AL Yukikaze
Also called: AL 雪风 Beta- Work wide angles and cap edges where you can spot safely and launch torpedoes into predictable battlesh…
- Preserve concealment and use guns only when the fight is already favorable
- Avoid: Do not trade HP in fair gunfights or reveal yourself for low-value shots
Variant of Yukikaze
Al Yukikaze is a variant of Yukikaze with artillery buffs.
Show all differences
Artillery
- main-gun reload6 s-1.5 sBetter
- turret traverse8.9 °/s+2 °/sBetter
On this page
AL Yukikaze Community Stats
Log in to GamingDiver and upload your data to see Community Data for AL Yukikaze: community win rate, damage, survival, spotting, and your own comparison.
AL Yukikaze Community Stats
Record History
Playstyle
Overview
AL Yukikaze is a stealth torpedo destroyer that wins by spotting, controlling lanes, and delivering devastating torpedo strikes from concealment.
Positioning
Work wide angles and cap edges where you can spot safely and launch torpedoes into predictable battleship paths. Preserve concealment and use guns only when the fight is already favorable.
Potato Avoidance
Trade HP in fair gunfights or reveal yourself for low-value…
AL Yukikaze wins by surviving, resetting, and making enemies fear the next torpedo lane.
Signature Traits
+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
- Flat HE shells · 915.0 m
- Flat AP shells · 915.0 m
- Heavy HE shells · 2150.0 damage
- High fire chance · 9.0%
19867.0 damage per torpedo, top decile of T6 DDs.
2.3 km torpedo detect, worst of T6 DDs. Easy to dodge if targets are looking.
Shell pattern widens about 8.93 m per km of range, bottom decile of T6 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).
How to get AL Yukikaze
AL Yukikaze is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Best listed chance for this ship
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Azur Lane Crate: Ultimate
1%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate · 1 of 6 ships
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Azur Lane Crate: Ultimate II
0.75%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate II · 1 of 8 ships
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Azur Lane Crate: Ultimate III
0.545455%
Azur Lane Premium Ship
Collaboration · Azur Lane Crate: Ultimate III · 1 of 11 ships
Show all 4 containers (1 more)
- Azur Lane Crate: Ultimate IV 0.4% One of these ships New · Azur Lane Crate: Ultimate IV · 1 of 15 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane Crate: Ultimate 1% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate II 0.75% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.545455% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate IV 0.4% · One of these ships
Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.
Builds Beta
AL Yukikaze, Raizo Tanaka, AL Asashio, and Space Fishy are relevant Japanese destroyer choices. Inspirations usually favor concealment, torpedo speed, torpedo reload, or extra HP for safer contests.
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 AL Yukikaze sits among Tier VI DDs (41 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.
See 23 mid-pack stats
Not standouts for AL Yukikaze -- 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.
Peers in this cohort
Show all 40 peers
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8.9 deg/s traverse speed = 20.2 s.ƒ
6 broadside guns x 60 / 6 s base reload = 60.HE shells
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21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).ƒ
2,150 HE damage x 6 broadside guns = 12,900.ƒ
12,900 HE full-salvo alpha x 60 / 6 s base reload = 129,000.ƒ
60 shells/min x 9% fire chance = 5.4.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 257.8 m/s: .ƒ
2,200 AP damage x 6 broadside guns = 13,200.ƒ
13,200 AP full-salvo alpha x 60 / 6 s base reload = 132,000.ƒ
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.ƒ
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): , equivalently . Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.61 per hit, shown as . Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.95) = 103. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Effective DPS: 31 raw aura damage × 3.5 × 0.95 hit probability = 103 - the same in-game units as the Close-range AA DPS headline.ƒ
Time to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.6 kt of 35 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 257.8 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 8.9 deg/s traverse speed = 20.2 s.2,150 HE damage x 6 broadside guns = 12,900.2,200 AP damage x 6 broadside guns = 13,200.12,900 HE full-salvo alpha x 60 / 6 s base reload = 129,000.13,200 AP full-salvo alpha x 60 / 6 s base reload = 132,000.6 broadside guns x 60 / 6 s base reload = 60.60 shells/min x 9% fire chance = 5.4.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 4 tubes.8 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 19,867 = 158,936.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.95) = 103. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.Longest-reaching aura across AA-only + dual-purpose auras.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.Ship Charts
Skins & permanent camouflages
Every custom exterior AL Yukikaze can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur YukikazeAzur Lane
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
