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
  • Switch to HE the moment a target angles: your bounce angles are the standard 45°/60°, so AP that fails the angle check does nothing no matter how much penetration it carries. Save AP for a flat broadside
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (20 km)310 mm AP overmatchHeavy AP penHeavy HE shellsSonarVisible torps
On this page
Community Data

Yoshino Community Stats

Across 5,700+ Standard battles from 110+ players, Yoshino averages a 62% win rate, 94,900 damage and 1.1 kills per battle, and survives 49% of them.

Community Data

Yoshino Community Stats

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

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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: AP overmatch threshold in Legendary CAs (21.6 mm, 3rd of 21) and long-range AP brick in Legendary CAs (359.3 mm, 3rd of 21). The trade is worst torpedo detection in Legendary CAs (2.5 km, 13th of 13).

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. Both phases of a turn are slow (13.9 s on the rudder, a 920 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

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 MAIN BATTERY ↗
  • Big-caliber AP overmatch · 21.6 mm
  • Long-range AP brick · 359.26 mm
  • Heavy HE shells · 5100 damage
ELITE TORPEDOES ↗
  • Heavy torpedoes · 19567 damage
  • Long-range torps · 20 km
Extra heal charges ↗

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

High HP pool ↗

61800 HP, top quartile of Legendary CAs.

TORPEDO DOWNSIDES ↗
  • Visible torps · 2.5 km
  • Slow torp reload · 167 s
Acquisition

How to get Yoshino

Yoshino is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and 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.

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

Best listed chance for this ship

  • Santa Level 5 0.909091% Superprize: Premium Ship Archived · Santa Level 5 · 1 of 11 ships
  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Archived · Spectral Vault 5.0 · 1 of 17 ships
  • Santa Level 4 0.272727% Superprize: Premium Ship Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
    Show 2 paths
    • Santa Level 40.181818%
    • Santa Level 4 → Santa Level 50.090909%
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 0.090909% Superprize: Premium Ship Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.045455%
    • Santa Level 3 → Santa Level 40.027273%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
    • Santa Level 30.004545%
  • 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 0.027273% Superprize: Premium Ship Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.009091%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
    • Santa Level 2 → Santa Level 30.000682%
  • 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 0.018182% Superprize: Premium Ship Archived · Champion's Box · 4 paths combined · 1 of 11 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.009091%
    • Champion's Box → Santa Level 3 → Santa Level 40.005455%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
    • Champion's Box → Santa Level 30.000909%
  • 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 0.006591% Superprize: Premium Ship Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
    • Santa Level 1 → Santa Level 30.000227%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
  • 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 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.

