World of Warships: Legends ship guide

Farragut

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
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
2 sigma accuracy10 km gun rangeHigh HE / fire outputHigh AP DPMSlow torp reload
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. Standout traits: best armor plate in T4 DDs (21 mm) and best HE DPM in T4 DDs (138,462).

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.

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

Heavy armor

21.0 mm max plate, best of T4 DDs.

Fast turret traverse

15.0°/s turret traverse, best of T4 DDs. Tracks fast-rotating targets peers can't keep up with.

HE DPM machine

138462 HE DPM, best of T4 DDs. Sustained fire pressure.

AP DPM machine

161538 AP DPM, best of T4 DDs. Punishes broadsides.

Slow torp reload

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

Low fire chance

5.0% fire chance per HE shell, bottom quartile of T4 DDs. AP carries more weight.

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

Albert Gleaves, Arleigh Burke, and Bumblebee are useful American destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Albert GleavesArleigh Burke

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

Cohort position

Hide

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 DPM138,462 (1/21) BestAP DPM161,538 (1/19) 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 reload3.9 s (3/21) Top 10%End plates15 mm (5/20 / 3/20) Top 25%Rudder shift3.5 s (6/21) Top 25%Fires per minute3.85 (6/21) Top 25%Acceleration9.9 s (5/21) 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 18 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) AA DPS82(9/21) AA threat249(9/21) Torpedo damage11,733(16/21) Torpedo speed58 kt(15/21) Citadel belt15 mm(7/20) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)

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

SmokeEngine Boost
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%
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.
5,600
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.
3,400
Main Battery
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
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 = (9246/30·(8−0.5)/1000 + 0.5)·30 = 84.3 m
84.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.3 × 0.6 = 50.6 m
50.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.3 × 0.32 (σ=2) = 27 m
27 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.6 × 0.32 (σ=2) = 16.2 m
16.2 m
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Base 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
Base HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
150,000
Base fires/min
ƒ5 HE shells x 60 / 3.6 s reload 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. 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: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 252.7^1.38 = 45.1 mm.
45.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 5 broadside guns = 10,500.
10,500
Base 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 speed58 kt
Range5.49 km
Maximum simulated damage10,833 (est.)
Alpha damage32,500
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming179 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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
DPS
ƒIncludes 10 continuous AA damage from dual-purpose main battery firing as AA in this range band.
10
Range5 km
Outer Near aura
DPS7
Range2 km
Total DPS in Aura
ƒFar 10 + Outer Near 7 = 17
17
Inner Near aura
DPSInitial: 16 → 7
Range1.2 km
Total DPS in Aura
ƒFar 10 + Outer Near 7 + Inner Near 7 = 24
24
Maneuverability
Engine moduleEngine: 42,800 hp
Engine power42,800 hp
Maximum speed36.5 kt
Turning circle radius560 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio7.8× ok
Concealment
Detectability by sea6.2 km
Detectability by air3.1 km
Smoke firing penalty2.33 km
Detect after firing main guns6.2 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 · 15 s emit / 115 s cloud active
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
  • Turret traverse15 → 18 °/s
Fire controlUpgrade
  • Main battery range9,246 → 10170.6 m
TorpedoesUpgrade
  • Speed56 → 58 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 Disp84.3 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9246/30·(8−0.5)/1000 + 0.5)·30 = 84.3 m
Max Vert Disp50.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 84.3 × 0.6 = 50.6 m
Med Horiz Disp27 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 84.3 × 0.32 (σ=2) = 27 m
Med Vert Disp16.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.6 × 0.32 (σ=2) = 16.2 m
AP Pen Close218 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 × 792^1.38 = 218 mm. 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: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 252.7^1.38 = 45.1 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 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.
Base HE DPM150,000
9,000 HE full-salvo alpha x 60 / 3.6 s base reload = 150,000.
Base AP DPM175,000
10,500 AP full-salvo alpha x 60 / 3.6 s base reload = 175,000.
Base shells/min83.3
5 broadside guns x 60 / 3.6 s base reload = 83.3.
Base fires/min4.17
5 HE shells x 60 / 3.6 s reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage86,664
per-side salvo x per-torpedo simulated damage.

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.
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

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.

Section Plates HP cap Threats Tactic
Bow15 mm primary (range 10–15 mm)1,600 (14% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 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.
Stern15 mm primary (range 10–15 mm)1,100 (10% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm15 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 ×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).
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.

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 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.

  • Farragut 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.