World of Warships: Legends ship guide

Mutsuki

Also called: 睦月 Beta
Torpedo destroyerLives on its torpedoes; deal damage from concealment rather than the gun duel.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use
  • Avoid: Holding 8-km torpedoes for a perfect shot
Key characteristics
Long torps (8 km)SmokeEngine BoostHeavy citadel beltPattern widens fast with range
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Community Data

Mutsuki Community Stats

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Playstyle

Overview

Mutsuki is a Tier IV Japanese torpedo destroyer. The kit is torpedo spam rather than gun trades: put fish into lanes the enemy has to cross and let the guns fill the gaps between reloads. Smoke plus 8 km of reach on a 73 s reload lets her launch from a position the target cannot see. Standout traits: best module-wrecking torpedoes in T4 DDs (1,200).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use. The 8 km reach lets you seed those lanes early, but these fish are spotted well out and give a target about 9.5 s of warning, so they earn their damage by denying space and forcing turns rather than by catching anyone unaware. Aim where a ship must go, not where it is, and stay unspotted between waves. 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. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 4 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 3.7 km) reads straight in regardless. The helm answers quickly (2.2 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Holding 8-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE TORPEDOES
  • Module-wrecking torpedoes · 1200 torpedo
  • Long-range torps · 8 km
ELITE ARMOR
  • Heavy citadel belt · 19 mm
  • Heavy magazine · 12 mm
  • Thickest plate · 19 mm
Pattern widens fast with range

Shell pattern widens about 9.1 m per km of range, worst of T4 DDs. 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).

Visible torps

1.6 km torpedo detect, worst of T4 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Mutsuki

Mutsuki is available in the Torpedo Destroyers branch of the Japan Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Mutsuki sits in the Torpedo Destroyers 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.

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Cohort position

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Where Mutsuki sits among Tier IV DDs (20 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.

BestStealth profile5.62 km / 2.81 km (1 of 3 tied / 1 of 3 tied) BestRudder shift2.2 s (1 of 2 tied) BestCitadel belt19 mm (1/21) Top 10%Smoke fire bloom2.04 km (3/21) Top 10%Main dispersion86.9 m (3/21) Top 10%Torpedo range8.01 km (3/21) Top 10%Max armor19 mm (3/21) Top 10%Deck armor19 mm (3/20) Top 25%Main battery reload5 s (6/21) Top 25%AP arming threshold20 mm (5/19) Top 25%AA threat347 (6/21) Bottom 25%Main battery range9.58 km (19/21) WorstFires per minute1.68 (1 of 2 tied) WorstHE DPM40,800 (1 of 2 tied) WorstAP DPM48,000 (1 of 4 tied) WorstEffective HE DPM (incl. fire)52,956 (1 of 2 tied) WorstTorpedo reaction time9.5 s (21/21)
See 21 mid-pack stats

Not standouts for Mutsuki -- 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 points11,300 HP(15/21) Max speed37.5 kt(7/21) Turning circle550 m(9/21) Traverse-to-turn ratio4.98 ×(12/21) Main battery caliber120 mm(16/21) HE fire chance7%(16/21) AP velocity825 m/s(7/19) HE velocity825 m/s(9/21) Acceleration17.3 s(13/21) Engine power38,500 hp(11/21) Turn-speed retention70 hp/m(11/21) Displacement1,772 t(8/21) Power-to-weight21.73 hp/t(10/21) AA DPS112(7/21) AA range3.1 km(9/21) Torpedo damage≈13,400(7/21) Torpedo speed63 kt(10/21) Torpedo reload73 s(14/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 9,500 → 11,300
Displacement1,772 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.
102.6 x 9 m, draft 2.8 m
Armor range6–19 mm
Plate armor thicknesses6, 10, 12, 14, 19 mm
Armor material/layer entries27
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: 13.3% → 16.6%
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 (1,017 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 (1,130 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.
5,700
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.
3,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/45 Type3
Mounts / barrels2 mounts / 2 barrels
Reload timeInitial: 8 s → 5 s
Firing range (base)8.7 km
Firing range (top fire control)9.6 km
Turret traverse10 °/s
Turret armor12 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.
±145°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
35° off bow / 30° off stern
HE fire DPM vs T4 BB12156
Effective HE DPM vs T4 BB52956
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 =(9582.130·80.51000+0.5)·30=86.9m
86.9 m at 9.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.9·0.6=52.1m
52.1 m at 9.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =86.9·0.62=26.1m
26.1 m at 9.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =52.1·0.62=15.6m
15.6 m at 9.6 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 2 broadside guns x 60 / 8 s base reload = 15. All upgrades (top gun): 2 broadside guns x 60 / 5 s all-upgrades reload = 24.
Initial: 15 → 24
HE shells
HE Damage1,700
HE Velocity825 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 2 broadside guns = 3,400.
3,400
HE DPM
ƒZero upgrades: 3,400 HE full-salvo alpha x 60 / 8 s base reload = 25,500. All upgrades (top gun): 3,400 HE full-salvo alpha x 60 / 5 s all-upgrades reload = 40,800.
Initial: 25,500 → 40,800
Fires/min
ƒZero upgrades: 15 shells/min x 7% fire chance = 1.05. All upgrades (top gun): 24 shells/min x 7% fire chance = 1.68.
Initial: 1.05 → 1.68
AP shells
AP Damage2,000
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1750·20.30.69·0.121.07·8251.38=143mm. Matches the in-game spec card.
143 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.6 km), where the shell has slowed to 297.6 m/s: P=107·1750·20.30.69·0.121.07·297.61.38=35mm.
35 mm at 9.6 km
AP full-salvo alpha
ƒ2,000 AP damage x 2 broadside guns = 4,000.
4,000
AP DPM
ƒZero upgrades: 4,000 AP full-salvo alpha x 60 / 8 s base reload = 30,000. All upgrades (top gun): 4,000 AP full-salvo alpha x 60 / 5 s all-upgrades reload = 48,000.
Initial: 30,000 → 48,000
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.
7
Torpedoes
ModuleTorpedoes: Type8 mod. 1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time73 s
Projectile speed63 kt
Range8.01 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=40,200·0.333=13,400.
≈ 13,400
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.
14,600
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km63 kt×2.6855=9.5 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.
9.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. 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.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming199 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
80,400
AA Defense
AA mount pointsInitial: 6 → 10
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.
3.1 km
25 mm Type96 mod. 16×3 25mm
25 mm/60 Type96 mod. 1 (upgraded hull only)4×1 25mm
Medium aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 1 hit probability = 112 - the same in-game units as the Close-range AA DPS headline.
Initial: 80 → 112
Range3.1 km
Maneuverability
Engine power38,500 hp
Maximum speed37.5 kt
Turning circle radius550 m
Rudder shift time2.2 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37.5 / 4 + 4.9 = 14.3 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.
14.3 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.
14.7 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).
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.8 kt of 37.5 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 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.
29.4 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·37.5·0.5144550=2.01°/s, so ratio=ωturretωhull=102.01=5.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.0× drags
Concealment
Detectability by sea5.62 km
Detectability by air2.81 km
Smoke firing penalty2.04 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.
9.58 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.21 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.
7.62 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.
5.81 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 77 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points9,500 → 11,300
  • Rudder shift4.2 → 2.8 s
  • AA mounts6 → 10
  • Close-range AA DPS23 → 32
Fire controlUpgrade
  • Main battery range8,711 → 9582.1 m
ArtilleryUpgrade
  • Base reload8 → 5 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 Disp86.9 m at 9.6 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9582.130·80.51000+0.5)·30=86.9m
Shell scatter width @ 5 km52.5 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.
Max Vert Disp52.1 m at 9.6 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.9·0.6=52.1m
Med Horiz Disp26.1 m at 9.6 km
50%-hit horizontal radius: σH,50=σH·0.6σ =86.9·0.62=26.1m
Med Vert Disp15.6 m at 9.6 km
50%-hit vertical radius: σV,50=σV·0.6σ =52.1·0.62=15.6m
AP Pen Close143 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1750·20.30.69·0.121.07·8251.38=143mm. Matches the in-game spec card.
AP Pen Far35 mm at 9.6 km
Same formula at the ship's max firing range (9.6 km), where the shell has slowed to 297.6 m/s: P=107·1750·20.30.69·0.121.07·297.61.38=35mm.
AP pen 5 km66 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.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha2
All 2 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha3,400
1,700 HE damage x 2 broadside guns = 3,400.
AP full-salvo alpha4,000
2,000 AP damage x 2 broadside guns = 4,000.
HE DPMInitial: 25,500 → 40,800
Zero upgrades: 3,400 HE full-salvo alpha x 60 / 8 s base reload = 25,500. All upgrades (top gun): 3,400 HE full-salvo alpha x 60 / 5 s all-upgrades reload = 40,800.
AP DPMInitial: 30,000 → 48,000
Zero upgrades: 4,000 AP full-salvo alpha x 60 / 8 s base reload = 30,000. All upgrades (top gun): 4,000 AP full-salvo alpha x 60 / 5 s all-upgrades reload = 48,000.
Shells/minInitial: 15 → 24
Zero upgrades: 2 broadside guns x 60 / 8 s base reload = 15. All upgrades (top gun): 2 broadside guns x 60 / 5 s all-upgrades reload = 24.
Fires/minInitial: 1.05 → 1.68
Zero upgrades: 15 shells/min x 7% fire chance = 1.05. All upgrades (top gun): 24 shells/min x 7% fire chance = 1.68.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time9.5 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 speed63 kt
Travel time to max range47.3 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
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 count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage80,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.
Per-side salvo damage80,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 13,400 = 80,400.

AA defense

AA DPS at max range112
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 6x3 -> 67 DPS @ 3.1 km; 25mm Type96 single 4x1 -> 45 DPS @ 3.1 km.
Maximum AA range3.1 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 range112 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-blank112
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index347
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.

Armor Beta

Hull HP 9,50011,300 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 134+ 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 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–14 mm)1,700 (15% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)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.
Stern10 mm primary (range 10–14 mm)1,000 (9% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel19 mm primary (range 10–19 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 6–19 mm)700 (6% 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 HP5,700 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 HP3,400 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 Mutsuki can equip, from in-game data.

  • Mutsuki 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.