World of Warships: Legends ship guide

Mirage

Also called: 海市蜃楼 Beta
Italy · Tier VII · CA Cruiser · Premium · Amalfi Variant
SAP cruiserPunish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes
  • The kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Burning Torpedo Reload Booster on a hopeful salvo
Key characteristics
Long torps (12 km)55 mm SAP penStealthy (11.2 km)Exhaust SmokeTorp Reload BoosterSlow heal cycle
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Community Data

Mirage Community Stats

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Playstyle

Overview

Mirage is a Tier VII Italian SAP cruiser: her 203mm main battery fires semi-armor-piercing shells (54.9mm of fixed penetration) in place of HE once the gun upgrade is researched. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Standout traits: best top speed in T7 CAs (37 kt) and best power per turn radius in T7 CAs (282.4 HP).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; wait for soft cruisers and exposed superstructures where SAP lands full penetration rather than firing into the belt or bow armor it shatters on. The kit pays best when you choose your salvo target, not when you chase one. Shooting from the cloud gives you away at 6.3 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 0.64 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.5 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Her handling reads as a contradiction and is not one: 11 s on the rudder means she starts turning late, while a 680 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Burning Torpedo Reload Booster on a hopeful salvo

With a single charge 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 torpedo 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

Long smoke deployment

30 s smoke deployment window, best of the 20 T7 CAs with smoke. Lays a longer rolling smoke trail while moving.

ELITE MOBILITY
  • Fast for the class · 37 kt
  • Holds speed in turns · 282.4 hp
  • Heavy powerplant · 192000 hp
Best-in-class stealth

11.2 km surface detect, top decile of T7 CAs. Stays dark longer.

Long-range torps

12 km torpedo range, top decile of the 42 T7 CAs with torpedoes.

Slow heal cycle

80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Shatter-prone secondaries

15 mm best HE pen across secondary families, bottom decile of T7 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Acquisition

How to get Mirage

Mirage 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

  • Sunduq 3% VII Mirage Event · Sunduq
  • Explorer's Chest 0.115385% One of these ships New · Explorer's Chest · 1 of 26 ships
Official WG availability sources
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.

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Cohort position

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Where Mirage sits among Tier VII CAs (56 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMax speed37 kt (1 of 3 tied) BestAP fuse timer0.03 s (1 of 24 tied) BestTurn-speed retention282.4 hp/m (1 of 2 tied) Top 10%Stealth profile11.17 km / 6.82 km (2/57 / 3/57) Top 10%Main dispersion133.7 m (4/57) Top 10%Engine power192,000 hp (3/56) Top 10%Power-to-weight9.97 hp/t (5/56) Top 10%Torpedo range12 km (4/42) Top 10%Torpedo reaction time6 s (4/42) Top 25%Hit points42,800 HP (13/57) Top 25%Turning circle680 m (13/57) Top 25%AP pen at 10 km281 mm (11/57) Bottom 25%Rudder shift11 s (49/57) Bottom 25%Main battery reload14.4 s (50/57) Bottom 25%Secondary HE alpha1,300 (43/50) Bottom 25%Displacement19,254 t (49/57) Bottom 10%Traverse-to-turn ratio4.36 × (53/57) Bottom 10%Main battery range14.6 km (55/57) Bottom 10%AP DPM191,250 (53/57) Bottom 10%AA range4 km (55/57) Bottom 10%Torpedo damage≈11,667 (39/42) WorstSecondary fire chance5% (1 of 22 tied) WorstSecondary HE pen15 mm (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 19 mid-pack stats

Not standouts for Mirage -- 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.

