World of Warships: Legends ship guide

Suwo

Also called: 周防 Beta
Airstrike battleshipAirstrikes hit without line of sight; bait broadsides, then cash in with the mains.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
410 mm AP overmatch2.1 sigma accuracyHeavy HE shellsStrong AALobs over islandsSlow
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Community Data

Suwo Community Stats

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Playstyle

Overview

Suwo is the Tier VII Japanese airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. AA (694 AA DPS at 5 km) ranks 4 of 49 in T7 BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best heavy citadel belt in T7 BBs (410 mm) and best high-arc HE shells in T7 BBs (20.7°).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside. Both phases of a turn are slow (22.1 s on the rudder, a 890 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Heavy citadel belt

410 mm citadel belt, best of T7 BBs. Citadels through angle are rare.

LOBBING BATTERY
  • High-arc HE shells · 20.67°
  • Tight grouping
ELITE SECONDARIES
  • Punchy HE · 2600 max
  • Heavy secondary DPM · 447000 secondary
Sluggish rudder

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

Low AP DPM

166452 AP DPM, bottom decile of T7 BBs. Citadel windows matter more than spam.

Acquisition

How to get Suwo

Suwo is available in the Aviation Battleships branch of the Japan Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Japan tech-tree branch diagram
Japan Tech Tree

Suwo sits in the Aviation Battleships branch. The highlighted path shows the local branch context inside the full Japan tree.

Best listed chance for this ship

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.

Jisaburō Ozawa

Airstrike specialist

Ozawa's Hidden Hand adds +1 airstrike squadron AND reduces cooldown by 50%, so he roughly doubles strike output across a match. Worf's Sky Attack trait raises damage of all dropped projectiles; Hawke's Big Game Hunter focuses the squadron damage specifically on BB / CA / CV targets. Main battery still anchors the fight; airstrikes punish island-huggers and capping destroyers.

Jisaburō Ozawa

Big Game Hunter

Same Ozawa spine (+1 squadron, -50% cooldown). Hawke's Big Game Hunter trait pushes airstrike damage hardest against BB / CA / CV; Worf's Sky Attack adds universal damage to every dropped projectile so the kit still pulls weight when you can only line up a DD. Tighter big-target focus than the universal pairing, with Worf as the safety net.

Open in Build Tool →

Commanders frequently paired with this ship Jisaburō OzawaCommander WorfJonathan Hawke

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Cohort position

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Where Suwo sits among Tier VII BBs (48 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.

BestCitadel belt410 mm (1/48) Top 10%Hit points72,700 HP (5/49) Top 10%Main battery caliber410 mm (5/49) Top 10%Sigma2.1 (2/49) Top 10%Secondary DPM (per side)447,000 (4/49) Top 10%Secondary HE alpha2,600 (2/46) Top 10%AA DPS694 (4/49) Top 10%AA threat2,626 (3/49) Top 25%Main battery range17.44 km (12/49) Top 25%Main dispersion192.1 m (8/49) Top 25%Max armor410 mm (12/49) Bottom 25%Max speed27.2 kt (45/49) Bottom 25%Stealth profile15.48 km / 12.39 km (39/49 / 39/49) Bottom 25%Main battery reload27.9 s (43/49) Bottom 25%Power-to-weight2.59 hp/t (44/49) Bottom 10%Smoke fire bloom15.05 km (46/49) Bottom 10%HE DPM83,871 (45/48) Bottom 10%Effective HE DPM (incl. fire)112,578 (47/48) WorstRudder shift22.1 s (49/49) WorstFires per minute3.87 (48/48) WorstAP DPM166,452 (49/49) WorstDisplacement60,904 t (49/49) WorstNo torpedoes (33 of 49 in cohort)
See 25 mid-pack stats

Not standouts for Suwo -- 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.