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Yoshino sits among Legendary CAs (20 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%Secondary DPM (per side)272,000 (2/14) Top 10%AP pen at 10 km429 mm (3/21) Top 25%Hit points61,800 HP (4/21) Top 25%HE shell damage5,100 (3/19) Top 25%HE fire chance27% (5/19) Top 25%AP shell damage8,650 (6/21) Top 25%Torpedo damage≈19,567 (3/13) Bottom 25%Rudder shift13.9 s (19/21) Bottom 25%Turning circle920 m (19/21) Bottom 25%Main dispersion165.3 m (17/21) Bottom 25%Secondary HE pen17 mm (11/13) Bottom 25%Time to 90% speed28.7 s (19/21) Bottom 25%Acceleration (0-12 kt)9.7 s (18/21) 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) WorstTorpedo reaction time15 s (13/13)
See 33 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(11/21) Smoke fire bloom10.12 km(16/21) Air detection7.85 km(11/21) Main battery range15.82 km(10/21) Main battery reload18.5 s(15/21) Sigma2.05(13/21) Fires per minute7.85(14/19) HE DPM148,292(12/19) AP DPM251,515(15/21) Secondary HE alpha1,700(8/13) Secondary fire chance6%(7/13) AP velocity836 m/s(10/21) HE velocity836 m/s(9/19) Engine power170,000 hp(9/21) Power / turn radius184.8 hp/m(12/21) Effective HE DPM (incl. fire)212,640(12/19) AA DPS618(9/21) AA range5 km(15/21) AA threat2,322(10/21) Flak damage per salvo (expected)2,898(12/20) Torpedo speed62 kt(8/13) Repair heal rate0.6 %/s(9/21) Max armor215 mm(10/21) Citadel belt178 mm(7/21) Bow armor25 mm(13/21) Stern armor25 mm(13/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.033 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) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value)
Survivability
Hit Points61,800
Displacement34,689 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.
259.8 x 30.44 m
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 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 duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 61,800 HP = 5,562 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: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 61,800 HP = 6,180 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
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
Effective HP
ƒBase 61,800 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 61,800 HP = 10,382 HP per charge, × 3 charges = 31,147 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.
92,239–92,947
Repairable: penetration50%
Repairable: citadel33%
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 × 4,600 = 9,200), 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.
4,600
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 × 6,900 = 13,800), 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 ×. 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.
6,900
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 × 46,400 = 92,800), 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 ×. 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.
46,400
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 × 2,300 = 4,600), 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.
2,300
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 × 4,700 = 9,400), 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.
4,700
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: 310 mm/50 Type0
Mounts / barrels3 mounts / 9 barrels
Reload time18.5 s
Firing range15.8 km
Turret traverse5 °/s
Turret armor305 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°, ±145°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° 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.
35° off bow / 30° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: 16% wider (worse) horizontal dispersion and 16% more vertical spread at max range (15.8 km) than a standard cruiser: about 165 m wide × 99 m tall, against 142 m × 85 m. Also on this curve (2): Azuma, Tsurugi.
Accurate Japanese heavy guns (Azuma / Yoshino / Tsurugi)
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1581830·10−0.51000+0.5)·30=165.3m
165.3 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =165.3·0.6=99.2m
99.2 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =165.3·0.62.05=48.4m
48.4 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =99.2·0.62.05=29m
29 m at 15.8 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 18.571 s (18.5 s = 130 ticks) base reload = 29.1. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 16.714 s (16.7 s = 117 ticks) all-upgrades reload (18.5 s × 0.9 Main Battery Mod. 3 = 16.7 s) = 32.3.
Initial: 29.1 → 32.3
HE shells
HE alpha5,100
HE Velocity836 m/s
Fire Chance27%
HE fire DPM vs T8 BB64354
Effective HE DPM vs T8 BB212647
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 / 18.571 s (18.5 s = 130 ticks) base reload = 148,292. All upgrades (Main Battery Mod. 3 = -10% reload): 45,900 HE full-salvo alpha x 60 / 16.714 s (16.7 s = 117 ticks) all-upgrades reload (18.5 s × 0.9 Main Battery Mod. 3 = 16.7 s) = 164,769.
Initial: 148,292 → 164,769
Fires/min
ƒZero upgrades: 29.1 shells/min × 0.27 (27% fire chance) = 7.85. All upgrades (Main Battery Mod. 3 = -10% reload): 32.3 shells/min × 0.27 (27% fire chance) = 8.72.
Initial: 7.85 → 8.72
AP shells
AP alpha8,650
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold52 mm
AP pen max range359 mm
AP overmatch
ƒfloor(310 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2365·448.80.69·0.31−1.07·8361.38=603.4mm.
603.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 574 m/s: P=10−7·2365·448.80.69·0.31−1.07·5741.38=359.2mm.
359.2 mm at 15.8 km
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 / 18.571 s (18.5 s = 130 ticks) base reload = 251,515. All upgrades (Main Battery Mod. 3 = -10% reload): 77,850 AP full-salvo alpha x 60 / 16.714 s (16.7 s = 117 ticks) all-upgrades reload (18.5 s × 0.9 Main Battery Mod. 3 = 16.7 s) = 279,462.
Initial: 251,515 → 279,462
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. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 167×0.85=141.9 s.
Initial: 171 s → 167 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 62.0 kt); the stock torpedo module runs 67.0 kt.
Initial: 67 kt → 62 kt
RangeInitial: 12 km → 20 km
Maximum simulated damage
ƒInitial: 66,800 × 0.333 = 22,267 → 58,700 × 0.333 = 19,567 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
Initial: ≈ 22,267 → ≈ 19,567
Maximum damage (ammunition)
ƒ58,700 warhead alpha / 3 + 1,400 blast = 20,967. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
20,967
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,400
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×2.6855=15 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
15 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.55 per hit, shown as 3.55×100=355%. 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.
355%
Torpedo launcher traverse25 °/s
Launch arcswing 110° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
156,536
AA Defense
AA mount points56
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~2 s salvo fires 3 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 14 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.
3 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.
90%
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
Mounts8
Firing range5.0 km
Shell Grouping (σ)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: 8×2 100 mm (8/side) × 60/3 s × 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).
272,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 9.6 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 78,693. 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.
78,693
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 272,000 + secondary fire DPM 78,693 = 350,693: shell damage plus fire damage against one T8 battleship, every shell hitting.
350,693
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 alpha1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% 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 Pen17 mm
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 speed34.0 kt
Turning circle radius920 m
Rudder shift time13.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
34.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
28.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
47 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 5 − 4.5 = +0.5°/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 (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.08 km x 0.955 = 12.49 km. Camouflage does not change detectability by air.
13.08 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.08 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.49 km.
12.49 km
Detectability by air7.85 km
Smoke firing penalty10.12 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.08 km) = 15.82 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.82 km
Detect when firing (air)
ƒAir detectability 7.85 km + gun-firing bloom 6.2 km = 14.05 km. The bloom tracks main-battery caliber 310 mm × 0.020 = 6.2 km.
14.05 km
Detect when on fire (sea)
ƒSea detectability 13.08 km + 2.0 km while burning = 15.08 km.
15.08 km
Detect when on fire (air)
ƒAir detectability 7.85 km + 3.0 km while burning = 10.85 km.
10.85 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 salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Catapult Fighter3 charges · 80 s reload · 70 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)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 61,800 HP = 10,382 HP: up to 16.8% of max HP restored per charge.
· 31,146 HP (50.4% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 3 charges = 0.504 × 61,800 HP = 31,146 HP: 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
ƒ0.006 (0.6% of max HP) × 61,800 HP = 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

Under the hood

Show ▾

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 cruiser16% wider H · 16% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 165 / 142 m − 1 = +16%, vertical 99 / 85 m − 1 = +16%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km62.5 m
(166.7 × (10 − 0.5) / 1000 + 0.5) × 30 = 62.5 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 km110 m
(333.3 × (10 − 0.5) / 1000 + 0.5) × 30 = 110 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
(500 × (10 − 0.5) / 1000 + 0.5) × 30 = 157.5 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 km24.4 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=0.5 at delim·Rmax=0.5·15818=7909 m, and radiusOnMax=0.6 at 15818 m. Below the kink: k=0.2+(0.5−0.2)·50007909=0.3897, so σV=σH·k=62.5·0.3897=24.4m.
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. 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=0.5 at delim·Rmax=0.5·15818=7909 m, and radiusOnMax=0.6 at 15818 m. Above the kink: k=0.5+(0.6−0.5)·10000−790915818−7909=0.5264, so σV=σH·k=110·0.5264=57.9m.
Shell scatter height @ 15 km92.9 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=0.5 at delim·Rmax=0.5·15818=7909 m, and radiusOnMax=0.6 at 15818 m. Above the kink: k=0.5+(0.6−0.5)·15000−790915818−7909=0.5897, so σV=σH·k=157.5·0.5897=92.9m.
AP pen 5 km507 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 =10−7·2365·448.80.69·0.31−1.07·737.31.38=507mm, where 737.3 m/s is the shell's speed when it arrives at 5 km (from 836 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 km429 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 =10−7·2365·448.80.69·0.31−1.07·653.11.38=429mm, where 653.1 m/s is the shell's speed when it arrives at 10 km (from 836 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 km368 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 =10−7·2365·448.80.69·0.31−1.07·584.21.38=368mm, where 584.2 m/s is the shell's speed when it arrives at 15 km (from 836 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.02 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·0.281·0.3128·448.8=2.36×10−5. That runs from a 836 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.
AP flight time @ 10 km4.92 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·0.244·0.3128·448.8=2.05×10−5. That runs from a 836 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.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,365
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 mass448.8 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 coefficient0.244
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity836 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity836 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.
minRadius0.5
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.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time15 s
2500 m / (62.0 kt × 2.6855) = 15 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range120.1 s
20000 m / (62.0 kt × 2.6855) = 120.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage313,072
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 19,567 = 313,072. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range173
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 12x2 -> 195 DPS @ 3.5 km; 25mm Type96 single 24x1 -> 136 DPS @ 3.1 km; 25mm Type96 Triple 6x3 -> 34 DPS @ 3.1 km; 25mm Type96 14x3 -> 80 DPS @ 3.1 km; 100mm65 Type98 8x2 -> 173 DPS @ 5 km.
AA DPS layered by range173 DPS @ 5 km, 368 DPS @ 3.5 km, 618 DPS @ 3.1 km
@ 5 km: 173 from one family; @ 3.5 km: 195 + 173 = 368; @ 3.1 km: 195 + 136 + 34 + 80 + 173 = 618. 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-blank618
195 + 136 + 34 + 80 + 173 = 618 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2322
195 × 3.5 + 136 × 3.1 + 34 × 3.1 + 80 × 3.1 + 173 × 5 = 2322. 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 alpha1700
The only family (100 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. 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
The only family (100 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

A fast-moving ship armed with 310 mm artillery for her main battery, intended to counter enemy heavy cruisers (Project B-65). This version of the design also featured torpedo armament.

Armor Beta

Hull HP 61,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 54+ AP 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)
Overmatched by 380mm+ AP (Alsace, Bourgogne)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+ AP (Gouden Leeuw)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+ AP (Alsace, Bourgogne)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: 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 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 (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.

Balance History

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

Nerf ×1Torpedo ×1
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Yoshino: credit earnings increased by 2%; torpedo cost reduced from 350 to 250 credits.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Yoshino 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.