World of Warships: Legends ship guide

Farragut

Also called: 法拉格特 Beta
Long-range gunboatOut-range peer DDs and kite cruisers; HE spam from open water.
Playstyle
  • Sit in open water at the edge of 10.2 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
10 km gun rangeHigh HE DPMHigh AP DPMLobs over islandsSmokeSlow torp reload
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Community Data

Farragut Community Stats

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Playstyle

Overview

Farragut is a Tier IV American long-range gunboat destroyer reaching 10.2 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Both shells run cohort-strong (cohort-best AP at 146,512 AP DPM and cohort-best HE at 125,581 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: top-decile smoke duration in T4 DDs (25 s) and best armor plate in T4 DDs (21 mm).

Positioning

Sit in open water at the edge of 10.2 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

25.0 s smoke deployment window, top decile of T4 DDs. Lays a longer rolling smoke trail while moving.

Heavy armor

21.0 mm max plate, best of T4 DDs.

ELITE MAIN BATTERY
  • Fast turret traverse · 15.0°
  • HE DPM machine · 125581 HE
  • AP DPM machine · 146512 AP
Long-reach AA

5.0 km AA reach, best of T4 DDs.

Slow torp reload

88.0 s torpedo reload, bottom decile of T4 DDs. Long wait between drops.

Acquisition

How to get Farragut

Farragut is available in the Universal Destroyers branch of the U.S. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 100,000 credits.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Farragut sits in the Universal Destroyers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. destroyers are "jacks-of-all-trades" and masters of none. They can perform in nearly any role needed from a destroyer: spotting the enemy, showering them in fire-starting shells, or unleashing torpedoes.
Advantages
Adaptable, Long-duration Smoke Generator
Disadvantages
Lackluster torpedo armament, Low-velocity shells

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh BurkeBumblebee

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 Farragut sits among Tier IV DDs (21 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.

BestHE DPM125,581 (1/21) BestAP DPM146,512 (1/19) BestEffective HE DPM (incl. fire)150,834 (1/21) BestAA range5 km (1 of 3 tied) BestMax armor21 mm (1 of 2 tied) BestDeck armor21 mm (1 of 2 tied) Top 10%Traverse-to-turn ratio7.81 × (2/21) Top 10%Main battery range10.17 km (2/21) Top 10%Main battery reload4.3 s (3/21) Top 10%Acceleration16.2 s (3/21) Top 25%Rudder shift2.7 s (6/21) Top 25%Fires per minute3.49 (6/21) Top 25%Turn-speed retention76.4 hp/m (5/21) Top 25%Displacement1,738 t (5/21) Top 25%Power-to-weight24.63 hp/t (4/21) Bottom 25%Hit points11,200 HP (17/21) Bottom 25%Torpedo range5.49 km (18/21) Bottom 25%Torpedo reload88 s (19/21)
See 21 mid-pack stats

Not standouts for Farragut -- 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.

Max speed36.5 kt(13/21) Concealment6.2 km(16/21) Air detection3.1 km(16/21) Main battery caliber127 mm(10/21) HE shell damage1,800(13/21) AP shell damage2,100(13/19) Main dispersion84.3 m(11/21) AP velocity792 m/s(13/19) HE velocity792 m/s(15/21) AP arming threshold21 mm(10/19) Engine power42,800 hp(7/21) AP pen at 10 km51 mm(5/9) AA DPS82(9/21) AA threat249(9/21) Flak per wave (expected)320(3/7) Torpedo damage≈10,833(16/21) Torpedo speed58 kt(15/21) Citadel belt15 mm(9/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value) NormTurn speed retained81%(19 of 21 tied at this value)
Survivability
Hit PointsInitial: 9,800 → 11,200
Displacement1,738 t
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 15, 21 mm
Armor material/layer entries27
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 127 mm/38 Mk21
Mounts / barrels5 mounts / 5 barrels
Reload time
patched
  1. baseline4.3
    In-game data
  2. 2024-11-143.6
    Ministry of Balance: Torpedo Chaos Main battery reload time reduced from 4.0 to 3.6 s.
3.6 s
Firing range (base)9.2 km
Firing range (top fire control)10.2 km
Turret traverse15 °/s
HE fire DPM vs T4 BB30149
Effective HE DPM vs T4 BB180149
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(924630·80.51000+0.5)·30=84.3m
84.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =84.3·0.6=50.6m
50.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =84.3·0.32(σ=2)=27m
27 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50.6·0.32(σ=2)=16.2m
16.2 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒ5 broadside guns x 60 / 3.6 s base reload = 83.3.
83.3
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
150,000
Fires/min
ƒ83.3 shells/min x 5% fire chance = 4.17.
4.17
AP shells
AP Damage2,100
AP Velocity792 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: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.7 km), where the shell has slowed to 252.7 m/s: P=107·2598·250.69·0.1271.07·252.71.38=45.1mm.
45.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
AP DPM
ƒ10,500 AP full-salvo alpha x 60 / 3.6 s base reload = 175,000.
175,000
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: Mark 11 Mk2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time88 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 58 kt); the stock torpedo module runs 56 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
58 kt
Range5.49 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=32,500·0.333=10,833.
≈ 10,833
Maximum damage (ammunition)
ƒThe 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.
11,733
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km58 kt×2.6=7.3 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming179 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 10,833 = 86,664.
86,664
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.95) + (7×3.5×0.95) + (10×3.5×1) = 82. 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.
82
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
20 mm Oerlikon Mk4 (upgraded hull only)2×1 20mm
12.7 mm Browning M2 mod. 2Initial: 4×1 → 2×1 13mm
Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 35 from dual-purpose main battery firing as AA in this range band.
35
Range5 km
Outer Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.95 hit probability = 23 - the same in-game units as the Close-range AA DPS headline.
23
Range2 km
Total DPS in Aura
ƒFar 35 + Outer Near 23 = 58
58
Inner Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.95 hit probability = 23 - the same in-game units as the Close-range AA DPS headline.
Initial: 53 → 23
Range1.2 km
Total DPS in Aura
ƒFar 35 + Outer Near 23 + Inner Near 23 = 81
81
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
Maneuverability
Engine power42,800 hp
Maximum speed36.5 kt
Turning circle radius560 m
Rudder shift time2.7 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
16.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
27.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.5·0.5144560=1.92°/s, so ratio=ωturretωhull=151.92=7.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.8× ok
Concealment
Detectability by sea6.2 km
Detectability by air3.1 km
Smoke firing penalty2.33 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.2 km
Detect Fire Sea8.2 km
Detect Fire Air6.1 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 25 s emit / 115 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points9,800 → 11,200
  • Rudder shift5.2 → 3.5 s
  • Close-range AA DPS16 → 14
  • Maximum AA range1.2 → 2 km
Fire controlUpgrade
  • Main battery range9,246 → 10170.6 m
TorpedoesUpgrade
  • Speed56 → 58 kt

See all derived stats

Show

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

Shell Grouping (σ)2
Max Horiz Disp84.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(924630·80.51000+0.5)·30=84.3m
Shell scatter width @ 5 km52.5 m
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.
Max Vert Disp50.6 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =84.3·0.6=50.6m
Med Horiz Disp27 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =84.3·0.32(σ=2)=27m
Med Vert Disp16.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =50.6·0.32(σ=2)=16.2m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
AP Pen Far45.1 mm
Same formula at the ship's max firing range (12.7 km), where the shell has slowed to 252.7 m/s: P=107·2598·250.69·0.1271.07·252.71.38=45.1mm.
AP pen 5 km103 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km51 mm
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 P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 time12 s
180 degrees / 15 deg/s traverse speed = 12 s.
HE full-salvo alpha9,000
1,800 HE damage x 5 broadside guns = 9,000.
AP full-salvo alpha10,500
2,100 AP damage x 5 broadside guns = 10,500.
HE DPM150,000
9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
AP DPM175,000
10,500 AP full-salvo alpha x 60 / 3.6 s base reload = 175,000.
Shells/min83.3
5 broadside guns x 60 / 3.6 s base reload = 83.3.
Fires/min4.17
83.3 shells/min x 5% fire chance = 4.17.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed58 kt
Travel time to max range36.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage86,664
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 10,833 = 86,664.
Per-side salvo damage86,664
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 10,833 = 86,664.

AA defense

Close-range AA DPS82
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.95) + (7×3.5×0.95) + (10×3.5×1) = 82. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index249
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 Beta

Hull HP 9,80011,200 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.

Bow & stern10 mm

Overmatched by 134+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–15 mm)1,600 (14% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 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.
Stern10 mm primary (range 10–15 mm)1,100 (10% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel15 mm primary (range 10–15 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–21 mm)700 (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 HP5,600 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 (20 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 HP3,400 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×2Main Battery ×2Torpedo ×1
2024-11-14

Ministry of Balance: Torpedo Chaos

  • , we're giving her a boost for her main battery and torpedoes.
  • Main battery reload time reduced from 4.0 to 3.6 s.
  • Upgraded torpedo range increased from 6.4 to 8.0 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.