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Omono

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Omono
Omono_wows_main.jpg
Cruiser | Japan | Tier VII
Tech Tree Position
Gokase
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Omono_icon_small.png
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Shimanto
stock
 top
General
Research price72000 exp
Purchase price5,700,000 Credits
Hit Points27,500 
Main Battery
155 mm/60 3rd Year Type in a triple turret4 х 3 pcs.
Rate of Fire5.22 shots/min.
Reload Time11.5 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range14.64 km.
Maximum Dispersion134 m.
HE Shell155 mm HE Type0 
Maximum HE Shell Damage2,450 
Chance of Fire on Target Caused by HE Shell10 %
Initial HE Shell Velocity925 m./s.
HE Shell Weight55.87 kg.
AP Shell155 mm AP/APC Type91 
Maximum AP Shell Damage3,300 
Initial AP Shell Velocity925 m./s.
AP Shell Weight55.87 kg.
Secondary Armament #1
100 mm/65 Type 98 on a Model A mount4 х 2 pcs.
Firing Range5.6 km.
Rate of Fire20.98 shots/min.
Reload Time2.86 sec.
HE Shell100 mm HE Type98 
Maximum HE Shell Damage1,700 
Initial HE Shell Velocity1000 m./s.
Chance of Fire on Target Caused by HE Shell%
Torpedo Tubes
610 mm Quad2 х 4 pcs.
Rate of Fire0.5 shots/min.
Reload Time120 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType93 
Maximum Damage20,967 
Torpedo Speed57 knot
Torpedo Range12.99 km.
AA Defense
100 mm/65 Type 98 on a Model A mount4 х 2 pcs.
. . . Average Damage per Second83.2 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount32 х 1 pcs.
. . . Average Damage per Second57.6 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed33 knot
Turning Circle Radius740 m.
Rudder Shift Time12.4 sec.
Concealment
Surface Detectability Range11.88 km.
Air Detectability Range6.56 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
VII
Ship_PJSC207_Omono.png
5,700,000

Omono — Japanese Tier VII cruiser.

The development of the Ōyodo-class cruisers—the flagships of submarine squadrons—into full-fledged light cruisers with four triple-gun turrets that housed 155 mm guns. Unlike her predecessors, the ship had no aft-end hangar, the catapult was moved to the center, two torpedo launchers were added, and her AA defenses were enhanced.

Modules

Main Battery Guns Rate of Fire
(shots/min)
180° Turn Time
(sec)
Maximum Dispersion
(m)
Maximum HE Shell Damage
(HP)
Chance of Fire on Target Caused by HE Shell
(%)
Maximum AP Shell Damage
(HP)
Research price
(exp)
Purchase price
(Credits)
155 mm/60 3rd Year Type in a triple turret5.2301342,450103,300 0570,000
Hull Hit Points
(HP)
Armor
(mm)
Armor
(mm)
Main Turrets
(pcs.)
Secondary Gun Turrets
(pcs.)
AA Mounts
(pcs.)
Torpedo Tubes
(pcs.)
Hangar Capacity
(pcs.)
Research price
(exp)
Purchase price
(Credits)
Omono (A)27,50010764432/42 0855,000
Omono (B)32,2001076446/26/42 24,0001,500,000
Torpedoes Rate of Fire
(shots/min)
Torpedo Tubes Reload Time
(sec)
180° Turn Time
(sec)
Maximum Damage
(HP)
Torpedo Speed
(knot)
Torpedo Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type 930.51207.220,9665713 0570,000
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type7 mod. 10 0570,000
Type7 mod. 20 16,0001,000,000
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 110,000 hp33 0570,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Defensive AA Fire Modification 1
Hydroacoustic Search Modification 1
Engine Room Protection
 Slot 3 
Main Battery Modification 2
Secondary Battery Modification 1
AA Guns Modification 1
Aiming Systems Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1

Player Opinion

Performance

Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.


Tier VII Omono continues the theme of the Japanese light cruiser line, where hard hitting torpedoes are coupled with relatively low main battery DPM, and slow turret traverse times.

The Ship

When compared to her predecessor, Omono can feel like she lacks mobility. She retains a somewhat large turning circle of 740 meters, with a longer rudder shift time of 8.8 seconds. In comparison to Gokase, her top speed has been slashed to 33 knots. Although this is similar to many other Tier VII cruisers, it is slower than other Japanese cruisers. In confined areas or short ranges, she will feel unwieldy. Omono carries a standard cruiser Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable. She mounts a Catapult FighterWhile active, a group of fighter planes circles the ship providing protection by attacking incoming enemy aircraft. with 3 charges, launching three aircraft which will patrol for up to 60 seconds. Players also have the choice of a standard Tier VII cruiser Hydroacoustic SearchWhile active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain. or Defensive AA FireWhile active, the damage per second of large caliber anti-aircraft guns is increased.. Her Hydroacoustic Search is active for 100 seconds, and will detect ships at 4 km, and torpedoes at 3 km. Her Defensive AA Fire provides a 50% boost to her continuous AA damage, and quadruples her flak burst damage.

Armor and Survivability

Omono is lightly armored; her citadel is protected by just 76 mm of armor. She is vulnerable to most cruiser AP at all combat ranges, and even destroyer-caliber guns pose a serious threat at short ranges. Additionally, as the main part of her citadel sits above the waterline, shells which hit amidships can cause serious damage. The sections beneath her turrets are slightly better protected, as they sit below the waterline, and have spaces between her outer plating and citadel.

Her main deck armor is 25 mm thick, sufficient to prevent AP overmatch from battleship guns smaller than 380 mm. Her main hull plating is 16 mm thick; this is enough to bounce 203 mm AP rounds if she is sufficiently angled, but is vulnerable to overmatch from battleship guns and the larger guns found on some cruisers. Additionally, all destroyers in her matchmaking spread are capable of penetrating her with HE rounds.

Omono has a rather small health pool, when coupled with her thin armor she can be vulnerable to rapidly losing health if players are caught out of position. With a base concealment of 11.9km, OMONO is not particularly stealthy for a lightly armored vessel. Her concealment can be reduced to 10.7km, enough to ensure she cannot be easily ambushed but she lacks options for disengaging from unfavorable situations. As she lacks a smoke screen or heal, any mistakes can easily be punished.


Armament

Omono’s main battery consists of somewhat unusual 155 mm guns, which are slightly larger than typical light cruiser weapons. Her 11.5 second reload is relatively long for a light cruiser. This means that her DPM can feel lackluster when compared to other light cruisers. When upgraded, her range of 16.1 km allows her to keep enemies at arm’s reach, while still being able to engage slower targets. She has the slow turret rotation typical of Japanese ships, with a 180° rotation taking 30 seconds she can struggle to rapidly change targets. Although it can be tempting to turn the ship to bring her guns to bear more quickly, this will put players at risk of exposing too much broadside.

Her AP shells have good penetration for a light cruiser, and they retain their speed and penetration well over range. However, at long ranges, they still pose little threat to all but the thinnest armored targets. In contrast, her HE shells present players with a choice. Omono is a fairly poor fire starter. With a 10% fire chance and only 6.3 potential fires per minute, she will even struggle to match the fire starting potential of several heavy cruisers. Players who can afford to invest in the [u]Inertial Fuse for HE Shells[/u] skill will find that her HE shells are capable of directly damaging a much larger range of targets than the typical light cruiser shells. With 32 mm of penetration, her guns are capable of penetrating the bow and stern plating of any battleships she will meet, as well as the deck armor of many French and British battleships.

Omono mounts two quadruple torpedo launchers, which fire some of the most powerful torpedoes in her tier, with high alpha damage and good flooding chance. A range of 13 km means that they can be fired while undetected; this reduces the chances of taking damage, but also limits the chances of the torpedoes hitting their intended target. Her launching angles are less restricted than players may expect for a Japanese cruiser, but care should be taken if trying to launch torpedoes while spotted. Additionally, their slow speed of 57 knots gives targets 11 seconds of reaction time, one of the worst at her tier, further reducing their chances of hitting. Finally, her torpedoes take 2 minutes to reload, limiting the number she can launch in a single battle. Overall, her torpedoes are a potentially devastating weapon, but they are held back by their speed, detection, and reload.

Anti-Aircraft

Omono has a good long-range AA DPS, only slightly behind Atlanta, Flint, and Chumphon. Her short-range AA DPS is also one of the best at her tier. However she lacks any medium-range aura, so she must rely on her long-range weapons until enemy aircraft are already commencing their attack run. Omono fires 4 flak clouds per salvo; this can be devastating to an enemy strike, if they are unable to avoid the clouds. Omono’s anti-aircraft firepower can be increased with the Defensive AA Fire consumable, however doing so will mean giving up her Hydroacoustic Search.

Anti-Submarine

Omono carries a standard Tier VII cruiser ASW airstrike, with 2 charges available, a range of 6 km, and each attack dropping a single bomb. She is able to strike a detected submarine from relative safety. To aid in ASW attacks, she can use her Hydroacoustic Search, which will detect a fully submerged submarine at a range of 2 km.

Battle Performance

Omono can be a difficult ship to play. She is suited to keeping her enemies at distance, in order to mitigate her thin armor and slow turret traverse. Remaining at range also allows her to work around her fairly poor maneuverability. Her torpedoes can be used as area denial weapons, as their slow speed means that they remain active for a considerable time.

Omono is suited to a supporting role in battle; players who become the focus of enemy attention can expect a swift return to port. Her performance is often throttled by her armament limitations, and her survivability. Individually, her torpedoes are strong, but they are hampered by their slow reload, low speed, and the high reaction time available. Her gunnery is held back by her poor reload and turret traverse.

Pros:

  • Large amount of guns with decent firing range
  • High damage per salvo
  • Strong torpedoes, with high damage and range
  • Good concealment

Cons:

  • Abysmal armor
  • Turrets are prone to incapacitation
  • Long reload on guns
  • Low AP shell damage and penetration
  • Torpedoes have slow speed and high detectability
  • Terrible turning circle for a light cruiser
  • Low speed for a Japanese cruiser

Research

Researchable upgrades for Omono:

  1. Hull: Upgrade to Hull (B) for improved survivability, maneuverability and AA. Research of this module unlocks progression to Shimanto.
  2. Gun Fire Control System: Upgrade to Type7 mod. 2 for an extra 10% range on the main battery.

Optimal Configuration

Upgrades

The recommended upgrades are:

Commander Skills

Consumables

Omono equips the following consumables:

Signals

Note: Use of the Juliet Charlie signal makes detonation impossible.

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.11.8.

Testing Changes

  • DevBlog 350:
    • Preliminary characteristics.
  • DevBlog 374:
    • Firing range of the stock Gun Fire Control module reduced from 16 to 14.6 km.
      • This also led to the maximum main battery firing range being reduced from 17.6 to 16.1 km, as the GFCS module only adds a 10% range increase.
  • DevBlog 379:
    • HE shell parameters changed:
      • Armor penetration capabilities reduced from 31 to 26 mm.
      • Maximum damage reduced from 2,600 to 2,450.
  • DevBlog 383:
    • Main battery reload time increased from 12.5 to 13 s.
    • Maximum torpedo damage reduced from 23,767 to 20,967.
  • Update 0.11.10:
    • Available in early access as the final reward for completing combat missions in the Japanese Cruisers event.
  • Introduced into the game as a researchable ship in Update 12.0.
  • Update 12.0:
    • Fixed a bug in the characteristics of the Depth Charge Airstrike armament:
      • Number of available flights of the Depth Charge Airstrike armament increased from 1 to 2.
  • Update 12.5:
    • Main battery reload time reduced from 13 to 11.5 seconds.
    • Main battery gun 180-degree traverse time reduced from 36 to 30 seconds.
  • Update 13.1:
    • Added the Submarine Surveillance consumable with the following characteristics:
      • Range: 6 km.
      • Reload: 120 s.
      • Number of charges: 3.
      • Action time: 20 s.

Ships of Japan
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Aircraft Carriers  IV Hōshō • VI Ryūjō • VIII Shōkaku • VIII KagaDoubloons • VIII Kaga BDoubloons • X Hakuryū •  Sekiryu
Cruisers
Japan  I Hashidate • II Chikuma • III Tenryū • III KatoriDoubloons • IV YūbariDoubloons • IV Kuma • IV Iwaki AlphaDoubloons • V Furutaka • V Agano • V YahagiDoubloons • VI Aoba • VI Gokase • VII Myōkō • VII Omono • VII TokachiDoubloons • VII MayaDoubloons • VII ARP MyōkōDoubloons • VII ARP AshigaraDoubloons • VII ARP HaguroDoubloons • VII Southern DragonDoubloons • VII Eastern DragonDoubloons • VII ARP NachiDoubloons • VIII Mogami • VIII ToneDoubloons • VIII AtagoDoubloons • VIII Shimanto • VIII Atago BDoubloons • VIII ARP TakaoDoubloons • VIII ARP MayaDoubloons • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma II • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X Kitakami 
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Germany  I Hermelin • II Dresden • II EmdenDoubloons • III Kolberg • IV Karlsruhe • V Königsberg • VI Nürnberg • VI Admiral Graf SpeeDoubloons • VI LeipzigDoubloons • VI HSF Admiral Graf SpeeDoubloons • VII Yorck • VII MünchenDoubloons • VII WeimarDoubloons • VIII Admiral Hipper • VIII Prinz EugenDoubloons • VIII MainzDoubloons • VIII SchillDoubloons • VIII Mainz BDoubloons • VIII Cross of DornDoubloons • VIII Wiesbaden • IX Roon • IX SiegfriedDoubloons • IX ÄgirDoubloons • IX Admiral SchröderDoubloons • IX Roon CLRDoubloons • X Hindenburg •  Clausewitz 
Pan-Asia  I Chengan • III Ning HaiDoubloons • V Chungking • VI Rahmat • VI HuangheDoubloons • VII Chumphon • VIII Harbin • VIII IrianDoubloons • VIII WukongDoubloons • IX Sejong • IX DalianDoubloons • IX MengchongDoubloons • IX TianjinDoubloons • X Jinan 
Spain  I Júpiter • II Méndez Núñez • III Navarra • IV Almirante Cervera • V Galicia • VI Baleares • VI CanariasDoubloons • VII Asturias • VIII Cataluña • VIII NumanciaDoubloons • IX Andalucía • X Castilla 
Europe  I Gryf • VI ElliDoubloons 
Netherlands  I Van Kinsbergen • II Gelderland • III Java • IV De Ruyter • V Celebes • VI Kijkduin • VII Eendracht • VIII Haarlem • VIII De Zeven ProvinciënDoubloons • IX Johan de Witt • IX Van SpeijkDoubloons • X Gouden Leeuw • X Prins van Oranje 
Italy  I Eritrea • II Nino Bixio • III Taranto • IV Alberto di Giussano • V Raimondo Montecuccoli • V GenovaDoubloons • VI Trento • VI Duca d'AostaDoubloons • VII Zara • VII Duca degli AbruzziDoubloons • VII Francesco FerruccioDoubloons • VII GoriziaDoubloons • VIII Amalfi • IX Brindisi • IX MichelangeloDoubloons • X Venezia • X NapoliDoubloons • X Napoli BDoubloons •  Piemonte 
Commonwealth  I Sutlej • II Port Jackson • III Caradoc • IV Dunedin • V Delhi • VI Hobart • VI PerthDoubloons • VI MysoreDoubloons • VII Uganda • VIII Auckland • IX Encounter • IX HectorDoubloons • X Cerberus • X BrisbaneDoubloons 
Pan-America  I Hércules • II Almirante Barroso • II Almirante AbreuDoubloons • III Vicente Guerrero • IV Córdoba • V La Argentina • VI Almirante Cochrane • VII Coronel Bolognesi • VII Nueve de JulioDoubloons • VIII Ignacio Allende • VIII Almirante GrauDoubloons • IX Santander • X San Martín