World of Warships: Legends ship guide

Farragut

Also called: 法拉格特 Beta
Long-range gunboatA long-arm gunboat: farm from range where shorter-ranged DDs cannot answer.
Playstyle
  • 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
  • Avoid: Idling beam-on in an obvious torpedo lane
Key characteristics
10.2 km gun rangeHigh HE DPMHigh AP DPMLobs over islandsSmokeSlow torp reload
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Community Data

Farragut Community Stats

Across 11,000+ Standard battles from 380+ players, Farragut averages a 60% win rate, 30,400 damage and 1.2 kills per battle, and survives 34% of them.

Community Data

Farragut Community Stats

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

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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 gun pressure 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 142,258 AP DPM and cohort-best HE at 121,935 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: best close-range AP pen in T4 DDs (174.4 mm, 2nd of 19) and best AA reach in T4 DDs (5 km, 2nd of 21). The trade is torpedo reload in T4 DDs (88 s, 19th of 21).

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. Shooting from the cloud gives you away at 2.3 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.7 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless.

Potato Avoidance

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (10,833 damage against 11,200 HP) takes 97% of the ship. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Engine Boost

+8% speed (about +2.9 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • HE DPM machine · 121935 HE
  • AP DPM machine · 142258 AP
  • Long gun range · 10.2 km
  • Close-range AP brick · 174.4 mm
Thickest plate ↗

21 mm on her single heaviest plate, best of T4 DDs. Its thickest plate shrugs standard HE under 127 mm and is only overmatched by 305 mm AP and up; the ends are far thinner.

Long-reach AA ↗

5 km AA reach, best of T4 DDs.

Slow torp reload ↗

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

Low fire chance ↗

5% 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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Farragut sits among Tier IV DDs (20 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 DPM121,935 (1/21) BestAP DPM142,258 (1/19) BestEffective HE DPM (incl. fire)146,464 (1/21) BestAA range5 km (1 of 3 tied) BestMax armor21 mm (1 of 2 tied) Top 10%Main battery range10.17 km (2/21) Top 10%Main battery reload4.3 s (3/21) Top 10%Time to 90% speed15.4 s (3/21) Top 25%Rudder shift2.7 s (6/21) Top 25%Fires per minute3.39 (6/21) Top 25%Acceleration (0-12 kt)4.8 s (6/21) Top 25%Power / turn radius76.4 hp/m (5/21) Top 25%Displacement1,738 t (5/21) Top 25%Power-to-weight24.63 hp/t (4/21) Top 25%Torpedo reaction time7.1 s (6/21) Bottom 25%Hit points11,200 HP (17/21) Bottom 25%Smoke fire bloom2.33 km (17/21) Bottom 25%Torpedo range5.49 km (18/21) Bottom 25%Torpedo speed58 kt (17/21) Bottom 25%Torpedo reload88 s (19/21) Bottom 10%Main dispersion91.3 m (20/21)
See 20 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) Turning circle560 m(13/21) Main battery caliber127 mm(10/21) HE shell damage1,800(13/21) AP shell damage2,100(13/19) 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 km55 mm(5/9) AA DPS81(9/21) AA threat249(9/21) Flak damage per salvo (expected)320(3/7) Torpedo damage≈10,833(16/21) 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
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
104 x 10.4 m (published figure)
Armor range6–21 mm
Plate armor thicknesses6, 10, 13, 15, 21 mm
Armor material/layer entries27
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 11,200 HP = 1,008 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 11,200 HP = 1,120 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
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
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,400 = 16,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
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 time4.3 s
Firing range (base)9.2 km
Firing range (top fire control)10.2 km
Turret traverse15 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±150°, ±130°
Guns to bear
ƒ180° − 130° (the most restricted aft-facing mount's arc) = 50° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
50° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.2 km) shells land in an ellipse about 91 m wide and 55 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(10170.630·8−0.51000+0.5)·30=91.3m
91.3 m at 10.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =91.3·0.6=54.8m
54.8 m at 10.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =91.3·0.62=27.4m
27.4 m at 10.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =54.8·0.62=16.4m
16.4 m at 10.2 km
Turret turn time
ƒ180 degrees / 15 deg/s traverse speed = 12 s.
12 s
Shells/min
ƒ5 broadside guns x 60 / 4.429 s (4.3 s = 31 ticks) base reload = 67.7.
67.7
HE shells
HE alpha1,800
HE Velocity792 m/s
Fire Chance5%
HE fire DPM vs T4 BB24508
Effective HE DPM vs T4 BB146444
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 / 4.429 s (4.3 s = 31 ticks) base reload = 121,935.
121,935
Fires/min
ƒ67.7 shells/min × 0.05 (5% fire chance) = 3.39.
3.39
AP shells
AP alpha2,100
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2598·250.69·0.127−1.07·7921.38=218mm.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.2 km), where the shell has slowed to 287.3 m/s: P=10−7·2598·250.69·0.127−1.07·287.31.38=53.8mm.
53.8 mm at 10.2 km
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 / 4.429 s (4.3 s = 31 ticks) base reload = 142,258.
142,258
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, 58.0 kt); the stock torpedo module runs 56.0 kt.
Initial: 56 kt → 58 kt
Range5.49 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 900 blast = 11,733. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
11,733
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
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×2.6855=7.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse25 °/s
Launch arcscentreline 270°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming186 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
86,664
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
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
ƒInitial: 16 × 3.5 × 0.95 = 53 → 7 × 3.5 × 0.95 = 23. Raw aura damage × 3.5 × hit probability, 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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
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 salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
Maneuverability
Engine power42,800 hp
Maximum speed36.5 kt
Turning circle radius560 m
Rudder shift timeInitial: 4 s → 2.7 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
14 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt).
15.4 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.
25.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 15 − 8.5 = +6.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+6.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.2 km x 0.955 = 5.92 km. Camouflage does not change detectability by air.
6.2 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.2 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.92 km.
5.92 km
Detectability by air3.1 km
Smoke firing penalty2.33 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.2 km) = 10.17 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.17 km
Detect when firing (air)
ƒAir detectability 3.1 km + gun-firing bloom 2.54 km = 5.64 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.
5.64 km
Detect when on fire (sea)
ƒSea detectability 6.2 km + 2.0 km while burning = 8.2 km.
8.2 km
Detect when on fire (air)
ƒAir detectability 3.1 km + 3.0 km while burning = 6.1 km.
6.1 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 shift4 → 2.7 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

