World of Warships: Legends ship guide

Kuma

Also called: 球磨 Beta
HE fire-spam cruiserAn HE damage-farmer with Sonar to clear islands and smoke before committing the hull.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Long torps (7 km)Heavy HE shellsHigh HE / fire outputHigh AP DPMSonarPattern widens fast with range
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Community Data

Kuma Community Stats

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Playstyle

Overview

Kuma is a Tier III Japanese light cruiser whose 140mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 3.5 km, which is the range at which she can commit to a contest without guessing. Both shells run cohort-strong (top-decile AP at 162,000 AP DPM and cohort-best HE at 144,000 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best HE alpha in T3 CAs (2,400) and best magazine armor in T3 CAs (35 mm).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.5 km on ships, 2.5 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. 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. The helm answers quickly (5.4 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Pushing in blind because the kit says brawler

3.5-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

ELITE MAIN BATTERY
  • Heavy HE shells · 2400 damage
  • HE DPM machine · 144000 HE
  • AP DPM machine · 162000 AP
ELITE ARMOR
  • Heavy magazine · 35 mm
  • Thick citadel floor · 35 mm
  • Thick deck · 51 mm
Pattern widens fast with range

Shell pattern widens about 9.5 m per km of range, bottom decile of T3 CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Soft superstructure

6 mm superstructure, bottom quartile of T3 CAs. HE farms harder.

Acquisition

How to get Kuma

Kuma is available in the Early Japanese Cruisers branch of the Japan Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 19,120 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Kuma sits in the Early Japanese Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

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 Kuma sits among Tier III CAs (11 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.

BestHE DPM144,000 (1/11) Top 10%Fires per minute6 (2/11) Top 10%AP DPM162,000 (2/12) Top 10%Effective HE DPM (incl. fire)183,366 (2/11) Top 10%Torpedo reload42 s (2/11) Top 25%Smoke fire bloom4.17 km (4/12) Top 25%Rudder shift5.4 s (3/12) Top 25%Main battery reload6 s (3/12) Top 25%Main dispersion119.8 m (3/12) Top 25%AP arming threshold23 mm (4/12) Top 25%Engine power90,000 hp (3/12) Top 25%Turn-speed retention140.6 hp/m (4/12) Top 25%Torpedo range6.99 km (3/11) Top 25%Deck armor51 mm (3/12) Bottom 25%Main battery caliber140 mm (10/12) Bottom 25%Main battery range12.58 km (10/12) WorstNo secondaries (8 of 12 in cohort) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied)
See 27 mid-pack stats

Not standouts for Kuma -- 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 points24,200 HP(5/12) Max speed34.5 kt(5/12) Concealment9.88 km(8/12) Air detection5.93 km(7/12) Turning circle640 m(9/12) Traverse-to-turn ratio5.35 ×(7/12) HE fire chance10%(7/11) AP shell damage2,700(8/12) AP velocity850 m/s(9/12) HE velocity850 m/s(9/11) Acceleration24.2 s(6/12) Displacement7,948 t(9/12) Power-to-weight11.32 hp/t(5/12) AP pen at 10 km60 mm(9/12) AA DPS106(7/12) AA range3.1 km(6/12) AA threat294(5/12) Torpedo damage≈9,933(8/11) Torpedo speed57 kt(7/11) Torpedo reaction time7.8 s(8/11) Max armor65 mm(7/12) Citadel belt65 mm(6/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.03 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit PointsInitial: 23,000 → 24,200
Displacement7,948 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.
162.1 x 14.8 m (measured from the ship model)
Armor range6–65 mm
Plate armor thicknesses6, 10, 13, 15, 19, 25, 30, 35, 40, 51, 65 mm
Armor material/layer entries29
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.
Initial: 6.7% → 10%
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 (2,178 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 (2,420 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.
12,100
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.
7,300
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 140 mm/50 Type3
Mounts / barrels7 mounts / 7 barrels
Reload time6 s
Firing range (base)11.4 km
Firing range (top fire control)12.6 km
Turret traverse8.5 °/s
Turret armor25 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°, 2x 165° arc, ±125°
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.
55° off bow / 30° off stern
HE fire DPM vs T3 BB39366
Effective HE DPM vs T3 BB183366
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 =(12579.630·81.11000+1.1)·30=119.8m
119.8 m at 12.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.8·0.6=71.9m
71.9 m at 12.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =119.8·0.62=35.9m
35.9 m at 12.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =71.9·0.62=21.6m
21.6 m at 12.6 km
Turret turn time
ƒ180 degrees / 8.5 deg/s traverse speed = 21.2 s.
21.2 s
Shells/min
ƒ6 broadside guns x 60 / 6 s base reload = 60.
60
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 6 broadside guns = 14,400.
14,400
HE DPM
ƒ14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.
144,000
Fires/min
ƒ60 shells/min x 10% fire chance = 6.
6
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 (12.6 km), where the shell has slowed to 300.3 m/s: P=107·1794·380.69·0.141.07·300.31.38=47.5mm.
47.5 mm at 12.6 km
AP full-salvo alpha
ƒ2,700 AP damage x 6 broadside guns = 16,200.
16,200
AP DPM
ƒ16,200 AP full-salvo alpha x 60 / 6 s base reload = 162,000.
162,000
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
ModuleTorpedoes: Type6
Launchers / tubes4 launchers × 2 tubes = 8 tubes
Reload time42 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=29,800·0.333=9,933.
≈ 9,933
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.
10,833
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 1.75 per hit, shown as 1.75×100=175%. 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.
175%
Torpedo launcher traverse25 °/s
Launch arcs135° 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 = 4 x 9,933 = 39,732.
39,732
AA Defense
AA mount pointsInitial: 4 → 8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3.1 km
25 mm Type96 mod. 1 (upgraded hull only)6×2 25mm
13 mm Type93 (upgraded hull only)2×1 13mm
76.2 mm 3rd Year Type (stock hull only)2×1 76mm
6.5 mm 3rd Year Type (stock hull only)2×1 7mm
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.9 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range3.1 km
Near aura
Guns13 mm Type93
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.85 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range1.2 km
Total DPS in Aura
ƒMedium 88 + Near 18 = 106
106
Maneuverability
Engine power90,000 hp
Maximum speed34.5 kt
Turning circle radius640 m
Rudder shift time5.4 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 = 34.5 / 4 + 4.9 = 13.5 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.
13.5 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.
23.9 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).
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
38.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.5·0.5144640=1.59°/s, so ratio=ωturretωhull=8.51.59=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea9.88 km
Detectability by air5.93 km
Smoke firing penalty4.17 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.
12.58 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.
8.73 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.
11.88 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.
8.93 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar Hull B only2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km
Catapult Fighter Hull B only1 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
Module options (2)

