ARP Haguro
Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
Collaboration ships are kept separate from base hulls unless an official collaboration source clearly ties the variant to that page.
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ARP Haguro Community Stats
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ARP Haguro Community Stats
Record History
Playstyle
Overview
ARP Haguro is a Tier VI Japanese IJN cruiser with the improved AP fuse: her AP shells arm at 60% of the standard armor threshold, so they citadel cruisers that would over-pen a normal CA round. Lean on AP into broadsides and short-angled cruisers - HE-spamming this hull leaves the cohort's best damage tool on the rack. Sonar (4.2 km on ships and 3 km on torpedoes, 94 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: top-decile sigma in T6 CAs (2.1) and top-decile punchy HE secondaries in T6 CAs (2,100).
Positioning
Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.
Potato Avoidance
Open-water broadside trading
Her 203mm shells citadel cruisers on the wrong frame, and her 39,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.
Signature Traits
AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 7/43 T6 CAs.
- Tight grouping
- Long gun range · 15.6 km
- Heavy HE shells · 3600.0 damage
- High fire chance · 17.0%
2100.0 max HE alpha per secondary shell, top decile of T6 CAs. Bigger per-shell damage than peers.
140.6 m max horizontal dispersion, bottom decile of T6 CAs. Long-range salvos are noticeably wider than peers'.
1.6 km torpedo detect, bottom decile of T6 CAs. Easy to dodge if targets are looking.
How to get ARP Haguro
ARP Haguro is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.
Best listed chance for this ship
- Arpeggio II Crate 2.5% Arpeggio II Premium Ship Collaboration containers · Arpeggio II Crate · 1 of 2 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Arpeggio II Crate 2.5% · Arpeggio II Premium Ship
Builds Beta
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 ARP Haguro sits among Tier VI CAs (43 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 21 mid-pack stats
Not standouts for ARP Haguro -- 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
Show all 42 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
10 broadside guns x 60 / 14.5 s base reload = 41.4.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
3,600 HE damage x 10 broadside guns = 36,000.ƒ
36,000 HE full-salvo alpha x 60 / 14.5 s base reload = 148,966.ƒ
41.4 shells/min x 17% fire chance = 7.03.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 359.4 m/s: .ƒ
4,600 AP damage x 10 broadside guns = 46,000.ƒ
46,000 AP full-salvo alpha x 60 / 14.5 s base reload = 190,345.ƒ
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.ƒ
Estimate 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: .ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 15,933 = 95,598.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (64×3.5×0.9) + (21×3.5×0.9) = 268. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 21 + Medium 64 = 85ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.ƒ
Time to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.6 kt of 35 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 80 s reload · 90 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.
Main battery formulas
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15600}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.6\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.6 \cdot 0.6 = 84.4\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.6 \cdot 0.308\;(\sigma = 2.1) = 43.3\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.4 \cdot 0.308\;(\sigma = 2.1) = 26\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 840^{1.38} = 414.7\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 359.4 m/s: $P = 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 359.4^{1.38} = 128.5\,\text{mm}$.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).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.All 10 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.3,600 HE damage x 10 broadside guns = 36,000.4,600 AP damage x 10 broadside guns = 46,000.36,000 HE full-salvo alpha x 60 / 14.5 s base reload = 148,966.46,000 AP full-salvo alpha x 60 / 14.5 s base reload = 190,345.10 broadside guns x 60 / 14.5 s base reload = 41.4.41.4 shells/min x 17% fire chance = 7.03.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).4 launchers x 3 tubes.tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 15,933 = 191,196.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 15,933 = 95,598.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (64×3.5×0.9) + (21×3.5×0.9) = 268. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
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: 4×2 127 mm (4/side) × 60/7.5 × 2100 = 67,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 127 mm family.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: 21 mm from the 127 mm family.Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior ARP Haguro can equip, from in-game data.
DefaultThe ship’s standard exterior- ArpeggioHaguroArpeggio
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.
