvo alpha x 60 / 18.5 s base reload = 252,486. All upgrades (Main Battery Mod. 3 = -10% reload): 77,850 AP full-salvo alpha x 60 / 16.7 s all-upgrades reload = 279,701.
Shells/minInitial: 29.2 → 32.3
Zero upgrades: 9 broadside guns x 60 / 18.5 s base reload = 29.2. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 16.7 s all-upgrades reload = 32.3.
Fires/minInitial: 7.88 → 8.73
Zero upgrades: 29.2 shells/min x 27% fire chance = 7.88. All upgrades (Main Battery Mod. 3 = -10% reload): 32.3 shells/min 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
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 19,567 = 313,072.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA 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 Beta

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.

Bow & stern25 mm

Overmatched by 52+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel178 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)4,600 (7% of HP)
Overmatch not possible in its bracketAngle 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)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–175 mm)4,700 (8% of HP)
Overmatch not possible in its bracketAngle 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: 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.
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.

Open in Charting Tool

Ship Charts

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.