Turning circle890 m(37/49) Traverse-to-turn ratio4.44 ×(30/49) AP shell damage12,900(17/49) Secondary fire chance10%(17/46) Secondary HE pen26 mm(15/46) AP velocity806 m/s(29/49) HE velocity805 m/s(33/48) Acceleration35 s(15/49) AP arming threshold68 mm(35/49) Engine power158,000 hp(23/49) Turn-speed retention177.5 hp/m(30/49) AP pen at 10 km587 mm(17/49) Secondary range5 km(35/49) AA range5 km(19/49) Flak per wave (expected)1,575(17/49) Repair charges3(23/49) Deck armor57 mm(17/46) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit PointsInitial: 65,500 → 72,700
Displacement60,904 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.
267 x 38.5 m
Armor range19–410 mm
Plate armor thicknesses19, 22, 32, 38, 48, 50, 51, 57, 76, 100, 102, 127, 152, 203, 229, 305, 356, 410 mm
Armor material/layer entries66
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: 33.3% → 36.6%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (13,086 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (14,540 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
25%
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.
39,500
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.
21,800
Effective HP
ƒBase 72,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 10,178 HP per charge, x3 charges = 30,534 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.
103,234
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 410 mm Type90
Mounts / barrels2 mounts / 6 barrels
Reload time31 s
Firing range (base)15.9 km
Firing range (top fire control)17.4 km
Turret traverse4 °/s
Turret armor508 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.
±143°
AP pen max range461 mm
HE fire DPM vs T7 BB25843
Effective HE DPM vs T7 BB101327
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(17440.530·92.81000+2.8)·30=192.1m
192.1 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192.1·0.8=153.7m
153.7 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =192.1·0.62.1=54.9m
54.9 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =153.7·0.62.1=43.9m
43.9 m at 17.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 31 s base reload = 11.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 27.9 s all-upgrades reload = 12.9.
Initial: 11.6 → 12.9
HE shells
HE Damage6,500
HE Velocity805 m/s
Fire Chance30%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,500 HE damage x 6 broadside guns = 39,000.
39,000
HE DPM
ƒZero upgrades: 39,000 HE full-salvo alpha x 60 / 31 s base reload = 75,484. All upgrades (Main Battery Mod. 3 = -10% reload): 39,000 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 83,871.
Initial: 75,484 → 83,871
Fires/min
ƒZero upgrades: 11.6 shells/min x 30% fire chance = 3.48. All upgrades (Main Battery Mod. 3 = -10% reload): 12.9 shells/min x 30% fire chance = 3.87.
Initial: 3.48 → 3.87
AP shells
AP Damage12,900
AP Velocity806 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2711·10200.69·0.411.07·8061.38=859.3mm. Matches the in-game spec card.
859.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 513.4 m/s: P=107·2711·10200.69·0.411.07·513.41.38=461.1mm.
461.1 mm at 17.4 km
AP full-salvo alpha
ƒ12,900 AP damage x 6 broadside guns = 77,400.
77,400
AP DPM
ƒZero upgrades: 77,400 AP full-salvo alpha x 60 / 31 s base reload = 149,806. All upgrades (Main Battery Mod. 3 = -10% reload): 77,400 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 166,452.
Initial: 149,806 → 166,452
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.
150
Squadrons
Airstrike 1
Plane HP2,200
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 3,667 dmg
Flooding chance17%
Charges1
Range11.5 km
ReloadInitial: 110 s → 105 s
Launch arc-75° to 75°
Airstrike 2
Plane HP2,500
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 4,000 dmg
Flooding chance17%
Charges1
Range12.5 km
Reload105 s
Launch arc-75° to 75°
AA Defense
AA mount pointsInitial: 42 → 52
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.
5 km
40 mm/60 Type 5Initial: 8×2 → 14×2 40mm
25 mm Type96 mod. 1Initial: 24×3 → 26×3 25mm
25 mm/60 Type96 mod. 1Initial: 10×1 → 12×1 25mm
100 mm Type98 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 100mm
Far aura
Guns100 mm Type98 (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 210 from dual-purpose secondaries firing as AA in this range band.
210
Range5 km
Medium aura
Guns40 mm/60 Type 5
Continuous DPS
ƒEffective DPS: 72 raw aura damage × 3.5 × 0.75 hit probability = 189 - the same in-game units as the Close-range AA DPS headline.
Initial: 110 → 189
Range3.5 km
Total DPS in Aura
ƒFar 210 + Medium 189 = 399
399
Near aura
Guns25 mm Type96 mod. 1 + 25 mm/60 Type96 mod. 1
Continuous DPS
ƒEffective DPS: 99 raw aura damage × 3.5 × 0.85 hit probability = 295 - the same in-game units as the Close-range AA DPS headline.
Initial: 274 → 295
Range3.1 km
Total DPS in Aura
ƒFar 210 + Medium 189 + Near 295 = 694
694
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 × 210 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.
210
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.
75%
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 5 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.
2.5-5 km
S
Secondary Battery
Mounts14
Firing range5.0 km
Shell Grouping (σ)1
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
100 mm Type98 (×12) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time3 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Show 1 more gun family
155 mm 3rd Year Type (×2)
Caliber155 mm
Reload time12 s
HE Damage2,600
Muzzle Velocity925 m/s
Fire Chance10%
Armor Pen26 mm
Maneuverability
Engine power158,000 hp
Maximum speed27.2 kt
Turning circle radius890 m
Rudder shift time22.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.2 / 4 + 4.9 = 11.7 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.
11.7 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.
41.9 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).
8.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.5 kt of 27.2 kt), from our in-house acceleration model.
35 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.9 kt of 27.2 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.
56.4 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·27.2·0.5144890=0.90°/s, so ratio=ωturretωhull=40.90=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea15.48 km
Detectability by air12.39 km
Smoke firing penalty15.05 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.
17.44 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.2 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.59 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.
17.48 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.
15.39 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,178 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.
· 30,534 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 364 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (72,700 HP) per second = 364 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points65,500 → 72,700
  • Rudder shift35.8 → 28.7 s
  • AA mounts42 → 52
  • Close-range AA DPS134 → 171
Fire controlUpgrade
  • Main battery range15,855 → 17440.5 m

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.

