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Battleship | Japan | Tier X
Tech Tree Position
Purchase price34,650 Credits
Hit Points97,200 
Main Battery
510 mm/45 Type 98 in a twin turret3 х 2 pcs.
Rate of Fire2.22 shots/min.
Reload Time27 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time60 sec.
Firing Range26.63 km.
Maximum Dispersion249 m.
HE Shell510 mm HE Type98 
Maximum HE Shell Damage8,100 
Chance of Fire on Target Caused by HE Shell40 %
Initial HE Shell Velocity765 m./s.
HE Shell Weight2620 kg.
AP Shell510 mm AP Type98 
Maximum AP Shell Damage19,400 
Initial AP Shell Velocity765 m./s.
AP Shell Weight2620 kg.
Secondary Armament #1
100 mm/65 Type 98 on a twin mount4 х 2 pcs.
Firing Range7.7 km.
Rate of Fire20 shots/min.
Reload Timesec.
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%
Secondary Armament #2
100 mm/65 Type 98 on a Model A mount6 х 2 pcs.
Firing Range7.7 km.
Rate of Fire20 shots/min.
Reload Timesec.
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%
Secondary Armament #3
155 mm/60 3rd Year Type in a triple turret2 х 3 pcs.
Firing Range7.7 km.
Rate of Fireshots/min.
Reload Time12 sec.
HE Shell155 mm HE Type0 
Maximum HE Shell Damage2,600 
Initial HE Shell Velocity925 m./s.
Chance of Fire on Target Caused by HE Shell10 %
AA Defense
100 mm/65 Type 98 on a twin mount4 х 2 pcs.
. . . Average Damage per Second83.2 
. . . Firing Range5.01 km.
100 mm/65 Type 98 on a Model A mount6 х 2 pcs.
. . . Average Damage per Second124.8 
. . . Firing Range5.01 km.
25 mm/60 Type 96 on a triple mount16 х 3 pcs.
. . . Average Damage per Second52.8 
. . . Firing Range2.49 km.
40 mm/60 Type 5 on a twin mount24 х 2 pcs.
. . . Average Damage per Second271.2 
. . . Firing Range3.51 km.
Maximum Speed27 knot
Turning Circle Radius900 m.
Rudder Shift Time18.7 sec.
Surface Detectability Range18 km.
Air Detectability Range12.78 km.
Battle Levels

Shikishima — Japanese Tier X battleship.

The project of a battleship developed shortly before Japan entered World War II (Design A-150). The design of the ship called for a main battery of six 510 mm guns in three twin turrets. In all other respects, the ship's characteristics were similar to those of Yamato-class battleships.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
510 mm/45 Type 98 in a twin turret2.2602498,1004019,400 00
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Shikishima97,20019650310/224/16/10 00
Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
Type10 mod. 1026.6 00
Engine Maximum Speed
Research price
Purchase price
Propulsion: 158,000 hp27 00

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1 Airstrike Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Ship Consumables Modification 1
 Slot 6  Main Battery Modification 3 Gun Fire Control System Modification 2 Auxiliary Armaments Modification 2

Player Opinion


Playstyle-wise, with only short-ranged AA, a high, poorly armored citadel, and being one of the largest ships in the game, Shikishima is not meant to be played as a brawler, or as the vanguard of a formation of ships, but with decent accuracy and outstanding sigma (even better dispersion than Yamato), as well as the largest guns of the game means that it can and will be able to fairly easily overmatch battleship- and cruiser-sized plating. As a battleship, your target should be other battleships and heavy cruisers. You should shoot AP at their broadsides, and with good ballistics, you can theoretically penetrate the citadel from any angle as the AP shells will fuse on time if you shoot through a heavily-armored bow or broadside. Poor vertical dispersion, as well as having only six barrels means that landing shots on target from long distance will pose a challenge, but Shikishima makes up for it with a stock reload of 27 seconds (which can be further decreased with the right captain skills and mods, such as Main Battery Mod. 3) that allows for it to squeeze opportunistic salvos at fast cruisers and battleships alike, incidentally making it a great platform for hunting cruisers. However, these 20in guns will not save you should you encounter lightly armored cruisers (such as Smolensk), as well as destroyers (which is a given), as the AP shells will simply over-penetrate their thin armor. Ideally, Shikishima should be played as the second or third ship in a formation, with cruisers and destroyers mopping up smaller targets, such as those aforementioned light cruisers and destroyers, giving you the time to focus on deleting CAs and BBs from the map. If worst comes to worst then Shikishima does have a pretty good array of secondaries which can whittle down destroyers.

Furthermore, with only six guns in three turrets; sustained HE spam, fires, floods, and turret destruction is her worst nightmare, as a) taking out a turret decreases firepower by a third, b) having more HP is irrelevant against fire and floods. Keep in mind that you are essentially a Yamato with larger guns. Your hull shares the same strengths and weaknesses - you can be penetrated by AP in the stern and "cheek", and being a battleship that can virtually threaten any other ship in the game regardless of armor you will be a large target for every ship in the game. In the right hands, Shikishima captains can make this ship shine in mid- to late-game, and provide valuable fire support to fellow teammates. Just keep in mind that your ability to overmatch the armor of enemy ships does not make you invincible.


  • Second highest per-shell AP alpha damage in the game.
  • Extremely good penetration with her armor piercing shells. No ship is safe from Shikishima's guns if they hit.
  • Armor is resistant to high-explosive shells.
  • Good accuracy relative to her tech tree counterpart Yamato.
  • Ability to overmatch 32mm plating, which is standard tier 8-10 battleship plating.
  • Secondaries have high fire rate with improved HE pen, similar to the Japanese gunboat DDs.
  • Earth splitting crack of main guns firing is unique to this ship and can be heard across the map.


  • Low barrel count, with only 6 rifles.
  • Large citadel with a poor shape that makes her very susceptible to citadels from battleships.
  • Low DPM output due to lack of shells.
  • Poor vertical dispersion, which causes shells to go over and under the target Shikishima is firing at.
  • Excessive overpenetration at close range against most cruisers, leading to situations that could get the player killed.
  • Slow turret traverse hinders close range reactivity.
  • Poor concealment; base of 18km makes Shikishima easy to spot.


As a special ship, Shikishima doesn't have any upgrades to research.

Optimal Configuration


The recommended upgrades for Shikishima are as follows:

Commander Skills


Shikishima can equip the following consumables:

Historical Info

Historical Gallery


  1. Design A-150 battleship - Wikipedia

Ship Change Log

See here for links to Update notes.

  • Available for testing by supertesters in the game starting from Update 0.9.1 under the name Yashima.

Testing Changes

  • Jan 14, 2020:
    • Preliminary characteristics.
  • Feb 7, 2020:
    • Secondary battery firing range decreased from 7 to 6 km.
  • Feb 21, 2020:
    • Ship renamed to Shikishima. The old name was too similar to that of another Japanese Tier X ship, the Yoshino. The new name, like the old one, was used for a battleship of the early 20th century.
  • Apr 3, 2020:
    • Main battery reload time decreased from 35 to 27 s.
    • HE and AP shells' initial velocity increased from 720 to 765 m/s.
    • AP shell maximum damage decreased from 19,400 to 17,000.
    • Shell ballistics changed. Accuracy settings for the main caliber guns are now similar to those of the Japanese Tier X battleship Yamato, and the shell trajectory became flatter.
  • DevBlog 8:
    • AP shell maximum damage increased from 17,000 to 19,400.
  • DevBlog 23:
    • Secondary battery firing range increased from 6.0 to 7.7 km.
  • Update 0.9.5:
    • Available for purchase in the Armory for 32,000 Steel.
  • Update 0.9.11:
    • Fixed geometry and textures of the ship.
  • Update 0.10.0:
    • The audible range of main battery firing was increased.
  • Update 0.10.6:
    • Fighters, as well as spotting aircraft, now launch from the catapults a bit faster.

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