World of Warships: Legends ship guide

Katori A

Beta
Japan · Tier II · CL Cruiser · Premium · Katori Variant
All-rounder cruiserA flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Open-water broadside trading
Key characteristics
Long, fast torpedoes (7 km)Heavy HE shellsBurny secondariesLong-reach AASlow
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Community Data

Katori A Community Stats

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Playstyle

Overview

Katori A is a Tier II Japanese all-rounder light cruiser with 140mm guns at 11.4 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best burny secondaries in T2 CAs (8) and best AA reach in T2 CAs (5 km).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Open-water broadside trading

Her 140mm shells citadel cruisers on the wrong frame, and her 22,000-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

Burny secondaries

8.0% best HE fire chance per secondary shell (before target resistance), best of T2 CAs. Stacks fires faster than peers in a brawl.

Long-reach AA

5.0 km AA reach, best of T2 CAs.

Heavy HE shells

2400.0 damage per HE shell, top decile of T2 CAs. Punishes superstructure and modules harder than peers.

WEAK MOBILITY
  • Bleeds speed in turns · 16.3 hp
  • Slow for the class · 18.0 kt
Acquisition

How to get Katori A

Katori A is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

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Cohort position

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Where Katori A sits among Tier II CAs (25 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.

BestSecondary fire chance8% (1 of 2 tied) BestAA range5 km (1 of 2 tied) BestTorpedo reload39 s (1 of 2 tied) Top 25%Traverse-to-turn ratio6.08 × (7/25) Top 25%Main battery range11.43 km (5/25) Top 25%Main battery reload7 s (7/25) Top 25%HE shell damage2,400 (4/24) Top 25%HE fire chance10% (6/24) Top 25%HE alpha2,100 (3/15) Top 25%Secondary HE pen21 mm (3/15) Top 25%AP arming threshold23 mm (5/24) Top 25%AA DPS76 (5/25) Top 25%AA threat270 (5/16) Bottom 25%Main battery caliber140 mm (20/25) Bottom 25%AP DPM92,571 (21/24) Bottom 25%Main dispersion111.8 m (21/25) Bottom 25%Secondary DPM (per side)25,200 (13/15) Bottom 25%Acceleration28.2 s (21/25) Bottom 25%Engine power7,000 hp (23/25) Bottom 25%Power-to-weight1.02 hp/t (23/25) Bottom 25%Max armor51 mm (23/25) Bottom 25%Citadel belt32 mm (23/25) WorstMax speed18 kt (1 of 4 tied) WorstTurn-speed retention16.3 hp/m (1 of 2 tied)
See 21 mid-pack stats

Not standouts for Katori A -- 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.