Main battery formulas

Shell Grouping (σ)2.1
Max Horiz Disp192.1 m at 17.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(17440.530·92.81000+2.8)·30=192.1m
Shell scatter width @ 5 km115 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 km146 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.
Shell scatter width @ 15 km177 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp153.7 m at 17.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =192.1·0.8=153.7m
Shell scatter height @ 10 km91.9 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=0.6 at delim·Rmax=0.5·17440.5=8720 m, and radiusOnMax=0.8 at 17440.5 m. Above the kink: k=0.6+(0.80.6)·10000872017440.58720=0.6294, so σV=σH·k=146·0.6294=91.9m.
Med Horiz Disp54.9 m at 17.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =192.1·0.62.1=54.9m
Med Vert Disp43.9 m at 17.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =153.7·0.62.1=43.9m
AP Pen Close859.3 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2711·10200.69·0.411.07·8061.38=859.3mm. Matches the in-game spec card.
AP Pen Far461.1 mm at 17.4 km
Same formula at the ship's max firing range (17.4 km), where the shell has slowed to 513.4 m/s: P=107·2711·10200.69·0.411.07·513.41.38=461.1mm.
AP pen 5 km708 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 km587 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 pen 15 km496 mm
AP penetration at a fixed 15 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 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·0.505·0.4128·938.5=3.55×105. That runs from a 805 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.
AP flight time @ 10 km5.18 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·0.355·0.4128·1020=2.3×105. That runs from a 806 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 penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha39,000
6,500 HE damage x 6 broadside guns = 39,000.
AP full-salvo alpha77,400
12,900 AP damage x 6 broadside guns = 77,400.
HE DPMInitial: 75,484 → 83,871
Zero upgrades: 39,000 HE full-salvo alpha x 60 / 31 s base reload = 75,484. All upgrades (Main Battery Mod. 3 = -10% reload): 39,000 HE full-salvo alpha x 60 / 27.9 s all-upgrades reload = 83,871.
AP DPMInitial: 149,806 → 166,452
Zero upgrades: 77,400 AP full-salvo alpha x 60 / 31 s base reload = 149,806. All upgrades (Main Battery Mod. 3 = -10% reload): 77,400 AP full-salvo alpha x 60 / 27.9 s all-upgrades reload = 166,452.
Shells/minInitial: 11.6 → 12.9
Zero upgrades: 6 broadside guns x 60 / 31 s base reload = 11.6. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 27.9 s all-upgrades reload = 12.9.
Fires/minInitial: 3.48 → 3.87
Zero upgrades: 11.6 shells/min x 30% fire chance = 3.48. All upgrades (Main Battery Mod. 3 = -10% reload): 12.9 shells/min x 30% fire chance = 3.87.

AA defense

AA DPS at max range210
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors closed 14x2 -> 189 DPS @ 3.5 km; 25mm Type96 26x3 -> 202 DPS @ 3.1 km; 25mm Type96 single 12x1 -> 93 DPS @ 3.1 km; 100mm65 Type98 12x2 -> 210 DPS @ 5 km.
Maximum AA range5 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 range210 DPS @ 5 km, 399 DPS @ 3.5 km, 694 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-blank694
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index2626
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 range3.1 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)447,000
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: 12×2 100 mm (12/side) × 60/3 × 1700 = 408,000 + 2×3 155 mm (3/side) × 60/12 × 2600 = 39,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2600
Maximum HE damage per shell across secondary HE families. Best on this ship: 2600 from the 155 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 155 mm family.
Max HE pen26 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: 26 mm from the 155 mm family.

Armor Beta

Hull HP 65,50072,700 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 & stern32 mm

Overmatched by AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel356 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 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
Bow32 mm primary (range 32–356 mm)4,000 (6% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 22–410 mm)54,500 (75% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–356 mm)2,700 (4% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 38–410 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.
Superstructure19 mm primary (range 19–410 mm)1,200 (2% 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 HP39,500 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.
Secondary mount (155 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-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 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 HP21,800 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 Suwo can equip, from in-game data.

  • Suwo 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.