Midway
Also called: 中途岛 Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
- Launch from positions where the recall path stays inside your team's AA umbrella
- Avoid: Trading a full squadron for one high-value kill
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Midway Community Stats
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Midway Community Stats
Record History
Playstyle
Overview
Midway is the Legendary American bomber carrier. HE dive bombers are her main battery, hitting for up to 5,300 per drop, so match impact comes from repeated bombing runs on broadside and angled targets rather than a single torpedo strike. Air torpedoes are a secondary option. AA (992 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through.
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 15 km and run at 33 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. With 18.3 s on the rudder she starts turning late, so the angle has to be set before you are shot at.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Reserves refill in 24 s per aircraft at best, the quickest in the cohort, so you can spend planes others cannot - but your thinnest-skinned squadron flies at 2,250 HP and decides how much of each wave comes home.
Signature Traits
How to get Midway
Midway is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Official WG availability sources
- Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
- U.S.A. 250: History-Inspired Event & New Alternative Destroyers Event/store source Start: 2026-06-26 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
- Through the Spy Glass: Enterprise Ship feature / release Start: 2024-07-10 · 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.
- Battle of Midway: Themed Missions & Historical Ships Store price varies 2026-05-29
- June Update: The Ages Betwixt Store price varies 2026-05-28
- Autumn Update: In the Shadow of Leaves Store price varies 2022-08-25
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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 Midway sits among Legendary CVs (3 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.
See 17 mid-pack stats
Not standouts for Midway -- 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.
Peers in this cohort
Compare Legendary Aircraft CarriersShow all 3 peers
Stats & specs
Customize in the Build Tool →ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 224 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 130 raw aura damage × 3.5 × 1 hit probability = 455 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 224 + Medium 455 = 679ƒ
Effective DPS: 94 raw aura damage × 3.5 × 0.95 hit probability = 313 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 224 + Medium 455 + Near 313 = 992ƒ
Each ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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 5.2 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.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.5 km × 57 + 30 = 343.5 m.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 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.ƒ
Seconds 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.ƒ
Speed 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).ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.7 kt of 33 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.ƒ
Air detectability plus the gun-firing bloom (0 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
See all derived stats
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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.
AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 11x2 -> 238 DPS @ 3.5 km; 40mm Bofors 10x4 -> 217 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 28x2 -> 313 DPS @ 2 km; 5in54 MK16 18x1 -> 224 DPS @ 5.2 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.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.5 km × 57 + 30 = 343.5 m.Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 18×1 127 mm (9/side) × 60/4 × 1800 = 243,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.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 67,600, 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.
Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 19 mm | 2,100 (3% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 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) | 87 mm primary (range 13–160 mm) | 50,700 (75% of HP) | No common AP caliber overmatches87 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–193 mm) | 3,400 (5% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 193 mm primary (range 19–193 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. |
| Superstructure | 13 mm primary (range 13–165 mm) | 200 (0% 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). |
| Secondary mount (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 20,300 module HP | Incapacitated at 0 HP | When 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.
Ship Charts
Balance History
Balance updates affecting Midway. Cards are condensed; use each source link for full context.
Ministry of Balance: Summertime Refit
- Midway wasn't performing optimally, so we buffed her strongest aspects to make them stand out more.
- Maximum HE bomb damage increased from 5,000 to 5,300.
- HE bomb fire-starting chance increased from 25% to 28%.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Torpedo bomber restoration time increased from 24 to 31 s.
- Torpedo bomber base speed reduced from 138 to 129 kts.
- Dive bomber restoration time increased from 18 to 24 s.
- Dive bomber base speed reduced from 140 to 130 kts.
Ministry of Balance: Carriers 2.0 – First Update
- Maximum HP per aircraft reduced from 2,500 to 2,250 (squadron HP reduced from 30,000 to 27,000).
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
- Bomb damage reduced from 6,000 to 5,000.
- Bomb fire-setting chances reduced from 35 to 25%.
- Base speed reduced from 144 to 140 knots.
- Torpedo Bombers:
- Maximum HP per aircraft reduced from 2,900 to 2,600 (squadron HP reduced from 29,000 to 26,000).
- Torpedo damage reduced from 7,767 to 6,600.
- Base speed reduced from 144 to 138 knots.
Ministry of Balance: Carriers 2.0 – First Wave
- Aiming speed increased (aiming circle shrinks faster).
- Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) increased from 25 to 50%.
- Number of aircraft in squadron increased from 9 to 12.
- Bombs per aircraft increased from 2 to 4.
- Maximum HP per aircraft reduced from 2,800 to 2,500 (squadron HP increased from 25,200 to 30,000).
- Base speed increased from 128 to 144 knots.
- Aircraft maximum flight range set to 38 kilometers.
- Bomb damage reduced from 11,200 to 6,000.
- HE bomb penetration reduced from 67.1 to 53.4 mm.
- Bomb fire-setting chances reduced from 64 to 35%.
- +4 more official change lines in the source post.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 16.1 to 15.2 km; air detectability range changed from 12.9 to 10.5 km.
Skins & permanent camouflages
Every custom exterior Midway can equip, from in-game data.
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.