Hit points22,000 HP(15/25) Concealment8.9 km(9/25) Air detection5.34 km(9/25) Rudder shift6.5 s(14/25) Sigma2(11/25) Fires per minute3.43(15/24) HE DPM82,286(15/24) AP shell damage2,700(13/24) AP velocity850 m/s(11/24) HE velocity850 m/s(11/24) Displacement6,861 t(15/25) Secondary range3 km(6/15) Torpedo range6.99 km(3/6) Deck armor51 mm(11/25) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormTorpedo damage≈8,267(4 of 6 tied at this value) NormTorpedo speed57 kt(4 of 6 tied at this value) NormBow armor6 mm(23 of 25 tied at this value) NormStern armor6 mm(22 of 25 tied at this value)
Survivability
Hit Points22,000
Displacement6,861 t
Armor range6–51 mm
Plate armor thicknesses6, 7, 10, 13, 32, 51 mm
Armor material/layer entries37
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 140 mm 3rd Year Type
Mounts / barrels2 mounts / 4 barrels
Reload time7 s
Firing range11.4 km
Turret traverse7.5 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1142730·81.11000+1.1)·30=111.8m
111.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =111.8·0.6=67.1m
67.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =111.8·0.319(σ=2)=35.7m
35.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =67.1·0.319(σ=2)=21.4m
21.4 m
Turret turn time
ƒ180 degrees / 7.5 deg/s traverse speed = 24 s.
24 s
Base shells/min
ƒ4 broadside guns x 60 / 7 s base reload = 34.3.
34.3
HE shells
HE Damage2,400
HE Velocity850 m/s
Fire Chance10%
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
82,286
Base fires/min
ƒ34.3 shells/min x 10% fire chance = 3.43.
3.43
AP shells
AP Damage2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1794·380.69·0.141.07·8501.38=199.6mm. Matches the in-game spec card.
199.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 280.2 m/s: P=107·1794·380.69·0.141.07·280.21.38=43.2mm.
43.2 mm
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
Base AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
92,571
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.
8
Torpedoes
ModuleTorpedoes: 533 mm double
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time39 s
Projectile speed57 kt
Range6.99 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=24,800·0.333=8,267.
≈ 8,267
Torpedo detectability1.2 km
Flooding chance145%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534.
16,534
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×0.9) + (6×3.5×0.9) = 76. 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.
76
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 14×2 25mm
127 mm Type89 A1 (DP)1×2 127mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range5 km
Medium aura
DPS18
Range3.1 km
Total DPS in Aura
ƒFar 6 + Medium 18 = 24
24
S
Secondary Battery
Mounts1
Firing range3.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
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 @ 3 km
ƒ3 km × 57 + 30 = 201 m.
201 m
Maneuverability
Engine moduleEngine: 7,000 hp
Engine power7,000 hp
Maximum speed18 kt
Turning circle radius430 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (16.2 kt of 18 kt), from our in-house acceleration model.
28.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (17.8 kt of 18 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.
49.1 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·18.0·0.5144430=1.23°/s, so ratio=ωturretωhull=7.51.23=6.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.1× slow
Concealment
Detectability by sea8.9 km
Detectability by air5.34 km
Smoke firing penalty3.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
8.9 km
Detect Fire Sea10.9 km
Detect Fire Air8.34 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Catapult Fighter1 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

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
Max Horiz Disp111.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11427}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 111.8\,\text{m}$
Shell scatter width @ 10 km102 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 Disp67.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 111.8 \cdot 0.6 = 67.1\,\text{m}$
Shell scatter height @ 10 km58.7 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 Disp35.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 111.8 \cdot 0.319\;(\sigma = 2) = 35.7\,\text{m}$
Med Vert Disp21.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 67.1 \cdot 0.319\;(\sigma = 2) = 21.4\,\text{m}$
AP Pen Close199.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 850^{1.38} = 199.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far43.2 mm
Same formula at the ship's max firing range (14.3 km), where the shell has slowed to 280.2 m/s: $P = 10^{-7}\cdot 1794 \cdot 38^{0.69} \cdot 0.14^{-1.07} \cdot 280.2^{1.38} = 43.2\,\text{mm}$.
HE penetration23 mm
23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time24 s
180 degrees / 7.5 deg/s traverse speed = 24 s.
HE full-salvo alpha9,600
2,400 HE damage x 4 broadside guns = 9,600.
AP full-salvo alpha10,800
2,700 AP damage x 4 broadside guns = 10,800.
Base HE DPM82,286
9,600 HE full-salvo alpha x 60 / 7 s base reload = 82,286.
Base AP DPM92,571
10,800 AP full-salvo alpha x 60 / 7 s base reload = 92,571.
Base shells/min34.3
4 broadside guns x 60 / 7 s base reload = 34.3.
Base fires/min3.43
34.3 shells/min x 10% fire chance = 3.43.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range47.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage33,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 8,267 = 33,068.
Per-side salvo damage16,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534.

AA defense

Close-range AA DPS76
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (18×3.5×0.9) + (6×3.5×0.9) = 76. 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 index270
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 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 @ 3 km201 m
3 km × 57 + 30 = 201 m.

Secondary battery firepower

Secondary DPM (per side)25,200
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: 1×2 127 mm (1/side) × 60/5 × 2100 = 25,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 127 mm family.
Max HE fire chance8%
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.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 22,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern6 mm

Overmatched by 106+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)≈ 1,100 (~5% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 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)6 mm≈ 16,500 (~75% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–10 mm)≈ 1,100 (~5% of HP)
Overmatched by 127mm+ (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel32 mm primary (range 6–32 mm)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.
Superstructure6 mm primary (range 6–51 mm)no cap
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).

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

Exteriors

Skins & permanent camouflages

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

  • Katori A default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision