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Chikuma II

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Chikuma II
Chikuma_II_wows_main.jpg
Cruiser | Japan | Tier IX
Tech Tree Position
Chikuma_II_icon_small.png
General
Purchase priceSpecial Doubloons
Hit Points38,900 
Main Battery
IDS_PJGM062_203MM50_TYPE_E_RF84 х 2 pcs.
Rate of Fire3.75 shots/min.
Reload Time16 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time30 sec.
Firing Range15.67 km.
Maximum Dispersion132 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.
Secondary Armament #1
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs.
Firing Range6.95 km.
Rate of Fireshots/min.
Reload Time7.5 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 Shell%
Torpedo Tubes
610 mm Triple4 х 3 pcs.
Rate of Fire0.57 shots/min.
Reload Time105 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoType90 mod. 1 
Maximum Damage23,767 
Torpedo Speed60 knot
Torpedo Range15 km.
AA Defense
127 mm/40 Type 89 on a Model A1 Mod.1 mount4 х 2 pcs.
. . . Average Damage per Second40.4 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a single mount23 х 1 pcs.
. . . Average Damage per Second41.4 
. . . Firing Range2.49 km.
25 mm/60 Type 96 on a triple mount8 х 3 pcs.
. . . Average Damage per Second26.4 
. . . Firing Range2.49 km.
25 mm/60 Type 96 on a twin mount4 х 2 pcs.
. . . Average Damage per Second10.8 
. . . Firing Range2.49 km.
Maneuverability
Maximum Speed35.5 knot
Turning Circle Radius780 m.
Rudder Shift Time10 sec.
Concealment
Surface Detectability Range11.73 km.
Air Detectability Range7.16 km.
Battle Levels
12345678910
Wows_anno_flag_japan.png
IX
Ship_PJSC719_Chikuma_2_Hyb.png
Special

Chikuma II — Japanese special premium Tier IX cruiser.

A Tone-class heavy cruiser, this warship represents an advancement from the Mogami class. Notably, all four main battery turrets are situated on the ship's bow, a distinctive feature of this series. Designed for extended-range reconnaissance, escort duties, and supporting aircraft carrier formations, this warship boasts an augmented cruising range and carries an onboard air group. Throughout World War II, the cruiser took part in most major operations conducted by the Japanese Navy. In October 1944, Chikuma was sunk during the Battle of Leyte Gulf.

Chikuma II was first released for sale on 17 April 2024.

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)
203 mm/50 3rd Year Type No.2 in a Model E turret3.8301323,300174,700 00
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)
Chikuma II38,900161754423/4/8/44 00
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)
Type90 mod. 10.61057.223,7666015 00
Fire Control System IDS_SHIP_PARAM_SUO_INCREASE_DIST
(%)
Maximum Firing Range
(km)
Research price
(exp)
Purchase price
(Credits)
Type9 mod. 10 00
Torpedo Bombers Maximum Torpedo Damage
(HP)
Speed
(knot)
Hit Points
(HP)
Research price
(exp)
Purchase price
(Credits)
Aichi M6A2 Seiran7,2331351,950 00
Engine Maximum Speed
(knot)
Research price
(exp)
Purchase price
(Credits)
Propulsion: 152,000 hp35.5 00

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
Smoke Generator Modification 1
Torpedo Tubes Modification 1
 Slot 4 
Damage Control System Modification 2
Propulsion Modification 1
Steering Gears Modification 1
Airstrike Modification 1
Air Groups Modification 3
 Slot 5 
Torpedo Lookout System
Concealment System Modification 1
Steering Gears Modification 2
Ship Consumables Modification 1
 Slot 6 
Main Battery Modification 3
Torpedo Tubes Modification 2
Gun Fire Control System Modification 2
Auxiliary Armaments Modification 2

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.

IX Chikuma II is a sister ship to VIII Tone, and the second ship to represent her class of hybrid heavy cruisers. She boasts an impressive array of weaponry: eight heavy cruiser guns, twelve torpedo tubes, and a squadron of torpedo bombers. Historically, Chikuma II is unique. Unlike most hybrid ships, she was purpose-built to have both aircraft facilities and offensive capabilities. She is nearly identical to her sister ship, with the most notable difference being a more lethal torpedo bomber attack force and better torpedo angles.


