World of Warships: Legends ship guide

Akizuki

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Hold concealment edges on the contested cap at 6.8 km detection
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
Long torps (10 km)2 sigma accuracyHigh HE / fire outputHigh AP DPMSlow
Community Data

Akizuki Community Stats

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Playstyle

Overview

Akizuki is a Tier VII Japanese stealth-leaning destroyer with strong surface detection (6.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best AP shell velocity in T7 DDs (1,000) and best flat HE shells in T7 DDs (1,000).

Positioning

Hold concealment edges on the contested cap at 6.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.

Potato Avoidance

Burning the 6.8 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Flat AP shells

1000.0 m/s AP muzzle velocity, best of T7 DDs. Flatter trajectory, less lead, harder to dodge.

Flat HE shells

1000.0 m/s HE muzzle velocity, best of T7 DDs. Flatter trajectory, easier to land at range.

HE DPM machine

213333 HE DPM, top decile of T7 DDs. Sustained fire pressure.

High fire pressure

8.89 fires/min, top decile of T7 DDs. Keeps DCP on cooldown.

Slow for the class

33.0 kt, bottom decile of T7 DDs. Hard to rotate flanks or disengage; commit positioning early.

Sluggish for the tonnage

13.37 hp per ton, bottom decile of T7 DDs. Engine struggles to overcome the hull's mass, so the ship bleeds speed harder than peers in sustained turns.

Acquisition

How to get Akizuki

Akizuki is available in the Gunboat Destroyers branch of the Japan Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Akizuki sits in the Gunboat Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

Takeo Kurita is a strong example commander if you want Akizuki played as a true gunboat, while Abraham V. Hellsinger is the more aggressive damage-focused option if you want to lean even harder into gun pressure. For inspirations, Erich Bey is still excellent for concealment, and William Sims is a very practical second choice because Akizuki often wins by surviving longer in destroyer duels.

Open in Build Tool →

Commanders frequently paired with this ship Takeo KuritaAbraham V. HellsingerErich BeyWilliam Sims

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Akizuki sits among Tier VII DDs (30 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.

BestAP velocity1,000 m/s (1/28) BestHE velocity1,000 m/s (1/30) BestAP arming threshold17 mm (1/28) Top 10%Main battery reload2.7 s (4/30) Top 10%Fires per minute8.89 (2/30) Top 10%HE DPM213,333 (2/30) Top 10%AP DPM302,222 (2/28) Top 10%AA DPS262 (4/30) Top 10%AA threat1,033 (4/30) Top 25%Hit points20,400 HP (5/30) Top 25%Concealment6.83 km (8/30) Top 25%Traverse-to-turn ratio12.01 × (7/30) Top 25%Main battery range11.05 km (8/30) Top 25%Acceleration9.9 s (7/30) Top 25%AA range5 km (8/30) Top 25%Torpedo damage20,967 (5/29) Bottom 25%Turn-speed retention71.2 hp/m (27/30) Bottom 25%Displacement3,888 t (27/30) Bottom 25%Deck armor13 mm (21/25) WorstMax speed33 kt (30/30) WorstMain battery caliber100 mm (30/30) WorstPower-to-weight13.37 hp/t (30/30)
See 14 mid-pack stats

Not standouts for Akizuki -- 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.

Air detection3.42 km(10/30) Rudder shift5.1 s(15/30) Main dispersion90.3 m(12/30) Engine power52,000 hp(20/30) Torpedo range9.99 km(11/29) Torpedo speed67 kt(9/29) Torpedo reload112 s(20/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

