World of Warships: Legends ship guide

Daisen

Also called: 大山 Beta
Japan · Tier VIII · Battleship · Premium
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (10 km)Heavy AP pen2 sigma accuracyStrong secondaries (7 km)Engine BoostSlow torp reload
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Community Data

Daisen Community Stats

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Playstyle

Overview

Daisen is a Tier VIII Japanese fast battleship at 35 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: top-decile close-range AP pen in T8 BBs (909.1 mm) and best AP shell velocity in T8 BBs (870).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. A 1,100 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Using the 35-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+12% speed (about +4.2 kt), 80 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T8 BBs.

ELITE MAIN BATTERY
  • Close-range AP brick · 909.1 mm
  • Flat AP shells · 870 m
ELITE MOBILITY
  • Fast for the class · 35 kt
  • Heavy powerplant · 305000 hp
  • Holds speed in turns · 277.3 hp
  • Nimble for the tonnage · 6.16 hp
Slow torp reload

150 s torpedo reload, worst of the 7 T8 BBs with torpedoes. Long wait between drops.

Acquisition

How to get Daisen

Daisen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources
  • Through the Spy Glass: Daisen Ship feature / release Start: 2024-04-18 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds

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

Takeo Takagi

WG official

WG official build from Through the Spy Glass: Daisen.

Source: Through the Spy Glass: Daisen

Open in Build Tool →

Commanders frequently paired with this ship Takeo Takagi

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 Daisen sits among Tier VIII BBs (31 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.

BestMax speed35 kt (1/32) BestAP velocity870 m/s (1 of 3 tied) BestEngine power305,000 hp (1/32) BestTurn-speed retention277.3 hp/m (1/32) BestPower-to-weight6.16 hp/t (1/32) Top 10%Secondary DPM (per side)354,000 (3/32) Top 10%HE velocity869 m/s (4/30) Top 25%Main battery caliber410 mm (8/32) Top 25%Sigma2 (5/32) Top 25%HE shell damage6,500 (7/30) Top 25%Main dispersion207.1 m (5/32) Top 25%Secondary dispersion bracket43.5 (6/32) Top 25%Secondary HE alpha2,400 (7/30) Top 25%Secondary fire chance10% (8/30) Top 25%Acceleration33.4 s (5/32) Top 25%Displacement49,473 t (9/32) Top 25%AP pen at 10 km691 mm (5/32) Top 25%Secondary range6.8 km (7/32) Top 25%Deck armor76 mm (7/29) Bottom 25%Hit points69,300 HP (26/32) Bottom 25%AP DPM237,241 (27/32) Bottom 25%Effective HE DPM (incl. fire)164,789 (24/30) Bottom 10%Fires per minute5.52 (29/30) WorstTurning circle1,100 m (32/32) WorstTorpedo reload150 s (1 of 2 tied) WorstCitadel belt76 mm (30/30)
See 28 mid-pack stats

Not standouts for Daisen -- 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.