Smoke fire bloom6.31 km(17/57) Main battery caliber203 mm(18/57) Sigma2(29/57) Secondary DPM (per side)117,000(25/50) AP velocity910 m/s(21/57) Acceleration26.3 s(27/56) AP arming threshold34 mm(41/57) AA DPS366(35/57) AA threat1,152(41/57) Flak per wave (expected)1,620(25/57) Torpedo speed62 kt(25/42) Torpedo reload95 s(23/42) Max armor150 mm(23/57) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormAP ricochet start45°(40 of 57 tied at this value) NormAP auto-bounce angle60°(40 of 57 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit Points42,800
Displacement19,254 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.
218.9 x 22.97 m
Armor range16–150 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 40, 50, 70, 75, 90, 100, 120, 140, 150 mm
Armor material/layer entries57
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.
36.6%
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 (3,852 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 (4,280 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.
19%
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.
21,400
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.
12,800
Effective HP
ƒBase 42,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,992 HP per charge, x2 charges = 11,984 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. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
54,784
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 14.5 s → 16 s
Firing range14.6 km
Turret traverse7 °/s
Turret armor150 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.
2x ±146°, ±150°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
30° off bow / 34° off stern
HE fire DPM vs T7 BB42560
Effective HE DPM vs T7 BB150560
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 =(14599.230·81.11000+1.1)·30=133.7m
133.7 m at 14.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.7·0.6=80.2m
80.2 m at 14.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =133.7·0.62=40.1m
40.1 m at 14.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =80.2·0.62=24.1m
24.1 m at 14.6 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 14.5 s base reload = 37.2. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 14.4 s all-upgrades reload = 37.5.
Initial: 37.2 → 37.5
HE shells
HE Damage3,200 (stock hull only)
HE Velocity850 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,200 HE damage x 9 broadside guns = 28,800.
28,800
HE DPM
ƒZero upgrades: 28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 14.4 s all-upgrades reload = 120,000.
Initial: 119,172 → 120,000
Fires/min
ƒZero upgrades: 37.2 shells/min x 17% fire chance = 6.33. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 37.5 shells/min x 17% fire chance = 6.38.
Initial: 6.33 → 6.38
SAP shells
SAP Damage5,200 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)54.9 (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
30 (top hull)
AP shells
AP Damage5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
467.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.6 km), where the shell has slowed to 539.7 m/s: P=107·2500·125.30.69·0.2031.07·539.71.38=227.4mm.
227.4 mm at 14.6 km
AP full-salvo alpha
ƒ5,100 AP damage x 9 broadside guns = 45,900.
45,900
AP DPM
ƒZero upgrades: 45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,900 AP full-salvo alpha x 60 / 14.4 s all-upgrades reload = 191,250.
Initial: 189,931 → 191,250
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed62 kt
Range12 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=35,000·0.333=11,667.
≈ 11,667
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.
12,667
Torpedo detectability1 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 km62 kt×2.6855=6 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.
6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.07 per hit, shown as 2.07×100=207%. 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.
207%
Torpedo launcher traverse25 °/s
Launch arcs132° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 11,667 = 46,668.
46,668
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
4 km
65 mm/64 19396×1 65mm
20 mm/70 Breda 194112×6 20mm
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×1 90mm
Far aura
Guns90 mm/50 OTO 1939 (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 135 from dual-purpose secondaries firing as AA in this range band.
135
Range4 km
Medium aura
Guns65 mm/64 1939
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
Range3.7 km
Total DPS in Aura
ƒFar 135 + Medium 88 = 223
223
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 48 raw aura damage × 3.5 × 0.85 hit probability = 143 - the same in-game units as the Close-range AA DPS headline.
143
Range2 km
Total DPS in Aura
ƒFar 135 + Medium 88 + Near 143 = 366
366
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 180 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
180
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 4 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.
2.5-4 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
90 mm/50 OTO 1939 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×1 90mm
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power192,000 hp
Maximum speed37 kt
Turning circle radius680 m
Rudder shift time11 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 = 37 / 4 + 4.9 = 14.2 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.
14.2 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.
26.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
11.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.3 kt of 37 kt), from our in-house acceleration model.
26.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37 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.
42.9 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·37.0·0.5144680=1.60°/s, so ratio=ωturretωhull=71.60=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea11.17 km
Detectability by air6.82 km
Smoke firing penalty6.31 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.
14.6 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (4.06 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.88 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.
13.17 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.
9.82 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 35 s cloud active · 600 m radius
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
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
Choose one
Torpedo Reload Booster1 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Repair Party2 charges · 80 s reload · 28 s active · 5,992 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.
· 11,984 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 214 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (42,800 HP) per second = 214 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (1)

