World of Warships: Legends ship guide

Amagi

Also called: 天城 Beta
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
410 mm overmatchHeavy HE shellsHigh HE DPMLobs over islandsSpotter planeEasily spotted
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Community Data

Amagi Community Stats

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Playstyle

Overview

Amagi is a Tier VII Japanese AP-DPM battleship (311,111 AP DPM): her main battery throughput is top-decile, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. She also puts out top-decile HE (160,494 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: top-decile high-arc HE shells in T7 BBs (30.3°) and top-decile torpedo belt percent in T7 BBs (43).

Positioning

Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 20-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

Signature Traits

ELITE MAIN BATTERY
  • HE DPM machine · 160494 HE
  • AP DPM machine · 311111 AP
  • High-arc HE shells · 30.3°
  • Big-caliber overmatch · 28.6 mm
Strong torpedo belt

43.0% torpedo damage reduction, top decile of T7 BBs.

Punchy HE secondaries

2400.0 max HE alpha per secondary shell, top decile of T7 BBs. Bigger per-shell damage than peers.

Easily spotted

15.57 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Sluggish rudder

18.2 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Amagi

Amagi is available in the Outranging 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.

Show Japan tech-tree branch diagram
Japan Tech Tree

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

Official WG availability sources

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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 Amagi 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.

Top 10%Main battery caliber410 mm (5/48) Top 10%HE DPM160,494 (2/47) Top 10%AP DPM311,111 (2/48) Top 10%Secondary dispersion bracket33 (5/48) Top 10%HE alpha2,400 (5/45) Top 25%Main dispersion195.4 m (10/48) Top 25%Secondary DPM (per side)312,000 (8/48) Bottom 25%Hit points62,300 HP (37/48) Bottom 25%Rudder shift18.2 s (44/48) Bottom 25%Traverse-to-turn ratio3.94 × (39/48) Bottom 25%Max armor330 mm (43/48) Bottom 25%Citadel belt254 mm (38/47) Bottom 10%Stealth profile15.57 km / 12.46 km (45/48 / 45/48) WorstNo torpedoes (32 of 48 in cohort)
See 29 mid-pack stats

Not standouts for Amagi -- 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.

Max speed30 kt(28/48) Main battery range17.24 km(19/48) Main battery reload24.3 s(18/48) Sigma1.8(29/48) HE fire chance30%(36/47) Fires per minute7.41(19/47) AP shell damage12,600(19/48) Secondary fire chance10%(15/45) Secondary HE pen23 mm(30/45) AP velocity806 m/s(28/48) HE velocity805 m/s(32/47) Acceleration35.6 s(21/48) AP arming threshold68 mm(33/48) Engine power150,000 hp(31/48) Turn-speed retention172.4 hp/m(33/48) Displacement47,000 t(23/48) Power-to-weight3.19 hp/t(28/48) Secondary range5 km(34/48) AA DPS375(34/48) AA range5 km(18/48) AA threat1,308(33/48) Repair charges3(23/48) Deck armor76 mm(13/45) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit PointsInitial: 56,300 → 62,300
Displacement47,000 t
Armor range6–330 mm
Plate armor thicknesses6, 19, 25, 32, 48, 50, 70, 76, 89, 95, 102, 114, 152, 229, 254, 330 mm
Armor material/layer entries54
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction43%
Main Battery
ModuleArtillery: 410 mm/45 Type3
Mounts / barrels5 mounts / 10 barrels
Reload time27 s
Firing range (base)15.7 km
Firing range (top fire control)17.2 km
Turret traverse4 °/s
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1567330·102.71000+2.7)·30=195.4m
195.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =195.4·0.7=136.8m
136.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =195.4·0.344(σ=1.8)=67.2m
67.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.8·0.344(σ=1.8)=47m
47 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ10 broadside guns x 60 / 27 s base reload = 22.2.
22.2
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 10 broadside guns = 65,000.
65,000
Base HE DPM
ƒ65,000 HE full-salvo alpha x 60 / 27 s base reload = 144,444.
144,444
Installed HE DPM
ƒ65,000 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 160,494.
160,494
Base fires/min
ƒ22.2 shells/min x 30% fire chance = 6.67.
6.67
AP shells
AP Damage12,600
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
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 478.3 m/s: P=107·2711·10200.69·0.411.07·478.31.38=418.2mm.
418.2 mm
AP full-salvo alpha
ƒ12,600 AP damage x 10 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 27 s base reload = 280,000.
280,000
Installed AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 311,111.
311,111
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
AA Defense
AA mount points54
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (114×3.5×0.75) + (29×3.5×0.75) = 375. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
375
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 1 (upgraded hull only)12×3 25mm
25 mm/60 Type96 mod. 1Initial: 42×1 → 18×1 25mm
25 mm Type96 mod. 1 (upgraded hull only)24×2 25mm
13 mm Type93 (stock hull only)12×4 13mm
127 mm Type89 A1 (DP)8×2 127mm
Far aura
DPS
ƒIncludes 29 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
29
Range5 km
Medium aura
DPSInitial: 42 → 114
Range3.1 km
Total DPS in Aura
ƒFar 29 + Medium 114 = 143
143
S
Secondary Battery
Mounts24
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 A1 (×8)
Caliber127 mm
Reload time6 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×16)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 150,000 hp
Engine power150,000 hp
Maximum speed30 kt
Turning circle radius870 m
Rudder shift time18.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
35.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
57.2 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·30.0·0.5144870=1.02°/s, so ratio=ωturretωhull=41.02=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea15.57 km
Detectability by air12.46 km
Smoke firing penalty15.14 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.57 km
Detect Fire Sea17.57 km
Detect Fire Air15.46 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,722 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.
· 26,166 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.
· 312 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (62,300 HP) per second = 312 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
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 points56,300 → 62,300
  • Rudder shift28.2 → 23.6 s
  • Close-range AA DPS81 → 114
Fire controlUpgrade
  • Main battery range15,673 → 17240.3 m