Main Battery

Like Tone, Chikuma II is not renowned for her firepower. Her eight 203 mm guns reload at an anemic 16 seconds base. Fortunately, her high-explosive shells have a fairly high fire chance that makes the reload feel somewhat tolerable, and she can use her fire-starting potential to force enemy vessels to use their Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable early. She lacks a turret compared to most of her Japanese cruiser peers, but stands out for having all four of them mounted in the bow. They boast surprisingly good firing angles and she only needs to show a small amount of broadside to fire all of her guns. Captains should avoid engaging targets directly bow-on, as this will limit the amount of firepower that she can bring to bear on a target. Highly accurate and hard-hitting, these guns are able to deal with destroyers and any cruisers that expose their sides. All but her forward-most turret can rotate 360 degrees, though this does come at the expense of slow turret traverse for a Tier IX cruiser.


Torpedoes

Chikuma II has a fairly heavy torpedo armament for a cruiser: two triple-tube launchers on each side for a potential of 12 torpedoes in the water at any given time. At 60 knots and with a 1.7 km detection range, they are 2 knots slower and 100 meters less stealthy than those found on Tone. However, each torpedo has a significantly higher damage potential of 23,767 and a 15 km range. The reload is slower at 105 seconds, but equipping Torpedo Tubes Modification 2 can help alleviate this. Although the launchers are mounted towards the aft of the ship, their firing angles are surprisingly good because the torpedoes can turn once launched. This is a significant advantage over Tone, which must turn completely broadside in order to launch her torpedoes. Overall, what the torpedoes lack in speed, stealth, and reload, they more than make up for in sheer hitting power.


Torpedo Bombers

Chikuma II is a hybrid ship with the ability to launch her own player-controlled aircraft. She carries M6A2 floatplanes, each armed with one torpedo. Her torpedo bombers only take two minutes base to prepare, making them a far more dependable source of damage throughout the course of a battle. They’re also stealthy by aircraft standards, at only 7.5 km base. Launched in a flight of two and utilizing rocket boosters, these planes initially fly at a high speed before slowing to a more moderate 135 knot cruising speed. When attacking, both planes engage the target for a total of two torpedoes in the water at once. These are much faster than Tone’s aerial torpedoes at 50 knots, deal over 7000 damage, and have a range of 6 km. Their only downside is the staggering 671 meter arming distance, providing plenty of space and time for the enemy to maneuver out of the way.


Secondary Battery

Amusingly, Chikuma II has the unique distinction of the lowest secondary battery damage per minute of all Tier IX cruisers. The HE shells are capable of penetrating the 21 mm plating on destroyers or causing chip damage to submarines, but little else. Just because she has secondaries is not justification to run a secondary build. Realistically, they might as well not exist.


Survivability

Chikuma II features 25 mm bow and stern armor, with 27 mm plating covering the vast majority of the remainder of the ship. Like her sister ship, her citadel sits lower in the water, making it more difficult to hit. Furthermore, her citadel has a turtleback armor scheme that further protects it from some armor-piercing rounds. Chikuma II has four charges of the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable, but unlike the standard cruiser version that only heals back a maximum of 10% citadel damage taken, she can heal up to 33%. This makes her far more resilient to armor-piercing damage and assists in preserving her 38,900 hitpoints. Her 13% torpedo damage reduction is slightly below average for a Tier IX cruiser and won’t do much to mitigate torpedo damage, especially when it would only take two of her own ship-launched torpedoes to sink herself. As always, it’s best to avoid taking damage in the first place.

Fortunately, her 11.7 km base surface detection range is one of the best among Tier IX cruisers, allowing her to disengage when necessary. It can be further reduced to 9.5 km with all of the appropriate commander skills and upgrades (see below).


Maneuverability

A base top speed of 35.5 knots means Chikuma II is fast for a Tier IX cruiser. She is more than capable of outrunning what she cannot outfight, so captains must know when and how to break contact when the battle is not in their favor. She has an average turning radius of 780 meters but excellent rudder shift of only 10 seconds base.


Consumables

Chikuma II has a standard Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable, which will be imperative to her longevity in the match. She also gets a choice between the long-range German variant of 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. consumable; the former is recommended to spot enemy ships and torpedoes. Although she has the ability to launch her own aircraft, she lacks both a Catapult Fighter and Spotting Aircraft. Instead, she features three charges of the Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable to help her break contact when threatened. Lastly, she has four charges of the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable to keep her in the fight longer.


Anti-Aircraft Defenses

Overall, Chikuma II’s AAA is one of the poorest at Tier IX. Her long-range damage-per-second is abysmal, the medium-range aura is nonexistent, and the short-range aura has a mere 2.5 km range that renders it mostly useless. Captains are strongly advised not to rely on her AAA at all and must actively maneuver to mitigate damage from air attacks.


ASW

Chikuma II has standard Tier IX plane-dropped depth charges. They feature a 7 km range and 30 second reload. She gets two flights that drop one depth charge each, dealing a maximum 4200 damage over a blast radius of 375 m.


