Saipan
Also called: 塞班 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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Saipan Community Stats
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Saipan Community Stats
Record History
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
2900 HP per plane (weakest squadron), best of T7 CVs. Strikes survive AA pushes that thin peers' squadrons.
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.
13.8 km surface detect, top decile of T7 CVs. Stays dark longer.
30 mm stern, top decile of T7 CVs.
1.6 km torpedo detect, worst of T7 CVs. Targets spot the drop early.
16 s rudder shift, worst of T7 CVs. Hard to dodge incoming AP; lean on island cover.
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
- Through the Spy Glass: USS Black, Independence, South Carolina Ship feature / release Start: 2022-06-21 · 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.
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 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.
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.
Peers in this cohort
Compare Tier VII Aircraft CarriersShow all 10 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
Effective DPS: 99 raw aura damage × 3.5 × 1 hit probability = 346 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 56 raw aura damage × 3.5 × 0.95 hit probability = 186 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 346 + Near 186 = 532ƒ
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 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.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.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.
Overmatched by 136+ 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 37%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 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. |
| Stern | 30 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. |
| Citadel | 152 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. |
| Superstructure | 6 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 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 | 14,400 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 Saipan. Cards are condensed; use each source link for full context.
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.
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.
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.
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.
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.
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.
Skins & permanent camouflages
Every custom exterior Saipan can equip, from in-game data.
DefaultThe ship’s standard exterior
Lny SaipanDecorative
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.