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)1.8
Max Horiz Disp195.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15673}{30}\cdot\dfrac{10-2.7}{1000} + 2.7\right)\cdot 30 = 195.4\,\text{m}$
Shell scatter width @ 10 km154 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 Disp136.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 195.4 \cdot 0.7 = 136.8\,\text{m}$
Shell scatter height @ 10 km91.1 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.
Med Horiz Disp67.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 195.4 \cdot 0.344\;(\sigma = 1.8) = 67.2\,\text{m}$
Med Vert Disp47 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 136.8 \cdot 0.344\;(\sigma = 1.8) = 47\,\text{m}$
AP Pen Close859.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2711 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 806^{1.38} = 859.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far418.2 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 478.3 m/s: $P = 10^{-7}\cdot 2711 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 478.3^{1.38} = 418.2\,\text{mm}$.
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha65,000
6,500 HE damage x 10 broadside guns = 65,000.
AP full-salvo alpha126,000
12,600 AP damage x 10 broadside guns = 126,000.
Base HE DPM144,444
65,000 HE full-salvo alpha x 60 / 27 s base reload = 144,444.
Base AP DPM280,000
126,000 AP full-salvo alpha x 60 / 27 s base reload = 280,000.
Installed HE DPM160,494
65,000 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 160,494.
Installed AP DPM311,111
126,000 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 311,111.
Base shells/min22.2
10 broadside guns x 60 / 27 s base reload = 22.2.
Installed shells/min24.7
10 broadside guns x 60 / 24.3 s installed Artillery reload = 24.7.
Base fires/min6.67
22.2 shells/min x 30% fire chance = 6.67.
Installed fires/min7.41
24.7 shells/min x 30% fire chance = 7.41.

AA defense

Close-range AA DPS375
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (114×3.5×0.75) + (29×3.5×0.75) = 375. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1308
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.

Secondary battery dispersion

Secondary dispersion typeImproved (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 8 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 8 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 16 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 16 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)312,000
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: 8×2 127 mm (8/side) × 60/6 × 2100 = 168,000 + 16×1 140 mm (8/side) × 60/8 × 2400 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 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 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor Beta

Hull HP 56,30062,300 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 & stern32 mm

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

Belt / citadel254 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–76 mm)3,700 (6% of HP)
Overmatched by 460mm+ (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 19–152 mm)49,700 (80% of HP)
Overmatched by 460mm+ (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 6–254 mm)3,500 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel254 mm primary (range 25–254 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 mm2,700 (4% 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 HP33,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (140 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 (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.
Engine (module, research)engine coefficient (unconfirmed)-0.065 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP19,900 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Buff ×1Main Battery ×2
2020-06-18

Update: June 2020

  • Despite Amagi not losing much in the way of statistical success, her popularity took a big hit and many players suggested that her accuracy was very unreliable. To compensate, we’ve narrowed her dispersion ellipse a little, which should bump up the hit rate for her shells by about 6.5%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Amagi default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Amagi Bighunt 21Decorative

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.