World of Warships: Legends ship guide

Takahashi

Beta
Torpedo cruiserLong torpedoes are the real threat; the guns just chip while the tubes reload.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (14 km)SonarLong-reach AAFast turret traverseFlat HE shellsVisible torps
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Community Data

Takahashi Community Stats

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Playstyle

Overview

Takahashi is a Tier VIII Japanese light cruiser with a long-range torpedo battery reaching 14.5 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (4.8 km on ships and 4.8 km on torpedoes, 60 s active, 90 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: best torpedo alpha in T8 CAs (19,567) and best AA reach in T8 CAs (6 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.8 km on ships, 4.8 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. 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

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

ELITE TORPEDOES
  • Heavy · 19567.0 damage
  • Long-range torps · 14.49 km
Long-reach AA

6.0 km AA reach, best of T8 CAs.

Wide torpedo sonar

4.8 km Sonar torpedo-detection range, best of T8 CAs. More reaction time on incoming torps.

ELITE MAIN BATTERY
  • Fast turret traverse · 30.0°
  • Flat HE shells · 930.0 m
Visible torps

1.7 km torpedo detect, worst of T8 CAs. Easy to dodge if targets are looking.

Thin deck

27.0 mm armor deck, bottom decile of T8 CAs. Plunging fire and HE eat through.

Acquisition

How to get Takahashi

Takahashi is available in the Torpedo Cruisers branch of the Japan Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Japan tech-tree branch diagram
Japan Tech Tree

Takahashi sits in the Torpedo Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

Official WG availability sources

Builds Beta

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Cohort position

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Where Takahashi sits among Tier VIII CAs (33 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.

BestAA range6 km (1 of 6 tied) BestTorpedo range14.49 km (1/19) BestTorpedo damage≈19,567 (1 of 2 tied) Top 10%Traverse-to-turn ratio25.37 × (2/33) Top 10%Main dispersion128.7 m (3/33) Top 10%AP velocity930 m/s (4/33) Top 10%HE velocity930 m/s (3/29) Top 25%Max speed34.5 kt (5/33) Top 25%Rudder shift8.5 s (5/33) Top 25%AP arming threshold25 mm (7/33) Top 25%Power-to-weight7.15 hp/t (9/33) Bottom 25%Main battery caliber150 mm (30/33) Bottom 25%Main battery range15.26 km (30/33) Bottom 25%Fires per minute6.67 (25/29) Bottom 25%Secondary HE pen17 mm (23/26) Bottom 25%AA DPS428 (26/33) Bottom 25%Torpedo speed57 kt (17/19) Bottom 10%AP DPM206,667 (31/33) Bottom 10%Deck armor27 mm (31/32) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 26 mid-pack stats

