World of Warships: Legends ship guide

Hyūga W

Also called: 日向冬季 · Зимний Hyūga · Hyūga 겨울 · Hyūga hivernal · Hyuga Winter Beta
Japan · Tier V · Battleship · Premium · Hyūga Variant
Tank battleshipTop-decile HP holds trades that drain peer battleships first.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Burning Main Battery Reload Booster on a hopeful salvo
Key characteristics
High HE DPMHigh AP DPMReload BoosterSpotter planeHigh HP poolSluggish rudder
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Community Data

Hyūga W Community Stats

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Playstyle

Overview

Hyūga W is a Tier V Japanese tank battleship (60,700 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: end-plate armor (26 mm) and top-decile burny secondaries in T5 BBs (10).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid. With 15.1 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Burning Main Battery Reload Booster on a hopeful salvo

With only 2 charges it is a finisher rather than an opener: spend it on a target that cannot turn away, a broadside battleship or a cruiser already committed to its own attack, where the extra salvo lands as damage instead of splashes. A booster pressed on a maybe is one you will not have when the certainty shows up.

Signature Traits

High HP pool

60700 HP, best of T5 BBs.

ELITE ARMOR
  • Thick end plates · 26 mm
  • Thick stern plate · 26 mm
ELITE SECONDARIES
  • Burny secondaries · 10%
  • Tighter secondary dispersion · 162 m
Long-reach AA

5 km AA reach, top decile of T5 BBs.

Sluggish rudder

15.1 s rudder shift, worst of T5 BBs. Hard to dodge incoming AP; lean on island cover.

Low fire chance

25% fire chance per HE shell, bottom quartile of T5 BBs. AP carries more weight.

Acquisition

How to get Hyūga W

Hyūga W 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 4 0.272727% Tier V Premium ship Archived · Santa Level 4 · 1 of 22 ships
  • Santa Level 3 0.261364% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Santa Level 30.220455%
    • Santa Level 3 → Santa Level 40.040909%
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
Show all 11 containers (8 more)
  • Piñata Chest 0.2% Tier V or VI Premium ship Event · Piñata Chest · 1 of 20 ships
  • Explorer's Chest 0.148148% One of these ships New · Explorer's Chest · 1 of 27 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.116477% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
    Show 4 paths
    • Santa Level 20.063636%
    • Santa Level 2 → Santa Level 30.033068%
    • Santa Level 2 → Santa Level 40.013636%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
  • Champion's Box 0.052273% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.044091%
    • Champion's Box → Santa Level 3 → Santa Level 40.008182%
  • Santa Level 1 0.037494% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.011023%
    • Santa Level 1 → Santa Level 20.009545%
    • Santa Level 10.009%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • The Return of Treasure Hunt Event/store source Start: 2022-08-05 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Treasure Hunt: Better Than Ever! Event/store source Start: 2023-07-25 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
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 FusouArpeggio HarunaArpeggio Kirishima

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 Hyūga W sits among Tier V BBs (25 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.

BestHit points60,700 HP (1 of 2 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestEnd plates26 mm (5/26 / 1 of 6 tied) Top 25%Main battery range16.17 km (5/26) Top 25%HE DPM141,517 (5/26) Top 25%AP DPM253,241 (5/26) Top 25%Secondary DPM (per side)228,000 (5/26) Top 25%Secondary HE alpha2,400 (5/25) Top 25%Secondary fire chance10% (4/25) Top 25%Effective HE DPM (incl. fire)188,286 (5/26) Bottom 25%AA DPS155 (21/26) WorstRudder shift15.1 s (1 of 2 tied) WorstHE fire chance25% (1 of 5 tied) WorstDisplacement42,281 t (1 of 2 tied)
See 32 mid-pack stats

Not standouts for Hyūga W -- 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 speed25.3 kt(11/26) Concealment14.46 km(19/26) Smoke fire bloom12.52 km(13/26) Air detection11.57 km(19/26) Turning circle750 m(19/26) Traverse-to-turn ratio4.02 ×(9/26) Main battery caliber356 mm(14/26) Main battery reload29 s(11/26) Sigma1.8(11/26) Fires per minute6.21(13/26) AP shell damage10,200(19/26) Main dispersion200.4 m(9/26) Secondary HE pen23 mm(9/25) AP velocity775 m/s(17/26) HE velocity805 m/s(15/26) Acceleration36 s(15/26) AP arming threshold59 mm(12/26) Engine power81,050 hp(9/26) Turn-speed retention108.1 hp/m(13/26) Power-to-weight1.92 hp/t(15/26) AP pen at 10 km465 mm(11/26) AA range5 km(8/26) AA threat566(17/26) Flak per wave (expected)570(15/26) Repair charges3(13/26) Max armor350 mm(10/26) Citadel belt299 mm(19/26) NormAP fuse timer0.03 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormSecondary range4 km(17 of 26 tied at this value) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit Points60,700
Displacement42,281 t
Armor range16–350 mm
Plate armor thicknesses16, 25, 26, 32, 35, 38, 40, 44, 50, 51, 56, 57, 76, 97, 100, 122, 137, 140, 149, 152, 158, 162, 167, 199, 200, 203, 212, 215, 224, 230, 265, 299, 350 mm
Armor material/layer entries103
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.
23.3%
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 (10,926 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 (12,140 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.
34%
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.
30,400
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.
18,200
Effective HP
ƒBase 60,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 8,498 HP per charge, x3 charges = 25,494 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.
86,194
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm 41st Year Type
Mounts / barrels6 mounts / 12 barrels
Reload time29 s
Firing range16.2 km
Turret traverse4 °/s
Turret armor305 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.
6x ±145°
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.
35° off bow / 35° off stern
AP pen max range376 mm
HE fire DPM vs T5 BB46745
Effective HE DPM vs T5 BB188262
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1617230·102.81000+2.8)·30=200.4m
200.4 m at 16.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.4·0.8=160.4m
160.4 m at 16.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =200.4·0.61.8=66.8m
66.8 m at 16.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =160.4·0.61.8=53.5m
53.5 m at 16.2 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ12 broadside guns x 60 / 29 s base reload = 24.8.
24.8
HE shells
HE Damage5,700
HE Velocity805 m/s
Fire Chance25%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,700 HE damage x 12 broadside guns = 68,400.
68,400
HE DPM
ƒ68,400 HE full-salvo alpha x 60 / 29 s base reload = 141,517.
141,517
Fires/min
ƒ24.8 shells/min x 25% fire chance = 6.21.
6.21
AP shells
AP Damage10,200
AP Velocity775 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
696.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.2 km), where the shell has slowed to 495.6 m/s: P=107·2657·673.50.69·0.3561.07·495.61.38=376mm.
376 mm at 16.2 km
AP full-salvo alpha
ƒ10,200 AP damage x 12 broadside guns = 122,400.
122,400
AP DPM
ƒ122,400 AP full-salvo alpha x 60 / 29 s base reload = 253,241.
253,241
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.
90
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
5 km
25 mm Type96 mod. 110×2 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.
4×2 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 45 from dual-purpose secondaries firing as AA in this range band.
45
Range5 km
Near aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 37 raw aura damage × 3.5 × 0.85 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.
110
Range3.1 km
Total DPS in Aura
ƒFar 45 + Near 110 = 155
155
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron - up to 4 clouds per wave × 190 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 × 2 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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
Mounts20
Firing range4.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 mod. 3 (×4) (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 power81,050 hp
Maximum speed25.3 kt
Turning circle radius750 m
Rudder shift time15.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25.3 / 4 + 4.9 = 11.2 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.
11.2 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.
44.2 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).
7.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.8 kt of 25.3 kt), from our in-house acceleration model.
36 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (25.0 kt of 25.3 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.
58.6 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·25.3·0.5144750=0.99°/s, so ratio=ωturretωhull=40.99=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.46 km
Detectability by air11.57 km
Smoke firing penalty12.52 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.
16.17 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
18.69 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.
16.46 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.
14.57 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,498 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.
· 25,494 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.
· 304 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (60,700 HP) per second = 304 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost

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)1.8
Max Horiz Disp200.4 m at 16.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1617230·102.81000+2.8)·30=200.4m
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 Disp160.4 m at 16.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.4·0.8=160.4m
Shell scatter height @ 10 km101 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=0.5·16172=8086 m, and radiusOnMax=0.8 at 16172 m. Above the kink: k=0.6+(0.80.6)·100008086161728086=0.6473, so σV=σH·k=156·0.6473=101m.
Med Horiz Disp66.8 m at 16.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =200.4·0.61.8=66.8m
Med Vert Disp53.5 m at 16.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =160.4·0.61.8=53.5m
AP Pen Close696.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2657·673.50.69·0.3561.07·7751.38=696.8mm. Matches the in-game spec card.
AP Pen Far376 mm at 16.2 km
Same formula at the ship's max firing range (16.2 km), where the shell has slowed to 495.6 m/s: P=107·2657·673.50.69·0.3561.07·495.61.38=376mm.
AP pen 5 km567 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 km465 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 km390 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 km5.88 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·0.531·0.35628·625=4.23×105. That runs from a 805 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 km5.44 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·0.331·0.35628·673.5=2.45×105. That runs from a 775 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 penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha68,400
5,700 HE damage x 12 broadside guns = 68,400.
AP full-salvo alpha122,400
10,200 AP damage x 12 broadside guns = 122,400.
HE DPM141,517
68,400 HE full-salvo alpha x 60 / 29 s base reload = 141,517.
AP DPM253,241
122,400 AP full-salvo alpha x 60 / 29 s base reload = 253,241.
Shells/min24.8
12 broadside guns x 60 / 29 s base reload = 24.8.
Fires/min6.21
24.8 shells/min x 25% fire chance = 6.21.

AA defense

AA DPS at max range45
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 10x2 -> 110 DPS @ 3.1 km; 127mm40 Type 89 4x2 -> 45 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range45 DPS @ 5 km, 155 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-blank155
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index566
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 (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 4 km258 m
4 km × 57 + 30 = 258 m.
140 mm × 16 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 16 max disp @ 4 km162 m
4 km × 33 + 30 = 162 m.

Secondary battery firepower

Secondary DPM (per side)228,000
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: 4×2 127 mm (4/side) × 60/6 × 2100 = 84,000 + 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 60,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern26 mm

Overmatched by 32+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel299 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–212 mm)≈ 3,035 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 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)149 mm primary (range 32–299 mm)≈ 45,525 (~75% of HP)
No common AP caliber overmatches149 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 25–350 mm)≈ 3,035 (~5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel299 mm primary (range 25–299 mm)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.
Superstructure16 mmno cap
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).

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 Hyūga W can equip, from in-game data.

  • Hyūga W 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.