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

HullUpgrade
  • Hit points23,000 → 24,200
  • Rudder shift9 → 7 s
  • AA mounts4 → 8
  • Close-range AA DPS3 → 34
  • Maximum AA range3 → 3.1 km
Fire controlUpgrade
  • Main battery range11,436 → 12579.6 m

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 Disp119.8 m at 12.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(12579.630·81.11000+1.1)·30=119.8m
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 Disp71.9 m at 12.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.8·0.6=71.9m
Shell scatter height @ 10 km57 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=0.5·12579.6=6290 m, and radiusOnMax=0.6 at 12579.6 m. Above the kink: k=0.5+(0.60.5)·10000629012579.66290=0.559, so σV=σH·k=102·0.559=57m.
Med Horiz Disp35.9 m at 12.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =119.8·0.62=35.9m
Med Vert Disp21.6 m at 12.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =71.9·0.62=21.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
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 Far47.5 mm at 12.6 km
Same formula at the ship's max firing range (12.6 km), where the shell has slowed to 300.3 m/s: P=107·1794·380.69·0.141.07·300.31.38=47.5mm.
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 alpha6
Barrels that can bear on one beam (6 of 7); casemate/wing mounts only fire one side.
Turret turn time21.2 s
180 degrees / 8.5 deg/s traverse speed = 21.2 s.
HE full-salvo alpha14,400
2,400 HE damage x 6 broadside guns = 14,400.
AP full-salvo alpha16,200
2,700 AP damage x 6 broadside guns = 16,200.
HE DPM144,000
14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.
AP DPM162,000
16,200 AP full-salvo alpha x 60 / 6 s base reload = 162,000.
Shells/min60
6 broadside guns x 60 / 6 s base reload = 60.
Fires/min6
60 shells/min x 10% fire chance = 6.

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 damage900
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 count8
4 launchers x 2 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage79,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,933 = 79,464.
Per-side salvo damage39,732
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 9,933 = 39,732.

AA defense

AA DPS at max range88
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 double 6x2 -> 88 DPS @ 3.1 km; 13mm76 Type93 single 2x1 -> 18 DPS @ 1.2 km.
Maximum AA range3.1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range88 DPS @ 3.1 km, 106 DPS @ 1.2 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-blank106
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index294
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 range1.2 km

Armor Beta

Hull HP 23,00024,200 with hull upgrade, 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 & stern10 mm

Overmatched by 95+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel65 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–15 mm)3,700 (15% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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)25 mm18,200 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–25 mm)2,000 (8% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel65 mm primary (range 10–65 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)1,600 (7% 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 HP12,100 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.
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 HP7,300 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.

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Ship Charts

Balance History

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

Buff ×1
Exteriors

Skins & permanent camouflages

Every custom exterior Kuma can equip, from in-game data.

  • Kuma 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.