Battle Performance

Like Tone and most Japanese cruisers, Chikuma II is a second-line ship. She performs best by maximizing the potential damage of her torpedo armament and aircraft, supplemented by her main battery guns. A full torpedo build is both viable and entertaining, allowing her to deal big damage numbers within a short time period. It is imperative that captains not forget the value in having player-controlled aircraft to spot enemies and provide valuable intelligence data for their team. Her torpedo bombers are best used to attack low health, less maneuverable vessels in order to secure kills. Chikuma II should stay approximately 10 to 15 kilometers from the nearest enemies to maximize her diverse platform of weaponry. Her armor scheme and turret firing angles mean that she performs best when kiting her enemies. Her main battery guns can be used to set fires, forcing the enemy to use their Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. so that any torpedo hits may cause flooding, or vice versa.

Pros:

  • Heavy torpedo armament
  • Player-controlled seaplanes with torpedoes
  • Can provide invaluable spotting with her planes
  • High top speed
  • Low detection radius
  • Four charges of Repair PartyWhile active, restores a percentage of the ship's health points each second. by default

Cons:

  • Poor armor and low hitpoint pool
  • Poor torpedo damage reduction
  • Low DPM and only eight guns
  • Poor AAA

Research

As a premium ship, Chikuma II has no module upgrades to research.

Optimal Configuration

Upgrades

The recommended upgrades are:

Commander Skills

Consumables

Chikuma II equips the following consumables:

Torpedo Bombers:

Camouflage

As a premium ship, Chikuma II comes with Default permanent camouflage and a set of permanent combat bonuses.

Signals

Gallery

Historical Info

Historical Gallery

References


Ship Change Log

See here for links to Update notes.

Testing Changes

  • DevBlog 506:
    • Preliminary characteristics.
  • DevBlog 511:
    • Decreased the firing angle of the torpedo tubes by 1 degree as a result of a bug-fix to the model.
  • DevBlog 514:
    • Detectability by sea range increased from 10.8 to 11.7 km.
    • Smoke GeneratorWhile active, generates a smoke screen that blocks line-of-sight for both enemies and teammates. consumable reload time increased from 160 to 180 s.
      • Note: These changes were reverted.
  • DevBlog 520:
    • Torpedo Bomber armament damage reduced from 9,333 to 7,233.
  • Update 13.3:
    • Available as a rare reward during the Wishing Wharf event. She had a 1.8% chance of dropping among her rewards group.
  • Update 13.4:
    • Fixed a UI bug that caused the ship's parameters to incorrectly appear different compared to Chikuma II Golden.

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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 
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 • VIII Tone 2 • VIII Tone 3 • IX Ibuki • IX Takahashi • IX AzumaDoubloons • IX AL AzumaDoubloons • IX Chikuma IIDoubloons • IX Chikuma II GoldenDoubloons • IX BA TakahashiDoubloons • X Zaō • X Yodo • X YoshinoDoubloons • X Yoshino BDoubloons • X KitakamiDoubloons • X YariDoubloons • X Zaō CLR • X [[Ship:[Zaō]|[Zaō]]] 
U.K.  I Black Swan • II Weymouth • III Caledon • IV Danae • V Emerald • V Hawkins • V ExeterDoubloons • VI Leander • VI Devonshire • VI LondonDoubloons • VI DidoDoubloons • VI Orion '44Doubloons • VII Fiji • VII Surrey • VII BelfastDoubloons • VIII Edinburgh • VIII Albemarle • VIII CheshireDoubloons • VIII Tiger '59Doubloons • VIII Belfast '43Doubloons • VIII HampshireDoubloons • VIII NottinghamDoubloons • VIII AL CheshireDoubloons • VIII STAR EdinburghDoubloons • IX Neptune • IX Drake • X MonmouthDoubloons • X Minotaur • X Goliath • X PlymouthDoubloons • X GibraltarDoubloons • X DefenceDoubloons •  Edgar 
France  I Bougainville • II Jurien de la Gravière • III Friant • IV Duguay-Trouin • V Émile Bertin • VI La Galissonnière • VI De GrasseDoubloons • VI DupleixDoubloons • VI MontcalmDoubloons • VI [[Ship:[La Galissonnière]|[La Galissonnière]]]Doubloons • VII Algérie • VII ToulonDoubloons • VIII Charles Martel • VIII Cherbourg • VIII BayardDoubloons • IX Saint-Louis • IX Brest • IX CarnotDoubloons • X Henri IV • X Marseille • X ColbertDoubloons • X BrennusDoubloons •  Condé 
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 • X IncheonDoubloons 
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 • IX Almirante OquendoDoubloons • X Castilla 
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