Concealment15.81 km(19/32) Smoke fire bloom15.37 km(23/32) Air detection12.65 km(17/32) Rudder shift16.1 s(11/32) Traverse-to-turn ratio5.48 ×(11/32) Main battery range17.09 km(23/32) Main battery reload26.1 s(11/32) HE DPM119,540(19/30) AP shell damage12,900(17/32) Secondary HE pen23 mm(21/30) AP arming threshold68 mm(17/32) AA DPS611(13/32) AA range5 km(18/32) AA threat2,147(13/32) Flak per wave (expected)1,552(17/32) Torpedo range9.99 km(4/7) Torpedo damage≈19,567(3/7) Torpedo speed67 kt(5/7) Torpedo reaction time9.4 s(5/7) Repair charges3(13/32) Max armor356 mm(24/32) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormRepair heal rate0.5 %/s(23 of 32 tied at this value) NormBow armor32 mm(28 of 30 tied at this value) NormStern armor32 mm(28 of 30 tied at this value)
Survivability
Hit Points69,300
Displacement49,473 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
294.9 x 29.7 m
Armor range19–356 mm
Plate armor thicknesses19, 25, 32, 38, 50, 51, 76, 127, 152, 203, 254, 273, 279, 305, 330, 356 mm
Armor material/layer entries76
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (12,474 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (13,860 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
53%
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.
34,700
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.
20,800
Effective HP
ƒBase 69,300 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 9,702 HP per charge, x3 charges = 29,106 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
98,406
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 410 mm/50 10th Year Type mod. A
Mounts / barrels4 mounts / 8 barrels
Reload time29 s
Firing range17.1 km
Turret traverse5.14 °/s
Turret armor508 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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.
4x ±150°
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 30° off stern
AP pen max range563 mm
HE fire DPM vs T8 BB40703
Effective HE DPM vs T8 BB148290
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1709530·102.81000+2.8)·30=207.1m
207.1 m at 17.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207.1·0.8=165.7m
165.7 m at 17.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =207.1·0.62=62.1m
62.1 m at 17.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =165.7·0.62=49.7m
49.7 m at 17.1 km
Turret turn time
ƒ180 degrees / 5.14 deg/s traverse speed = 35 s.
35 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 29 s base reload = 16.6. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 26.1 s all-upgrades reload = 18.4.
Initial: 16.6 → 18.4
HE shells
HE Damage6,500
HE Velocity869 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 8 broadside guns = 52,000.
52,000
HE DPM
ƒZero upgrades: 52,000 HE full-salvo alpha x 60 / 29 s base reload = 107,586. All upgrades (Main Battery Mod. 3 = -10% reload): 52,000 HE full-salvo alpha x 60 / 26.1 s all-upgrades reload = 119,540.
Initial: 107,586 → 119,540
Fires/min
ƒZero upgrades: 16.6 shells/min x 30% fire chance = 4.97. All upgrades (Main Battery Mod. 3 = -10% reload): 18.4 shells/min x 30% fire chance = 5.52.
Initial: 4.97 → 5.52
AP shells
AP Damage12,900
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2711·10200.69·0.411.07·8701.38=954.8mm. Matches the in-game spec card.
954.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 593.2 m/s: P=107·2711·10200.69·0.411.07·593.21.38=562.9mm.
562.9 mm at 17.1 km
AP full-salvo alpha
ƒ12,900 AP damage x 8 broadside guns = 103,200.
103,200
AP DPM
ƒZero upgrades: 103,200 AP full-salvo alpha x 60 / 29 s base reload = 213,517. All upgrades (Main Battery Mod. 3 = -10% reload): 103,200 AP full-salvo alpha x 60 / 26.1 s all-upgrades reload = 237,241.
Initial: 213,517 → 237,241
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.
250
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time150 s
Projectile speed67 kt
Range9.99 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 detectability1.7 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.7 km67 kt×2.6855=9.4 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
9.4 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
Launch arcs106° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 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 points60
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 514×2 40mm
40 mm/60 Type 52×2 40mm
25 mm Type96 mod. 14×3 25mm
25 mm/60 Type96 mod. 120×1 25mm
25 mm Type96 mod. 120×3 25mm
127 mm Type89 mod. 3 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Type89 mod. 3 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 87 from dual-purpose secondaries firing as AA in this range band.
87
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 83 raw aura damage × 3.5 × 0.75 hit probability = 218 - the same in-game units as the Close-range AA DPS headline.
218
Range3.5 km
Total DPS in Aura
ƒFar 87 + Medium 218 = 305
305
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 103 raw aura damage × 3.5 × 0.85 hit probability = 306 - the same in-game units as the Close-range AA DPS headline.
306
Range3.1 km
Total DPS in Aura
ƒFar 87 + Medium 218 + Near 306 = 611
611
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 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.
2 salvos × 4 clouds + 1 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.
75%
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. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts26
Firing range6.8 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6.8 km
ƒ6.8 km × 43.5 + 30 = 325.8 m.
325.8 m
127 mm Type89 mod. 3 (×10) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Show 1 more gun family
140 mm 3rd Year Type (×16)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Maneuverability
Engine power305,000 hp
Maximum speed35 kt
Turning circle radius1100 m
Rudder shift time16.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
37.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
33.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
52.6 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·35.0·0.51441100=0.94°/s, so ratio=ωturretωhull=5.140.94=5.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.5× slow
Concealment
Detectability by sea15.81 km
Detectability by air12.65 km
Smoke firing penalty15.37 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
17.09 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.2 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.85 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
17.81 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
15.65 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,702 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 29,106 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 346 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,300 HP) per second = 346 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 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 Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster5 charges · 90 s reload · 25 s active · +150% grouping · -60% dispersion
Engine Boost4 charges · 70 s reload · 80 s active · +12% speed bonus