TRBSmokeEngine Boost
Survivability
Hit PointsInitial: 15,900 → 20,400
Displacement3,888 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries25
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
10,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
6,100
Main Battery
ModuleArtillery: 100 mm/65 Type98
Mounts / barrels4 mounts / 8 barrels
Reload time3 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse16 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10042/30·(8−0.5)/1000 + 0.5)·30 = 90.3 m
90.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.3 × 0.6 = 54.2 m
54.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.3 × 0.32 (σ=2) = 28.9 m
28.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.2 × 0.319 (σ=2) = 17.3 m
17.3 m
Turret turn time
ƒ180 degrees / 16 deg/s traverse speed = 11.2 s.
11.2 s
Base shells/min
ƒ8 broadside guns x 60 / 3 s base reload = 160.
160
HE shells
HE Damage1,200
HE Velocity1000 m/s
Fire Chance5%
HE penetration
ƒIn-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,200 HE damage x 8 broadside guns = 9,600.
9,600
Base HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 3 s base reload = 192,000.
192,000
Installed HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 213,333.
213,333
Base fires/min
ƒ8 HE shells x 60 / 3 s reload x 5% fire chance = 8.
8
AP shells
AP Damage1,700
AP Velocity1000 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2154 × 13^0.69 × 0.1^-1.07 × 1000^1.38 = 205.1 mm. Matches the in-game spec card.
205.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 254.9 m/s: 1e-7 × 2154 × 13^0.69 × 0.1^-1.07 × 254.9^1.38 = 31.1 mm.
31.1 mm
AP full-salvo alpha
ƒ1,700 AP damage x 8 broadside guns = 13,600.
13,600
Base AP DPM
ƒ13,600 AP full-salvo alpha x 60 / 3 s base reload = 272,000.
272,000
Installed AP DPM
ƒ13,600 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 302,222.
302,222
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.
7
Torpedoes
ModuleTorpedoes: Type93 mod. 2
Launchers / tubes1 launchers × 4 tubes = 4 tubes
Reload time112 s
Projectile speed67 kt
Range9.99 km
Maximum simulated damage19,567 (est.)
Alpha damage58,700
Torpedo detectability1.7 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming517 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
78,268
AA Defense
AA mount pointsInitial: 7 → 25
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (42×3.5×1) + (33×3.5×1) = 262. 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.
262
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 1Initial: 1×3 → 7×3 25mm
25 mm/60 Type96 mod. 1 (upgraded hull only)18×1 25mm
Far aura
DPS
ƒIncludes 33 continuous AA damage from dual-purpose main battery firing as AA in this range band.
33
Range5 km
Medium aura
DPSInitial: 21 → 42
Range3.1 km
Total DPS in Aura
ƒFar 33 + Medium 42 = 75
75
Maneuverability
Engine moduleEngine: 52,000 hp
Engine power52,000 hp
Maximum speed33 kt
Turning circle radius730 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio12.0× snappy
Concealment
Detectability by sea6.83 km
Detectability by air3.42 km
Smoke firing penalty2.12 km
Detect after firing main guns6.83 km
Detect Fire Sea8.83 km
Detect Fire Air6.42 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster2 charges · 240 s reload · 5 s active · Rapid torpedo reload
Module options (3)

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

HullUpgrade
  • Hit points15,900 → 20,400
  • Rudder shift6.5 → 5.1 s
  • AA mounts7 → 25
  • Close-range AA DPS21 → 42
Fire controlUpgrade
  • Main battery range10,042 → 11046.2 m
TorpedoesTrade-off
  • Reload101 → 112 s
  • Alpha damage47,800 → 58,700
  • Display damage15,933 → 19,567
  • Speed62 → 67 kt

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp90.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10042/30·(8−0.5)/1000 + 0.5)·30 = 90.3 m
Max Vert Disp54.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 90.3 × 0.6 = 54.2 m
Med Horiz Disp28.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 90.3 × 0.32 (σ=2) = 28.9 m
Med Vert Disp17.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.2 × 0.319 (σ=2) = 17.3 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close205.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2154 × 13^0.69 × 0.1^-1.07 × 1000^1.38 = 205.1 mm. Matches the in-game spec card.
AP Pen Far31.1 mm
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 254.9 m/s: 1e-7 × 2154 × 13^0.69 × 0.1^-1.07 × 254.9^1.38 = 31.1 mm.
HE penetration20 mm
In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time11.2 s
180 degrees / 16 deg/s traverse speed = 11.2 s.
HE full-salvo alpha9,600
1,200 HE damage x 8 broadside guns = 9,600.
AP full-salvo alpha13,600
1,700 AP damage x 8 broadside guns = 13,600.
Base HE DPM192,000
9,600 HE full-salvo alpha x 60 / 3 s base reload = 192,000.
Base AP DPM272,000
13,600 AP full-salvo alpha x 60 / 3 s base reload = 272,000.
Installed HE DPM213,333
9,600 HE full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 213,333.
Installed AP DPM302,222
13,600 AP full-salvo alpha x 60 / 2.7 s installed reload (Main Battery Mod. 3 = -10%) = 302,222.
Base shells/min160
8 broadside guns x 60 / 3 s base reload = 160.
Installed shells/min177.8
8 broadside guns x 60 / 2.7 s installed Artillery reload = 177.8.
Base fires/min8
8 HE shells x 60 / 3 s reload x 5% fire chance = 8.
Installed fires/min8.89
8 HE shells x 60 / 2.7 s installed reload x 5% fire chance = 8.89.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed67 kt
Travel time to max range57.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
1 launchers x 4 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage78,268
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage78,268
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS262
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (42×3.5×1) + (33×3.5×1) = 262. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1033
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.

Armor

Hull HP 15,90020,400 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.

Section Plates HP cap Threats Tactic
Bow20 mm primary (range 19–20 mm)2,900 (14% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm15,300 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)2,000 (10% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm1,200 (6% 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 HP10,200 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.
AA mount (25 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 HP6,100 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Akizuki. Cards are condensed; use each source link for full context.

Buff ×1
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • By popular request and to improve the upgrade of this ship over Akizuki, Kitakaze is getting a big buff to her main guns in both damage output and HE penetration.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Akizuki default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision