ARP Maya
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203 mm/50 3rd Year Type No.2 in a Model E turret5 х 2 pcs. |
Rate of Fire3.75 shots/min. |
Reload Time16 sec. |
Rotation Speed6.2 deg./sec. |
180 Degree Turn Time29.03 sec. |
Firing Range15.78 km. |
Maximum Dispersion133 m. |
HE Shell203 mm HE Type0 |
Maximum HE Shell Damage3,300 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity840 m./s. |
HE Shell Weight125.85 kg. |
AP Shell203 mm AP Type91 |
Maximum AP Shell Damage4,700 |
Initial AP Shell Velocity840 m./s. |
AP Shell Weight125.85 kg. |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
Firing Range6.6 km. |
Rate of Fire12 shots/min. |
Reload Time5 sec. |
HE Shell127 mm HE Type0 |
Maximum HE Shell Damage2,100 |
Initial HE Shell Velocity725 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
610 mm Quad4 х 4 pcs. |
Rate of Fire0.59 shots/min. |
Reload Time101 sec. |
Rotation Speed25 deg./sec. |
180 Degree Turn Time7.2 sec. |
TorpedoType90 mod. 1 |
Maximum Damage17,233 |
Torpedo Speed62 knot |
Torpedo Range9.99 km. |
127 mm/40 Type 89 on a Model A1 mount4 х 2 pcs. |
. . . Average Damage per Second40.4 |
. . . Firing Range5.01 km. |
25 mm/60 Type 96 on a single mount30 х 1 pcs. |
. . . Average Damage per Second54 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a triple mount6 х 3 pcs. |
. . . Average Damage per Second19.8 |
. . . Firing Range2.49 km. |
25 mm/60 Type 96 on a twin mount6 х 2 pcs. |
. . . Average Damage per Second16.2 |
. . . Firing Range2.49 km. |
Maximum Speed35.5 knot |
Turning Circle Radius790 m. |
Rudder Shift Time8.1 sec. |
Surface Detectability Range11.52 km. |
Air Detectability Range7.16 km. |
ARP Maya — Japanese special premium Tier VIII cruiser.
A Fleet of Fog heavy cruiser modeled after the lead ship of the Imperial Japanese Navy's Takao-class series of cruisers. This warship has been modeled after the same-name ship from "ARPEGGIO OF BLUE STEEL -ARS NOVA-."
Modules
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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 ( ![]() | |
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Type90 mod. 1 | 0.6 | 101 | 7.2 | 17,233 | 62 | 10 | 0 | 0 |
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Player Opinion
Performance
Refer to the in-game Port screens for more useful data.
Tier VIII ARP Maya shares many characteristics with the tech tree Japanese heavy cruisers, making her an ideal captain trainer for that line. Her heavy armament, excellent concealment, and survivability combine to make a potentially powerful package. Despite her age, she remains a well-balanced and effective premium ship.
The Ship
ARP Maya has a top speed of 35.5 knots, one of the fastest at her tier, allowing her to outpace many of her peers. This can be pushed to 37 knots with the Sierra Mike signal, providing her with excellent mobility. She has a fast 8.1 second rudder shift and will rapidly respond to course changes. However, her turning circle of 790 meters is rather large, which makes it awkward to maneuver in confined spaces or around torpedoes. Her base concealment of 11.5 km can be reduced to just 9.8 km if ARP Maya is fully built for stealth.
ARP Maya mounts a standard cruiser Damage Control Party , which is active for 5 seconds with a 60 second cooldown. Her second slot has a choice of consumables: Hydroacoustic Search
or Defensive AA Fire
. Hydroacoustic Search is the optimal choice, to detect torpedoes at 3 km and ships at 4 km for 100 seconds. The Defensive AA Fire will provide a 50% boost to her continuous AA damage, but her weak AA defenses mean the benefits are effectively wasted. She carries a Catapult Fighter
in her third slot, which launches three fighters that patrol around the ship for up to 1 minute, where they will provide emotional support to a ship under air attack. Her fourth consumable slot features a Repair Party
that can recover 14% of lost health with a single use. This can potentially recover 5,600 health per use if used efficiently, for a total of 16,800.
Survivability
With 25 mm bow and stern plating, ARP Maya can bounce all cruiser-caliber AP as well as the 356 mm rounds of some battleships, but most battleships in her matchmaking range will overmatch this plating. Her plating will also shatter the HE rounds of many destroyers, although Japanese gunboats and German destroyers are notable exceptions, as are Ragnar and Tromp with their larger caliber guns. Her citadel is protected by a 102 mm armor belt; although this is rather thin, further protection is provided by external torpedo bulges for much of its length. Finally her deck armor is 41 mm thick, allowing her to defeat the HE bombs of British aircraft carriers, as well as the tactical aircraft of US carriers. Her superstructure can still be penetrated by these types, so ARP Maya should not be thought of as bomb-proof.
ARP Maya has 40,100 hit points as standard, a decent amount although it is on the low side for a Tier VIII heavy cruiser. The ability to recover lost health allows ARP Maya to stay in the fight for longer than her hit points would initially suggest. Experienced players of Japanese cruisers will be accustomed to the ease with which their modules, particularly the rudder, are disabled, and ARP Maya is no different in this regard.
Armament
ARP Maya has ten 203 mm guns mounted in five twin turrets. These weapons will feel familiar to players who have experienced the tech tree heavy cruisers with their long reload and slow turret traverse. Her range of 15.8 km is also somewhat short for the tier, although her concealment allows her to reach useful firing positions. Compensating for these drawbacks, ARP Maya has the improved dispersion common to Japanese 203 mm guns and some of the best HE rounds at her tier. Her AP rounds are able to pose a threat to enemy cruisers out to maximum range, even if they lack the punch of her US counterparts. With her improved dispersion and large number of guns, ARP Maya can punish broadside cruisers and inflict serious damage on her opponents if players have the right ammunition loaded. Her HE rounds are powerful weapons, with high damage and good fire chance per shell. When engaging battleships, her high explosive shells can penetrate the bow and stern plating of battleships within her matchmaking spread, as well as the decks of British and French battleships. Although her shells have a good individual fire chance, ARP Maya lacks the reload to pose a serious fire threat, but she will deal far more direct damage than most light cruisers.
ARP Maya mounts a heavy torpedo armament, with two quad launchers on each side. Compared to most other Japanese cruisers, these have improved angles, with the forward launchers able to engage targets at 39° from her bow. However, using both launchers on a side will still require showing broadside to an enemy. Her torpedoes have a long range and hit hard, with a good flooding chance, but they are easily spotted. An alert enemy will have a minimum of almost 10 seconds to take avoiding action.
Anti-Aircraft
ARP Maya’s anti-aircraft defenses are weak. She has some long range weapons, but the damage they produce is underwhelming and will not dissuade a determined Tier VI carrier. She will produce 3 flak clouds which can cause serious damage, particularly to lower tier aircraft, but these are easily avoided. Most of ARP Maya’s anti-air DPM comes from her short range automatic weapons, as she lacks any medium range weapons. Although the damage from her short range weapons may look impressive, by the time they engage their targets, the aircraft will likely have already finished their attacks.
Anti-Submarine
ARP Maya uses an ASW airstrike with a range of 7 km. Each attack will drop two bombs, with up to two attacks queued at a time. These are standard for the tier, doing 4,200 damage on a direct hit.
Battle Performance
ARP Maya is able to use her concealment to reach positions many other cruisers cannot. This allows her to obtain crossfire on large targets or support friendly destroyers from effective ranges. Her AP rounds can pose a serious threat to broadside cruisers, and her HE is effective against angled targets and destroyers. ARP Maya benefits from the Gun Feeder captain skill, which will allow players to change to the correct ammunition type without waiting for (what can seem like) a lifetime to pass while the target maneuvers away.
She is equally at home harassing battleships or supporting friendly destroyers. Although her reload may be slow, few destroyers will want to hang around after catching a full salvo of ARP Maya’s HE rounds.
Her torpedoes, although powerful, should be thought of as emergency weapons or for area denial. Although they can reach out to 10 km, expecting to reliably hit targets at this range is unrealistic, and launching from short ranges is not recommended. When under air attack, her best hope is relying on friendly AAA or enemy misplays.
ARP Maya offers two play style options. The safer, traditional option is to build for stealth, allowing her to move about the battlefield and remain unspotted. For those who are more confident in their abilities, ARP Maya’s good base concealment means they can forgo the concealment modification and opt for a double rudder shift build. This transforms ARP Maya from a sneaky ambush predator into a slippery open-water gunboat that can rapidly switch direction to avoid enemy fire. If engaging from open water, player should utilize their range in order to maximize the amount of time they will have to avoid incoming fire. Her good accuracy means she can still expect to land multiple shells per salvo on battleships. If this option is taken, players must vary the evasive action they take, ensuring that their movements do not become predictable.
Whichever option is picked, ARP Maya has something to offer everyone, from relative novices to experienced veterans.
PROS
- Heavy main battery armament
- Good HE shells
- Excellent gun accuracy
- Strong torpedoes
- Fast rudder shift
- Good concealment
- Repair Party
consumable
CONS
- Slow main battery reload
- Glacial turret traverse
- Low HP for a heavy cruiser
- Weak AA defenses
Research
Optimal Configuration
Upgrades
Concealment Build This focuses on building into ARP Maya’s excellent stealth, allowing her to work as an ambush ship. In slot 3, the choice is between alleviating some of the turret traverse speed issues or adding to her already good accuracy.
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Main Battery Modification 2
-or- Aiming Systems Modification 1
- Slot 4: Steering Gears Modification 1
- Slot 5: Concealment System Modification 1
Open Water Build With this setup, ARP Maya trades some concealment for the ability to dodge long range gunfire aimed at her. The concealment can still be reduced to 10.4 km with captain skills, meaning she is still a rather stealthy ship.
- Slot 1: Main Armaments Modification 1
- Slot 2: Engine Room Protection
- Slot 3: Main Battery Modification 2
- Slot 4: Steering Gears Modification 1
- Slot 5: Steering Gears Modification 2
Commander Skills
ARP Maya is a good fit for any captain taken from the Japanese Zao line of cruisers, with the possible exception of captains built for 155 mm Mogami.
The special captain Yamamoto Isoruku can work well with ARP Maya. His improved Grease the Gears skill provides a 20% buff to her turret traverse, a massive improvement to this badly needed skill. His Second Wind talent will also massively improve her reload, although chances are the game will mostly be finished by the time this activates.
Stealth build captain
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Cost (points) |
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1 |
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2 |
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3 |
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4 |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Open Water Captain
If building for open water, Grease the Gears becomes more important to counter her slow turret traverse times. Incoming fire alert is also more important, giving players an early warning of incoming fire.
Recommended Commander Skills ![]() | ||||||
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Cost (points) |
Attack | Defense | ||||
1 |
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2 |
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3 |
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4 |
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Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Not Useful |
Consumables
ARP Maya can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire
- 3 charges or Hydroacoustic Search
- 3 charges
- Slot 3: Catapult Fighter
- 3 charges
- Slot 4: Repair Party
- 3 charges
Camouflage
As a premium ship, ARP Maya comes with Default permanent camouflage and a set of permanent combat bonuses.
Signals
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Gallery
Historical Info
Historical Gallery
References
Ship Change Log
See here for links to Update notes.
- Available in the game since Update 0.9.10.
- First appeared on sale in November, 2020.
- Update 0.10.0:
- The firing range of the secondary battery was increased to 6.6 km.
- Update 0.11.1:
- AA guns changed to be closer to the historical composition:
- Added six twin and six triple 25 mm/60 Type 96 AA mounts.
- Added two single 25 mm/60 Type 96 AA mounts increasing the total from 28 to 30.
- Because of this the characteristics of the ship's AA defenses changed:
- Port AA rating increased from 47 to 53.
- Continuous damage per second increased from 105 to 138.
- Continuous damage per second of short-range AA guns increased from 133 to 221.
- Engine acceleration values changed:
- Time to reach full speed forwards from 50 to 40 s.
- Time to reach full speed in reverse from 30 to 20 s.
- AA guns changed to be closer to the historical composition:
- Update 12.0:
- Fixed a bug in the characteristics of the Depth Charge Airstrike armament:
- Maximum range of the Depth Charge Airstrike armament increased from 5 to 7 km.
- Fixed a bug in the characteristics of the Depth Charge Airstrike armament:
- Update 12.11:
- Improved geometry and textures of the ARPEGGIO permanent camouflage.
Destroyers | II Tachibana![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cruisers | I Hashidate • II Chikuma • III Tenryū • III Katori![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Battleships | II Mikasa![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Aircraft Carriers | IV [[Ship:Hōshō (< 23.01.2019)|Hōshō (< 23.01.2019)]] • IV Hōshō • V [[Ship:Zuihō (< 23.01.2019)|Zuihō (< 23.01.2019)]] • VI [[Ship:Ryūjō (< 23.01.2019)|Ryūjō (< 23.01.2019)]] • VI Ryūjō • VII [[Ship:Hiryū (< 23.01.2019)|Hiryū (< 23.01.2019)]] • VII [[Ship:Kaga (< 23.01.2019)|Kaga (< 23.01.2019)]] • VIII [[Ship:Shōkaku (< 23.01.2019)|Shōkaku (< 23.01.2019)]] • VIII Shōkaku • VIII Kaga![]() ![]() ![]() |