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

ArtilleryUpgrade
  • Base reload14.5 → 16 s

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 Disp133.7 m at 14.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(14599.230·81.11000+1.1)·30=133.7m
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 Disp80.2 m at 14.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133.7·0.6=80.2m
Shell scatter height @ 10 km54.8 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=0.5·14599.2=7300 m, and radiusOnMax=0.6 at 14599.2 m. Above the kink: k=0.5+(0.60.5)·10000730014599.27300=0.537, so σV=σH·k=102·0.537=54.8m.
Med Horiz Disp40.1 m at 14.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =133.7·0.62=40.1m
Med Vert Disp24.1 m at 14.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =80.2·0.62=24.1m
AP Pen Close467.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2500·125.30.69·0.2031.07·9101.38=467.7mm. Matches the in-game spec card.
AP Pen Far227.4 mm at 14.6 km
Same formula at the ship's max firing range (14.6 km), where the shell has slowed to 539.7 m/s: P=107·2500·125.30.69·0.2031.07·539.71.38=227.4mm.
AP pen 5 km361 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 km281 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 km4.81 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·0.237·0.20328·125.3=3.06×105. That runs from a 910 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 km5.63 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·0.337·0.20328·123.82=4.4×105. 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 penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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.
SAP Fragment Radius30 (top hull)
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha28,800
3,200 HE damage x 9 broadside guns = 28,800.
AP full-salvo alpha45,900
5,100 AP damage x 9 broadside guns = 45,900.
HE DPMInitial: 119,172 → 120,000
Zero upgrades: 28,800 HE full-salvo alpha x 60 / 14.5 s base reload = 119,172. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 28,800 HE full-salvo alpha x 60 / 14.4 s all-upgrades reload = 120,000.
AP DPMInitial: 189,931 → 191,250
Zero upgrades: 45,900 AP full-salvo alpha x 60 / 14.5 s base reload = 189,931. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 45,900 AP full-salvo alpha x 60 / 14.4 s all-upgrades reload = 191,250.
Shells/minInitial: 37.2 → 37.5
Zero upgrades: 9 broadside guns x 60 / 14.5 s base reload = 37.2. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 14.4 s all-upgrades reload = 37.5.
Fires/minInitial: 6.33 → 6.38
Zero upgrades: 37.2 shells/min x 17% fire chance = 6.33. All upgrades (top gun + Main Battery Mod. 3 = -10% reload): 37.5 shells/min x 17% fire chance = 6.38.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time6 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 speed62 kt
Travel time to max range72.1 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
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
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage93,336
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 11,667 = 93,336.
Per-side salvo damage46,668
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 11,667 = 46,668.

AA defense

AA DPS at max range135
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 65mm 64 Ansaldo 6x1 -> 88 DPS @ 3.7 km; 20mm70 Breda barrels 6 12x6 -> 143 DPS @ 2 km; 90mm50 barrels 1 M1939 12x1 -> 135 DPS @ 4 km.
Maximum AA range4 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.7 km; dual-purpose mount auras extend it.
AA DPS layered by range135 DPS @ 4 km, 223 DPS @ 3.7 km, 366 DPS @ 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-blank366
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1152
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 range2 km

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)117,000
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: 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.
Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Mirage default exterior
    DefaultThe ship’s standard exterior
  • Amalfi Golden preview
    Amalfi GoldenDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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