Not standouts for Takahashi -- 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 points49,500 HP(11/33) Concealment12.43 km(11/33) Air detection7.46 km(11/33) Main battery reload13.5 s(20/33) Sigma2.05(15/33) HE shell damage2,650(21/29) HE DPM176,667(11/29) Secondary DPM (per side)142,657(15/27) HE alpha1,700(13/26) Secondary fire chance6%(15/26) Acceleration27.5 s(17/33) AP fuse timer0.03 s(25/33) Engine power152,000 hp(11/33) Turn-speed retention176.7 hp/m(13/33) Displacement21,270 t(21/33) AA threat1,787(20/33) Torpedo reload115 s(15/19) Max armor160 mm(17/33) Citadel belt160 mm(13/33) Bow armor25 mm(19/33) Stern armor25 mm(21/33) NormSecondary dispersion bracket57(22 of 27 tied at this value) NormAP ricochet start45°(24 of 33 tied at this value) NormAP auto-bounce angle60°(23 of 33 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit PointsInitial: 43,400 → 49,500
Displacement21,270 t
Armor range13–160 mm
Plate armor thicknesses13, 25, 27, 32, 33, 40, 50, 60, 65, 90, 100, 105, 150, 160 mm
Armor material/layer entries63
Fire resistance40%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 150 mm/60 5th Year Type
Mounts / barrels5 mounts / 15 barrels
Reload time15 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse30 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1387030·81.11000+1.1)·30=128.7m
128.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.7·0.6=77.2m
77.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =128.7·0.314(σ=2.05)=40.4m
40.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.2·0.313(σ=2.05)=24.2m
24.2 m
Turret turn time
ƒ180 degrees / 30 deg/s traverse speed = 6 s.
6 s
Base shells/min
ƒ15 broadside guns x 60 / 15 s base reload = 60.
60
HE shells
HE Damage2,650
HE Velocity930 m/s
Fire Chance10%
HE penetration
ƒIn-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,650 HE damage x 15 broadside guns = 39,750.
39,750
Base HE DPM
ƒ39,750 HE full-salvo alpha x 60 / 15 s base reload = 159,000.
159,000
Installed HE DPM
ƒ39,750 HE full-salvo alpha x 60 / 13.5 s installed reload (Main Battery Mod. 3 = -10%) = 176,667.
176,667
Base fires/min
ƒ60 shells/min x 10% fire chance = 6.
6
AP shells
AP Damage3,100
AP Velocity930 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·410.69·0.151.07·9301.38=295.9mm. Matches the in-game spec card.
295.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.1 km), where the shell has slowed to 309.4 m/s: P=107·2400·410.69·0.151.07·309.41.38=64.8mm.
64.8 mm
AP full-salvo alpha
ƒ3,100 AP damage x 15 broadside guns = 46,500.
46,500
Base AP DPM
ƒ46,500 AP full-salvo alpha x 60 / 15 s base reload = 186,000.
186,000
Installed AP DPM
ƒ46,500 AP full-salvo alpha x 60 / 13.5 s installed reload (Main Battery Mod. 3 = -10%) = 206,667.
206,667
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.
20
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time115 s
Projectile speed57 kt
Range14.49 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=58,700·0.333=19,567.
≈ 19,567
Torpedo detectability1.7 km
Flooding chance355%
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 = 8 x 19,567 = 156,536.
156,536
AA Defense
AA mount pointsInitial: 26 → 32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (23×3.5×0.9) + (14×3.5×0.9) + (19×3.5×0.85) + (30×3.5×0.9) + (28×3.5×0.9) = 428. 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.
428
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
40 mm/60 Type 5 (upgraded hull only)6×2 40mm
25 mm/60 Type96 mod. 116×1 25mm
25 mm/60 Type 9610×3 25mm
100 mm Type98 (DP)4×2 100mm
Zone 1 Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose main battery firing as AA in this range band.
28
Range6 km
Zone 2 Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
30
Range5 km
Total DPS in Aura
ƒZone 1 Far 28 + Zone 2 Far 30 = 58
58
Zone 3 Far aura
DPS46
Range3.5 km
Total DPS in Aura
ƒZone 1 Far 28 + Zone 2 Far 30 + Zone 3 Far 46 = 104
104
Medium aura
DPSInitial: 15 → 14
Range3.1 km
Total DPS in Aura
ƒZone 1 Far 28 + Zone 2 Far 30 + Zone 3 Far 46 + Medium 14 = 118
118
Near aura
DPSInitial: 20 → 19
Range2.5 km
Total DPS in Aura
ƒZone 1 Far 28 + Zone 2 Far 30 + Zone 3 Far 46 + Medium 14 + Near 19 = 137
137
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber100 mm
Reload time2.86 s
HE Damage1,700
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed34.5 kt
Turning circle radius860 m
Rudder shift time8.5 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 (31.1 kt of 34.5 kt), from our in-house acceleration model.
27.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 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.
45.2 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·34.5·0.5144860=1.18°/s, so ratio=ωturretωhull=301.18=25.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
25.4× instant
Concealment
Detectability by sea12.43 km
Detectability by air7.46 km
Smoke firing penalty6 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.43 km
Detect Fire Sea14.43 km
Detect Fire Air10.46 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar4 charges · 90 s reload · 60 s active · 4.8 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 160×301000=4.8 km
· 4.8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 160×301000=4.8 km
Choose one
Catapult Fighter3 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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Repair Party2 charges · 80 s reload · 28 s active · 6,930 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.
· 13,860 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 248 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (49,500 HP) per second = 248 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (3)

