World of Warships: Legends ship guide

Chung Mu

Beta
Radar destroyerContest caps with radar; spot and trade carefully.
Playstyle
  • Hold concealment edges on the contested cap at 6.9 km detection
  • Avoid: Burning the 6.9 km concealment advantage on guns
Key characteristics
Radar (8 km)SmokeTorp Reload BoosterEngine BoostFragile
Community Data

Chung Mu Community Stats

Log in to GamingDiver and upload your data to see Community Data for Chung Mu: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Chung Mu is a Tier VIII Pan-Asian stealth-leaning destroyer with strong surface detection (6.9 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: end-plate armor (20 mm).

Positioning

Hold concealment edges on the contested cap at 6.9 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 6.9 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. A second mistake to avoid: these torpedoes ignore the Destroyer class - they pass under DDs and cannot hit them. Aim torpedo drops ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted output.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 2/25 T8 DDs.

Surveillance Radar

8.33 km range, 17 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Fast turret traverse

34.0°/s turret traverse, best of T8 DDs. Tracks fast-rotating targets peers can't keep up with.

Long gun range

11.19 km main battery reach, top decile of T8 DDs.

Stealthy torps

0.8 km torpedo detect, top decile of T8 DDs. Harder to dodge.

Radar DD

Radar on a DD is rare. Punish smoke-firing DDs and locked caps with no line-of-sight needed.

Acquisition

How to get Chung Mu

Chung Mu is available in the Capital Ship Destroyers branch of the Pan-Asia Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show Pan-Asia tech-tree branch diagram
Pan-Asia Tech Tree

Chung Mu sits in the Capital Ship Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Asia tree.

Builds Beta

Use a Pan destroyer commander that supports concealment, survivability, and the ship's main damage plan. Inspirations that improve concealment, torpedo reliability, gun reload, or engine/smoke uptime are natural fits.

Open in Build Tool →

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

Cohort position

Hide

Where Chung Mu sits among Tier VIII DDs (25 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.

BestTraverse-to-turn ratio18.82 × (1 of 2 tied) Top 10%Main battery range11.19 km (3/25) Top 10%Displacement2,924 t (3/25) Top 25%Max speed38 kt (7/25) Top 25%Rudder shift5.1 s (6/25) Top 25%Main battery reload3.1 s (7/25) Top 25%Power-to-weight20.52 hp/t (7/25) Top 25%Torpedo damage19,033 (7/24) Bottom 25%Hit points17,100 HP (23/25) Bottom 25%Fires per minute4.84 (22/24)
See 25 mid-pack stats

Not standouts for Chung Mu -- 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.

Concealment6.93 km(13/25) Air detection3.47 km(13/25) Main battery caliber127 mm(17/25) HE shell damage1,900(11/24) HE DPM183,871(11/24) AP shell damage2,200(15/23) AP DPM212,903(16/23) Main dispersion91.3 m(17/25) AP velocity830 m/s(13/23) HE velocity830 m/s(15/24) Acceleration11.4 s(15/25) AP fuse timer0.01 s(13/23) AP arming threshold21 mm(11/23) Engine power60,000 hp(17/25) Turn-speed retention96.8 hp/m(15/25) AA DPS247(9/25) AA range5 km(14/25) AA threat857(11/25) Torpedo range10.5 km(11/24) Torpedo speed66 kt(12/24) Torpedo reload117 s(14/24) NormAP ricochet start45°(17 of 23 tied at this value) NormAP auto-bounce angle60°(17 of 23 tied at this value) NormMax armor20 mm(22 of 25 tied at this value) NormCitadel belt20 mm(21 of 24 tied at this value)

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

Radar 8.33 kmTRBSmokeEngine Boost
Survivability
Hit PointsInitial: 14,800 → 17,100
Displacement2,924 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries23
Fire resistance40%
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.
8,600
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.
5,100
Main Battery
ModuleArtillery: 5×127 mm
Mounts / barrels5 mounts / 5 barrels
Reload time3.5 s
Firing range (base)10.2 km
Firing range (top fire control)11.2 km
Turret traverse34 °/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 = (10176/30·(8−0.5)/1000 + 0.5)·30 = 91.3 m
91.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.3 × 0.6 = 54.8 m
54.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.3 × 0.32 (σ=2) = 29.2 m
29.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.8 × 0.319 (σ=2) = 17.5 m
17.5 m
Turret turn time
ƒ180 degrees / 34 deg/s traverse speed = 5.3 s.
5.3 s
Base shells/min
ƒ5 broadside guns x 60 / 3.5 s base reload = 85.7.
85.7
HE shells
HE Damage1,900
HE Velocity830 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,900 HE damage x 5 broadside guns = 9,500.
9,500
Base HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 3.5 s base reload = 162,857.
162,857
Installed HE DPM
ƒ9,500 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 183,871.
183,871
Base fires/min
ƒ5 HE shells x 60 / 3.5 s reload x 5% fire chance = 4.29.
4.29
AP shells
AP Damage2,200
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 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 × 2598 × 25^0.69 × 0.127^-1.07 × 830^1.38 = 232.5 mm. Matches the in-game spec card.
232.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (14 km), where the shell has slowed to 276.2 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 276.2^1.38 = 50.9 mm.
50.9 mm
AP full-salvo alpha
ƒ2,200 AP damage x 5 broadside guns = 11,000.
11,000
Base AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 3.5 s base reload = 188,571.
188,571
Installed AP DPM
ƒ11,000 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 212,903.
212,903
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Mk16 mod. 1
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time117 s
Projectile speed66 kt
Range10.5 km
Maximum simulated damage17,833 (est.)
Alpha damage53,500
Torpedo detectability0.8 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming204 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
178,330
AA Defense
AA mount points9
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) + (26×3.5×0.95) + (23×3.5×1) = 247. 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.
247
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (6×1) → 20 mm Oerlikon Mk20 (6×2)
40 mm Bofors Mk1Initial: 3×2 → 2×2 40mm
40 mm Bofors Mk2 (upgraded hull only)1×4 40mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose main battery firing as AA in this range band.
23
Range5 km
Medium aura
DPSInitial: 21 → 23
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 23 = 46
46
Near aura
DPSInitial: 16 → 26
Range2 km
Total DPS in Aura
ƒFar 23 + Medium 23 + Near 26 = 72
72
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed38 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio18.8× snappy
Concealment
Detectability by sea6.93 km
Detectability by air3.47 km
Smoke firing penalty2.58 km
Detect after firing main guns6.93 km
Detect Fire Sea8.93 km
Detect Fire Air6.47 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator4 charges · 120 s reload · 15 s emit / 70 s cloud active
Surveillance Radar2 charges · 180 s reload · 17 s active · 8.33 km radar range
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Torpedo Reload Booster2 charges · 300 s reload · 8 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.

HullTrade-off
  • Hit points14,800 → 17,100
  • Rudder shift7.2 → 5.1 s
  • Close-range AA DPS37 → 49
  • Turret traverse34 → 18 °/s
Fire controlUpgrade
  • Main battery range10,176 → 11193.6 m
TorpedoesUpgrade
  • Range9.99 → 10.5 km
  • Alpha damage51,000 → 53,500
  • Display damage17,000 → 17,833
  • Speed60 → 66 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 Disp91.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10176/30·(8−0.5)/1000 + 0.5)·30 = 91.3 m
Max Vert Disp54.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 91.3 × 0.6 = 54.8 m
Med Horiz Disp29.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 91.3 × 0.32 (σ=2) = 29.2 m
Med Vert Disp17.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 54.8 × 0.319 (σ=2) = 17.5 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close232.5 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 × 2598 × 25^0.69 × 0.127^-1.07 × 830^1.38 = 232.5 mm. Matches the in-game spec card.
AP Pen Far50.9 mm
Same formula at the ship's max firing range (14 km), where the shell has slowed to 276.2 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 276.2^1.38 = 50.9 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time5.3 s
180 degrees / 34 deg/s traverse speed = 5.3 s.
HE full-salvo alpha9,500
1,900 HE damage x 5 broadside guns = 9,500.
AP full-salvo alpha11,000
2,200 AP damage x 5 broadside guns = 11,000.
Base HE DPM162,857
9,500 HE full-salvo alpha x 60 / 3.5 s base reload = 162,857.
Base AP DPM188,571
11,000 AP full-salvo alpha x 60 / 3.5 s base reload = 188,571.
Installed HE DPM183,871
9,500 HE full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 183,871.
Installed AP DPM212,903
11,000 AP full-salvo alpha x 60 / 3.1 s installed reload (Main Battery Mod. 3 = -10%) = 212,903.
Base shells/min85.7
5 broadside guns x 60 / 3.5 s base reload = 85.7.
Installed shells/min96.8
5 broadside guns x 60 / 3.1 s installed Artillery reload = 96.8.
Base fires/min4.29
5 HE shells x 60 / 3.5 s reload x 5% fire chance = 4.29.
Installed fires/min4.84
5 HE shells x 60 / 3.1 s installed reload x 5% fire chance = 4.84.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time4.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range61.2 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage178,330
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage178,330
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS247
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (23×3.5×1) + (26×3.5×0.95) + (23×3.5×1) = 247. 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 index857
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.
Near aura range2 km

Armor

Hull HP 14,80017,100 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)2,300 (13% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)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 mm12,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)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 13–20 mm)1,700 (10% of HP)
Overmatched by 305mm+ (Cherbourg, Brandenburg)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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,600 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 (40 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 HP5,100 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.
Exteriors

Skins & permanent camouflages

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

  • Chung Mu default exterior
    DefaultThe ship’s standard exterior

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.