World of Warships: Legends ship guide

Kaiser

Also called: 凯撒 Beta
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
305 mm overmatchHeavy AP pen14 km gun rangeHigh HP poolStrong torpedo beltPunch-through secondaries
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Community Data

Kaiser Community Stats

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Playstyle

Overview

Kaiser is a Tier III German fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: top-decile long-range AP brick in T3 BBs (271.7 mm) and best high HP pool in T3 BBs (46,400 HP).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

ELITE MAIN BATTERY
  • Long-range AP brick · 271.7 mm
  • Long gun range · 14.28 km
  • Flat AP trajectory
High HP pool

46400.0 HP, best of T3 BBs.

Strong torpedo belt

22.0% torpedo damage reduction, best of T3 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T3 BBs. Pens hull plates peers' secondaries shatter on.

Heavy citadel belt

350.0 mm citadel belt, best of T3 BBs. Citadels through angle are rare.

All-Weather

No stat falls into the cohort's bottom decile across T3 BBs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Kaiser

Kaiser is available in the Brawler Battleships branch of the Germany Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Kaiser sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.

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 Kaiser sits among Tier III BBs (19 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.

BestHit points46,400 HP (1/19) BestMain battery range14.28 km (1/19) BestSecondary HE pen38 mm (1 of 5 tied) BestCitadel belt350 mm (1/19) Top 10%Turn-speed retention95 hp/m (2/18) Top 10%AA range4 km (2/19) Top 10%AA threat427 (2/16) Top 25%Max speed23 kt (5/19) Top 25%Main battery reload26 s (4/19) Top 25%Secondary fire chance10% (5/18) Top 25%Acceleration33.6 s (4/18) Top 25%Engine power57,000 hp (3/18) Top 25%Power-to-weight1.92 hp/t (5/18) Top 25%AA DPS168 (5/19) Top 25%Max armor350 mm (3/19) Bottom 25%Rudder shift14.2 s (17/19) Bottom 25%HE shell damage3,400 (16/19) Bottom 25%Displacement29,700 t (18/19)
See 23 mid-pack stats

Not standouts for Kaiser -- 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.

Concealment12.53 km(14/19) Air detection10.02 km(15/19) Traverse-to-turn ratio2.66 ×(14/19) Main battery caliber305 mm(9/19) Sigma1.8(7/19) HE fire chance22%(13/19) Fires per minute5.08(9/19) HE DPM78,462(13/19) AP shell damage8,000(15/19) AP DPM184,615(6/19) Main dispersion193.2 m(11/19) Secondary DPM (per side)118,215(14/19) HE alpha1,800(9/18) AP velocity855 m/s(6/19) HE velocity850 m/s(11/19) AP arming threshold51 mm(11/19) Secondary range4.5 km(8/19) Repair charges3(9/19) Bow armor19 mm(9/19) Stern armor19 mm(10/19) Deck armor50 mm(8/19) NormSecondary dispersion bracket57(17 of 19 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit PointsInitial: 39,900 → 46,400
Displacement29,700 t
Armor range13–350 mm
Plate armor thicknesses13, 19, 20, 25, 30, 35, 40, 50, 60, 75, 80, 100, 120, 140, 150, 165, 170, 180, 200, 250, 265, 300, 350 mm
Armor material/layer entries74
Fire resistanceInitial: 6.7% → 10%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 305 mm L/50 Drh LC/1909
Mounts / barrels5 mounts / 10 barrels
Reload time26 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse3 °/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 =(1298030·122.21000+2.2)·30=193.2m
193.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.2·0.6=115.9m
115.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193.2·0.344(σ=1.8)=66.4m
66.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =115.9·0.344(σ=1.8)=39.9m
39.9 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ10 broadside guns x 60 / 26 s base reload = 23.1.
23.1
HE shells
HE Damage3,400 → 3,500
HE Velocity850 m/s → 855 m/s
Fire Chance22% → 23%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,500 HE damage x 10 broadside guns = 35,000.
35,000
Base HE DPM
ƒ35,000 HE full-salvo alpha x 60 / 26 s base reload = 80,769.
80,769
Base fires/min
ƒ23.1 shells/min x 23% fire chance = 5.31.
5.31
AP shells
AP Damage8,000 → 8,100
AP Velocity855 m/s → 850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2289·4150.69·0.3051.07·8501.38=576.1mm. Matches the in-game spec card.
576.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 410.6 m/s: P=107·2289·4150.69·0.3051.07·410.61.38=211.1mm.
211.1 mm
AP full-salvo alpha
ƒ8,100 AP damage x 10 broadside guns = 81,000.
81,000
Base AP DPM
ƒ81,000 AP full-salvo alpha x 60 / 26 s base reload = 186,923.
186,923
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.
50
AA Defense
AA mount pointsInitial: 3 → 22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.75) + (47×3.5×0.7) + (10×3.5×0.75) = 168. 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.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm Flakzwilling 30Initial: 3×2 → 5×2 37mm
20 mm Flak 38 (upgraded hull only)17×1 20mm
88 mm L/76 Dop. L. C/32 (DP)2×2 88mm
Far aura
DPS
ƒIncludes 10 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
10
Range4 km
Medium aura
DPSInitial: 7 → 10
Range3.5 km
Total DPS in Aura
ƒFar 10 + Medium 10 = 20
20
Near aura
DPS47
Range2 km
Total DPS in Aura
ƒFar 10 + Medium 10 + Near 47 = 67
67
S
Secondary Battery
Mounts16 → 18
Firing range4.5 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
150 mm L/45 MPL C/06 (×14)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
88 mm L/76 Dop. L. C/32 (×2)
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity950 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 57,000 hp
Engine power57,000 hp
Maximum speed23 kt
Turning circle radius600 m
Rudder shift time14.2 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 (20.7 kt of 23 kt), from our in-house acceleration model.
33.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 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.
54.2 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·23.0·0.5144600=1.13°/s, so ratio=ωturretωhull=31.13=2.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.7× drags
Concealment
Detectability by sea12.53 km
Detectability by air10.02 km
Smoke firing penalty9.56 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.53 km
Detect Fire Sea14.53 km
Detect Fire Air13.02 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,496 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.
· 19,488 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.
· 232 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (46,400 HP) per second = 232 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 (3)

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

HullUpgrade
  • Hit points39,900 → 46,400
  • Rudder shift25.3 → 18.5 s
  • AA mounts3 → 22
  • Close-range AA DPS7 → 57
Fire controlUpgrade
  • Main battery range12,980 → 14,278 m
ArtilleryUpgrade
  • HE fire chance22 → 23 %

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 Disp193.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12980}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 193.2\,\text{m}$
Shell scatter width @ 10 km164 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 Disp115.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 193.2 \cdot 0.6 = 115.9\,\text{m}$
Shell scatter height @ 10 km90.9 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.
Med Horiz Disp66.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 193.2 \cdot 0.344\;(\sigma = 1.8) = 66.4\,\text{m}$
Med Vert Disp39.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 115.9 \cdot 0.344\;(\sigma = 1.8) = 39.9\,\text{m}$
AP Pen Close576.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2289 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 850^{1.38} = 576.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far211.1 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 410.6 m/s: $P = 10^{-7}\cdot 2289 \cdot 415^{0.69} \cdot 0.305^{-1.07} \cdot 410.6^{1.38} = 211.1\,\text{mm}$.
HE penetration76 mm
76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha35,000
3,500 HE damage x 10 broadside guns = 35,000.
AP full-salvo alpha81,000
8,100 AP damage x 10 broadside guns = 81,000.
Base HE DPM80,769
35,000 HE full-salvo alpha x 60 / 26 s base reload = 80,769.
Base AP DPM186,923
81,000 AP full-salvo alpha x 60 / 26 s base reload = 186,923.
Base shells/min23.1
10 broadside guns x 60 / 26 s base reload = 23.1.
Base fires/min5.31
23.1 shells/min x 23% fire chance = 5.31.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.75) + (47×3.5×0.7) + (10×3.5×0.75) = 168. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index427
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)118,215
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: 14×1 150 mm (7/side) × 60/8.57 × 1800 = 88,215 + 2×2 88 mm (2/side) × 60/4 × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 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 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 39,90046,400 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 & stern19 mm

Overmatched by 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–180 mm)2,400 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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)170 mm primary (range 20–350 mm)34,800 (75% of HP)
No common caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–180 mm)2,500 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 20–350 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.
Superstructure13 mm primary (range 13–200 mm)1,000 (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 HP23,200 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 (150 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 (37 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)-0.030 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 HP13,900 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 Kaiser. Cards are condensed; use each source link for full context.

Nerf ×1
2025-09-04

September Update: The Valor Armada

  • Kaiser received a minor armor update, including a barbette bottom update for one turret.
Read the full official post
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • Removed small gaps between main guns and their barbettes. This doesn't affect the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Kaiser 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.