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. 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.
Shell scatter height @ 5 km26 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10170.6=5085 m, and radiusOnMax=0.6 at 10170.6 m. Below the kink: k=0.2+(0.5−0.2)·50005085=0.495, so σV=σH·k=52.5·0.495=26m.
Shell scatter height @ 10 km53.7 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10170.6=5085 m, and radiusOnMax=0.6 at 10170.6 m. Above the kink: k=0.5+(0.6−0.5)·10000−508510170.6−5085=0.5966, so σV=σH·k=90·0.5966=53.7m.
AP pen 5 km104 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2598·250.69·0.127−1.07·463.71.38=104mm, where 463.7 m/s is the shell's speed when it arrives at 5 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km55 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2598·250.69·0.127−1.07·290.81.38=55mm, where 290.8 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km8.17 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·25=8.79×10−5. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km8.28 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·24.5=8.97×10−5. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)2,598
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass25 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.347
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity792 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity792 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.1 s
1100 m / (58.0 kt × 2.6855) = 7.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed58.0 kt
Travel time to max range35.2 s
5490 m / (58.0 kt × 2.6855) = 35.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range35
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: Browning M2 Mod2 2x1 -> 23 DPS @ 1.2 km; 20mm Oerlikon MK4 2x1 -> 23 DPS @ 2 km; Far AA (?) -> 35 DPS @ 5 km.
AA DPS layered by range35 DPS @ 5 km, 58 DPS @ 2 km, 81 DPS @ 1.2 km
@ 5 km: 35 from one family; @ 2 km: 23 + 35 = 58; @ 1.2 km: 23 + 23 + 35 = 81. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank81
23 + 23 + 35 = 81 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index249
23 × 1.2 + 23 × 2 + 35 × 5 = 249. 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
Open in Charting Tool

Ship Charts

Background

The first U.S. destroyer of the new generation. She was armed with dual-purpose artillery, which significantly enhanced her AA defenses. The torpedo tubes were placed along the ship's centerline, and thus they could be used more efficiently. The destroyers of this class were modernized to receive automatic AA guns.

Armor Beta

Hull HP 9,800 → 11,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP 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)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle 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)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle 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 HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Farragut can equip.

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.