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

HullUpgrade
  • Hit points43,400 → 49,500
  • Rudder shift15.6 → 11.1 s
  • AA mounts26 → 32
  • Close-range AA DPS35 → 79
  • Maximum AA range3.1 → 3.5 km
Fire controlUpgrade
  • Main battery range13,870 → 15,257 m
TorpedoesUpgrade
  • Range13.98 → 14.49 km
  • Reload130 → 115 s

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)2.05
Max Horiz Disp128.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13870}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 128.7\,\text{m}$
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 Disp77.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 128.7 \cdot 0.6 = 77.2\,\text{m}$
Shell scatter height @ 10 km55.5 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 Disp40.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 128.7 \cdot 0.314\;(\sigma = 2.05) = 40.4\,\text{m}$
Med Vert Disp24.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 77.2 \cdot 0.313\;(\sigma = 2.05) = 24.2\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close295.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 41^{0.69} \cdot 0.15^{-1.07} \cdot 930^{1.38} = 295.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far64.8 mm
Same formula at the ship's max firing range (19.1 km), where the shell has slowed to 309.4 m/s: $P = 10^{-7}\cdot 2400 \cdot 41^{0.69} \cdot 0.15^{-1.07} \cdot 309.4^{1.38} = 64.8\,\text{mm}$.
HE penetration30 mm
In-game data: 30 mm = 150 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time6 s
180 degrees / 30 deg/s traverse speed = 6 s.
HE full-salvo alpha39,750
2,650 HE damage x 15 broadside guns = 39,750.
AP full-salvo alpha46,500
3,100 AP damage x 15 broadside guns = 46,500.
Base HE DPM159,000
39,750 HE full-salvo alpha x 60 / 15 s base reload = 159,000.
Base AP DPM186,000
46,500 AP full-salvo alpha x 60 / 15 s base reload = 186,000.
Installed HE DPM176,667
39,750 HE full-salvo alpha x 60 / 13.5 s installed reload (Main Battery Mod. 3 = -10%) = 176,667.
Installed AP DPM206,667
46,500 AP full-salvo alpha x 60 / 13.5 s installed reload (Main Battery Mod. 3 = -10%) = 206,667.
Base shells/min60
15 broadside guns x 60 / 15 s base reload = 60.
Installed shells/min66.7
15 broadside guns x 60 / 13.5 s installed Artillery reload = 66.7.
Base fires/min6
60 shells/min x 10% fire chance = 6.
Installed fires/min6.67
66.7 shells/min x 10% fire chance = 6.67.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time11.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range97.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage313,072
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 19,567 = 313,072.
Per-side salvo damage156,536
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,567 = 156,536.

AA defense

Close-range AA DPS428
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×0.9) + (23×3.5×0.9) + (14×3.5×0.9) + (19×3.5×0.85) + (30×3.5×0.9) + (28×3.5×0.9) = 428. 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 range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1787
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 range2.5 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)142,657
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: 4×2 100 mm (4/side) × 60/2.86 × 1700 = 142,657. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 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: 17 mm from the 100 mm family.

Armor Beta

Hull HP 43,40049,500 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 & stern25 mm

Overmatched by 98+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel160 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,700 (3% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
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 25–160 mm)37,100 (75% 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.
Stern25 mm primary (range 25–100 mm)2,800 (6% of HP)
Overmatched by 380mm+ (Bismarck, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel160 mm primary (range 25–160 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 13–27 mm)4,600 (9% 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 HP24,800 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 (100 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 HP14,900 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

Exteriors

Skins & permanent camouflages

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

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.