World of Warships: Legends ship guide

Katori

Also called: 香取 Beta
Japan · Tier II · CL Cruiser · Premium
All-rounder cruiserA flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Long, fast torpedoes (7 km)Heavy HE shellsBurny secondariesLong-reach AASlow
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Community Data

Katori Community Stats

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Playstyle

Overview

Katori is a Tier II Japanese all-rounder light cruiser with 140mm guns at 11.4 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best burny secondaries in T2 CAs (8) and best AA reach in T2 CAs (5 km).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Once the rudder is over she turns tightly for her cohort (430 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 8.9 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 22,000 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

Burny secondaries

8% best HE fire chance per secondary shell (before target resistance), best of T2 CAs. Stacks fires faster than peers in a brawl.

Long-reach AA

5 km AA reach, best of T2 CAs.

Heavy HE shells

2400 damage per HE shell, top decile of T2 CAs. Punishes superstructure and modules harder than peers.

WEAK MOBILITY
  • Bleeds speed in turns · 16.3 hp
  • Slow for the class · 18 kt
Acquisition

How to get Katori

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

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.

Cohort position

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Where Katori sits among Tier II CAs (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.

BestSecondary fire chance8% (1 of 2 tied) BestAA range5 km (1 of 2 tied) BestFlak per wave (expected)288 (1 of 2 tied) BestTorpedo reload39 s (1 of 2 tied) Top 25%Turning circle430 m (5/26) Top 25%Traverse-to-turn ratio6.08 × (7/26) Top 25%Main battery range11.43 km (5/26) Top 25%HE shell damage2,400 (4/25) Top 25%HE fire chance10% (6/25) Top 25%Secondary HE alpha2,100 (3/16) Top 25%Secondary HE pen21 mm (3/16) Top 25%AP arming threshold23 mm (7/25) Top 25%AA DPS76 (5/17) Top 25%AA threat272 (3/17) Bottom 25%Main battery caliber140 mm (21/26) Bottom 25%AP DPM92,571 (23/25) Bottom 25%Secondary DPM (per side)25,200 (15/16) Bottom 25%Acceleration28.2 s (23/26) Bottom 25%Power-to-weight1.02 hp/t (23/26) Bottom 25%Citadel belt32 mm (23/26) Bottom 10%Engine power7,000 hp (25/26) Bottom 10%Max armor51 mm (25/26) WorstMax speed18 kt (1 of 4 tied) WorstTurn-speed retention16.3 hp/m (1 of 2 tied)
See 27 mid-pack stats

Not standouts for Katori -- 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.

Hit points22,000 HP(17/26) Concealment8.93 km(9/26) Smoke fire bloom3.65 km(9/26) Air detection5.34 km(9/26) Rudder shift6.5 s(15/26) Main battery reload7 s(9/26) Sigma2(12/26) Fires per minute3.43(19/25) HE DPM82,286(17/25) AP shell damage2,700(14/25) Main dispersion111.8 m(19/26) AP velocity850 m/s(12/25) HE velocity850 m/s(12/25) Displacement6,861 t(15/26) AP pen at 10 km60 mm(15/25) Secondary range3 km(7/16) Torpedo range6.99 km(3/6) Deck armor51 mm(11/26) NormAP fuse timer0.03 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormTorpedo damage≈8,267(4 of 6 tied at this value) NormTorpedo speed57 kt(4 of 6 tied at this value) NormTorpedo reaction time7.8 s(4 of 6 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points22,000
Displacement6,861 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.
127.9 x 16.3 m (measured from the ship model)
Armor range6–51 mm
Plate armor thicknesses6, 7, 10, 13, 32, 51 mm
Armor material/layer entries37
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.
3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,980 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 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,200 HP on this ship). Verified against measured flood ticks in replay data.
0.25% 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.
0%
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.
11,000
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.
6,600
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 140 mm Type3
Mounts / barrels2 mounts / 4 barrels
Reload time7 s
Firing range11.4 km
Turret traverse7.5 °/s
Turret armor13 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.
±142°, ±146°
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.
38° off bow / 34° off stern
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 =(1142730·81.11000+1.1)·30=111.8m
111.8 m at 11.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.8·0.6=67.1m
67.1 m at 11.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =111.8·0.62=33.6m
33.6 m at 11.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =67.1·0.62=20.1m
20.1 m at 11.4 km
Turret turn time
ƒ180 degrees / 7.5 deg/s traverse speed = 24 s.
24 s
Shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
82,286
Fires/min
ƒ34.3 shells/min x 10% fire chance = 3.43.
3.43
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1794·380.69·0.141.07·8501.38=199.6mm. Matches the in-game spec card.
199.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 320.8 m/s: P=107·1794·380.69·0.141.07·320.81.38=52mm.
52 mm at 11.4 km
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
92,571
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.
8
Torpedoes
ModuleType44 mod. 2
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time39 s
Projectile speed57 kt
Range6.99 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=24,800·0.333=8,267.
≈ 8,267
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.
9,067
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km57 kt×2.6855=7.8 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.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.45 per hit, shown as 1.45×100=145%. 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.
145%
Torpedo launcher traverse25 °/s
Launch arcs157° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming183 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534.
16,534
AA Defense
AA mount points4
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. 14×2 25mm
127 mm Type89 A1 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×2 127mm
Far aura
Guns127 mm Type89 A1 (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 19 from dual-purpose secondaries firing as AA in this range band.
19
Range5 km
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 0.9 hit probability = 57 - the same in-game units as the Close-range AA DPS headline.
57
Range3.1 km
Total DPS in Aura
ƒFar 19 + Medium 57 = 76
76
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 160 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts1
Firing range3.0 km
Shell Grouping (σ)1
127 mm Type89 A1 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
1×2 127mm
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 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 @ 3 km
ƒ3 km × 57 + 30 = 201 m.
201 m
Maneuverability
Engine power7,000 hp
Maximum speed18 kt
Turning circle radius430 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 18 / 4 + 4.9 = 9.4 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.
9.4 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. 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.
33.6 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).
6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (16.2 kt of 18 kt), from our in-house acceleration model.
28.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (17.8 kt of 18 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.
49.1 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·18.0·0.5144430=1.23°/s, so ratio=ωturretωhull=7.51.23=6.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.1× slow
Concealment
Detectability by sea8.93 km
Detectability by air5.34 km
Smoke firing penalty3.65 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.
11.43 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.8 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
8.14 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.
10.9 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.
8.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Catapult Fighter1 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

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 Disp111.8 m at 11.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1142730·81.11000+1.1)·30=111.8m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Max Vert Disp67.1 m at 11.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.8·0.6=67.1m
Shell scatter height @ 10 km58.7 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=0.5·11427=5714 m, and radiusOnMax=0.6 at 11427 m. Above the kink: k=0.5+(0.60.5)·100005714114275714=0.575, so σV=σH·k=102·0.575=58.7m.
Med Horiz Disp33.6 m at 11.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =111.8·0.62=33.6m
Med Vert Disp20.1 m at 11.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =67.1·0.62=20.1m
AP Pen Close199.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1794·380.69·0.141.07·8501.38=199.6mm. Matches the in-game spec card.
AP Pen Far52 mm at 11.4 km
Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 320.8 m/s: P=107·1794·380.69·0.141.07·320.81.38=52mm.
AP pen 5 km106 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 km60 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 flight time @ 10 km6.93 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·0.3696·0.1428·38=7.49×105. That runs from a 850 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 flight time @ 10 km6.65 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·0.34·0.1428·38=6.89×105. That runs from a 850 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 penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time24 s
180 degrees / 7.5 deg/s traverse speed = 24 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
HE DPM82,286
9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
AP DPM92,571
10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
Shells/min34.3
4 broadside guns x 60 / 7 s base reload = 34.3.
Fires/min3.43
34.3 shells/min x 10% fire chance = 3.43.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.8 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 speed57 kt
Travel time to max range45.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage800
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 count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 8,267 = 33,068.
Per-side salvo damage16,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534.

AA defense

AA DPS at max range19
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 4x2 -> 57 DPS @ 3.1 km; 127mm40 Type 89 1x2 -> 19 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 range19 DPS @ 5 km, 76 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-blank76
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index272
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3 km201 m
3 km × 57 + 30 = 201 m.

Secondary battery firepower

Secondary DPM (per side)25,200
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: 1×2 127 mm (1/side) × 60/5 × 2100 = 25,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 22,000, 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 & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)1,100 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)6 mm16,500 (75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–10 mm)1,200 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel32 mm primary (range 6–32 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.
Superstructure6 mm primary (range 6–51 mm)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 HP11,000 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 (127 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 (25 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 HP6,600 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 Katori can equip, from in-game data.

  • Katori default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision