World of Warships: Legends ship guide

Saipan

Also called: 塞班 Beta
HE bomber carrierRepeated HE dive-bombs chip everything; pick soft targets and keep squadrons alive.
Playstyle
  • 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
Key characteristics
Tough planesStealthy (13.8 km)Nimble for the tonnageThick stern plateFragile
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Community Data

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Playstyle

Overview

Saipan is the Tier VII American bomber carrier. HE dive bombers are her main battery, hitting for up to 6,500 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. Her squadrons fly with cohort-tough planes that can push strikes through AA that turns back lighter carriers.

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 13.8 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. Her handling reads as a contradiction and is not one: 16 s on the rudder means she starts turning late, while a 920 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

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. Replacing a lost aircraft takes 140 s at best, and your most fragile squadron flies at 2,900 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Tough planes

2900 HP per plane (weakest squadron), best of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.

Nimble for the tonnage

6.3 hp per ton, best of T7 CVs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Best-in-class stealth

13.8 km surface detect, top decile of T7 CVs. Stays dark longer.

Thick stern plate

30 mm stern, top decile of T7 CVs.

Visible air torps

1.6 km torpedo detect, worst of T7 CVs. Targets spot the drop early.

Sluggish rudder

16 s rudder shift, worst of T7 CVs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Saipan

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

Official WG availability sources

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 Saipan sits among Tier VII CVs (10 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 profile13.75 km / 9.63 km (1/11 / 1/11) BestTurning circle920 m (1/11) BestDisplacement19,051 t (1/11) BestPower-to-weight6.3 hp/t (1/11) BestPlane HP2,900 HP (1/11) Top 10%Acceleration32.1 s (2/11) Top 10%Stern armor30 mm (2/10) Top 25%Max speed33 kt (3/11) Top 25%Max armor152 mm (3/11) Top 25%Citadel belt152 mm (3/10) Top 25%Bomb penetration53.4 mm (3/8) Bottom 25%Squadron restore time140 s (10/11) WorstHit points47,900 HP (11/11) WorstRudder shift16 s (11/11) WorstNo secondaries (1 of 11 in cohort) WorstAA range3.5 km (11/11) WorstDeck armor16 mm (10/10) WorstAir torpedo stealth1.6 km (10/10) WorstSquadron size12 (1 of 3 tied) WorstDeck HP24,000 HP (11/11)
See 10 mid-pack stats

Not standouts for Saipan -- 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.

Engine power120,000 hp(9/11) Turn-speed retention130.4 hp/m(8/11) AA DPS533(7/11) AA threat1,586(9/11) Bomb damage6,500(5/11) Bomb fire chance33%(4/8) Air torpedo damage4,333(7/10) Air torpedo range3.51 km(7/10) Air torpedo speed46 kn(6/10) NormBow armor19 mm(6 of 10 tied at this value)
Survivability
Hit Points47,900
Displacement19,051 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.
208.3 x 35.1 m, draft 6.8 m
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 16, 19, 25, 30, 38, 51, 65, 76, 102, 127, 152 mm
Armor material/layer entries48
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 duration60 s
Fire damage
ƒEach fire ticks 0.4% of max HP per second for the full 60 s, so one unattended fire burns 24% of the pool (11,496 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 30 s duration, so one unattended flood costs 7.5% of the pool (3,592 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%
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.
14,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity48
Flight deck HP24,000
Hangar HP24,000
Dive bomber
Plane HP2,900
Cruising speed135 kt
OrdnanceHE bomb, 6,500 dmg
Fire chance33%
Bomb penetration53.4 mm
Hangar max12
Hangar restore+3 every 140 s, start 12
Recovery time140 s
Torpedo bomber
Plane HP2,900
Cruising speed131 kt
Ordnancetorpedo, 4,333 dmg
Flooding chance52%
Torpedo arming time3.5 s
Torpedo arming distance83 m
Hangar max12
Hangar restore+3 every 155 s, start 12
Recovery time155 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points30
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm Bofors Mk110×2 40mm
40 mm Bofors Mk25×4 40mm
20 mm Oerlikon Mk2015×2 20mm
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 99 raw aura damage × 3.5 × 1 hit probability = 346 - the same in-game units as the Close-range AA DPS headline.
346
Range3.5 km
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 56 raw aura damage × 3.5 × 0.95 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.
186
Range2 km
Total DPS in Aura
ƒMedium 346 + Near 186 = 532
532
Maneuverability
Engine power120,000 hp
Maximum speed33 kt
Turning circle radius920 m
Rudder shift time16 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop 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.
13.2 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.
35.4 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
32.1 s
Acceleration 0-99%
ƒTime 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.
49.9 s
Concealment
Detectability by sea13.8 km
Detectability by air9.63 km
Detect when firing (air)
ƒAir 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.
9.63 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.
15.8 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.
12.63 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

AA defense

AA DPS at max range347
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 10x2 -> 231 DPS @ 3.5 km; 40mm Bofors Mk2 5x4 -> 116 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 15x2 -> 186 DPS @ 2 km.
Maximum AA range3.5 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.
AA DPS layered by range347 DPS @ 3.5 km, 533 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-blank533
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1586
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

Armor Beta

Hull HP 47,900, 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 & stern19 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 6–30 mm)1,500 (3% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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)19 mm primary (range 6–127 mm)35,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 6–102 mm)1,900 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 19–152 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 6–16 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).
AA mount (40 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 HP14,400 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.

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Ship Charts

Balance History

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

Nerf ×20Buff ×12Rework ×1Airstrike ×1Torpedo ×11
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time reduced from 170 to 155 s.
  • Torpedo bomber restored reduced from 6 to 3.
  • Starting torpedo bomber hangar aircraft increased from 9 to 12.
  • Maximum torpedo bomber hangar aircraft reduced from 18 to 12.
  • Torpedo bomber base speed reduced from 137 to 131 kts.
  • Dive bomber restoration time reduced from 170 to 140 s.
  • Dive bomber restored reduced from 6 to 3.
  • Starting dive bomber hangar aircraft increased from 9 to 12.
  • Maximum dive bomber hangar aircraft reduced from 18 to 12.
  • +1 more official change line in the source post.
Read the full official post
2024-05-31

Ministry of Balance: Carriers 2.0 – First Update

  • Bombs per aircraft increased from 2 to 3.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 50 to 35%.
  • Bomb damage increased from 5,500 to 6,500.
  • Bomb fire-setting chances reduced from 45 to 33%.
  • Torpedo bombers:
  • Base speed reduced from 144 to 137 knots.
Read the full official post
2024-05-24

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%.
  • Maximum HP per aircraft reduced from 3,200 to 2,900 (squadron HP reduced from 19,200 to 17,400).
  • Base speed increased from 133 to 144 knots.
  • Maximum flight range set to 33 kilometers.
  • Bomb damage reduced from 9,200 to 5,500.
  • HE bomb penetration reduced from 67.1 to 53.4 mm.
  • Maximum hangar aircraft increased from 12 to 18.
  • Starting hangar aircraft reduced from 12 to 9.
  • Aircraft restoration time increased from 90 to 170 seconds.
  • +4 more official change lines in the source post.
Read the full official post
2022-12-09

Ministry of Balance Reports: Carrier Changes

  • Even after nerfing, this ship remains a strong performer at Tier VII. Saipan does the most damage on average so we’ll be reigning that in a little:
  • HE bomb damage decreased from 9,500 to 9,200.
  • Torpedo arming time increased from 3 to 3.5 seconds.
  • Torpedo speed decreased from 48 to 46 knots.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 12.6 to 13.8 km; air detectability range changed from 10 to 9.6 km.
Read the full official post
2022-07-21

Anniversary Update: New Horizons

  • Planes' HP was reduced by 200 and is now 3200.
  • Bomb damage was reduced by 600, down to 9500.
  • Torpedo damage was reduced by 567, down to 5333.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.