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
Max Horiz Disp207.1 m at 17.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1709530·102.81000+2.8)·30=207.1m
Shell scatter width @ 5 km120 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 km156 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km192 m
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 Disp165.7 m at 17.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =207.1·0.8=165.7m
Shell scatter height @ 10 km98.9 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=0.6 at delim·Rmax=0.5·17095=8548 m, and radiusOnMax=0.8 at 17095 m. Above the kink: k=0.6+(0.80.6)·100008548170958548=0.634, so σV=σH·k=156·0.634=98.9m.
Med Horiz Disp62.1 m at 17.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =207.1·0.62=62.1m
Med Vert Disp49.7 m at 17.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =165.7·0.62=49.7m
AP Pen Close954.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2711·10200.69·0.411.07·8701.38=954.8mm. Matches the in-game spec card.
AP Pen Far562.9 mm at 17.1 km
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 593.2 m/s: P=107·2711·10200.69·0.411.07·593.21.38=562.9mm.
AP pen 5 km811 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 km691 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 km596 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 flight time @ 10 km5.21 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·0.505·0.4128·938.5=3.55×105. That runs from a 869 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.69 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·0.3·0.4128·1020=1.94×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time35 s
180 degrees / 5.14 deg/s traverse speed = 35 s.
HE full-salvo alpha52,000
6,500 HE damage x 8 broadside guns = 52,000.
AP full-salvo alpha103,200
12,900 AP damage x 8 broadside guns = 103,200.
HE DPMInitial: 107,586 → 119,540
Zero upgrades: 52,000 HE full-salvo alpha x 60 / 29 s base reload = 107,586. All upgrades (Main Battery Mod. 3 = -10% reload): 52,000 HE full-salvo alpha x 60 / 26.1 s all-upgrades reload = 119,540.
AP DPMInitial: 213,517 → 237,241
Zero upgrades: 103,200 AP full-salvo alpha x 60 / 29 s base reload = 213,517. All upgrades (Main Battery Mod. 3 = -10% reload): 103,200 AP full-salvo alpha x 60 / 26.1 s all-upgrades reload = 237,241.
Shells/minInitial: 16.6 → 18.4
Zero upgrades: 8 broadside guns x 60 / 29 s base reload = 16.6. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 26.1 s all-upgrades reload = 18.4.
Fires/minInitial: 4.97 → 5.52
Zero upgrades: 16.6 shells/min x 30% fire chance = 4.97. All upgrades (Main Battery Mod. 3 = -10% reload): 18.4 shells/min x 30% fire chance = 5.52.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.4 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed67 kt
Travel time to max range55.5 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,400
Per-torpedo module/blast damage parameter from in-game data. 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; the exact module-HP conversion is not published.
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

AA DPS at max range87
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 14x2 -> 191 DPS @ 3.5 km; 40mm Bofors closed 2x2 -> 27 DPS @ 3.5 km; 25mm Type96 4x3 -> 28 DPS @ 3.1 km; 25mm Type96 single 20x1 -> 139 DPS @ 3.1 km; 25mm Type96 light 20x3 -> 139 DPS @ 3.1 km; 127mm40 Type 89 10x2 -> 87 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range87 DPS @ 5 km, 305 DPS @ 3.5 km, 611 DPS @ 3.1 km
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-blank611
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2147
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 typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.8 km325.8 m
6.8 km × 43.5 + 30 = 325.8 m.
Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Secondary DPM (per side)354,000
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: 10×2 127 mm (10/side) × 60/6 × 2100 = 210,000 + 16×1 140 mm (8/side) × 60/8 × 2400 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor Beta

Hull HP 69,300, 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 & stern32 mm

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

Belt / citadel305 mm

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

Farming19 mm

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

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–76 mm)2,700 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 19–330 mm)52,000 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–152 mm)1,800 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 32–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure19 mm2,900 (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 HP34,700 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 (140 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 HP20,800 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 Daisen can equip, from in-game data.

  • Daisen default exterior
    DefaultThe ship’s standard exterior

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.