Fenyang
Beta- Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
- Avoid: Holding 12-km torpedoes for a perfect shot
Fenyang Community Stats
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Fenyang Community Stats
Playstyle
Overview
Fenyang is a Tier VI Pan-Asian torpedo destroyer reaching 12 km. The torpedoes travel at 67 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. AA (248 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP shell velocity in T6 DDs (1,000) and best flat HE shells in T6 DDs (1,000).
Positioning
Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 12 km reach at 67 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.
Potato Avoidance
Holding 12-km torpedoes for a perfect shot
The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state. 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
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 2/33 T6 DDs.
1000.0 m/s AP muzzle velocity, best of T6 DDs. Flatter trajectory, less lead, harder to dodge.
1000.0 m/s HE muzzle velocity, best of T6 DDs. Flatter trajectory, easier to land at range.
60.0° AP min ricochet angle, best of T6 DDs. Larger impact-angle window where shells always penetrate.
67.5° AP guaranteed ricochet angle, best of T6 DDs. Auto-bounce kicks in later than peers'.
33.0 kt, bottom decile of T6 DDs. Hard to rotate flanks or disengage; commit positioning early.
How to get Fenyang
Fenyang is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- Doubloons10,000 Doubloons in the Legends Store (Sep 2024).
Best listed chance for this ship
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Spectral Vault 5.0
0.4375%
Tier VI Premium ship
Event containers · Spectral Vault 5.0 · 1 of 40 ships
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Spectral Vault 4.0
0.190625%
Tier VI Premium ship
Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.125%
- Spectral Vault 4.0 → Spectral Vault 5.00.065625%
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Spectral Vault 3.0
0.109094%
Tier VI Premium ship
Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.075%
- Spectral Vault 3.0 → Spectral Vault 4.00.01375%
- Spectral Vault 3.0 → Spectral Vault 5.00.013125%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
Show all 7 containers (4 more)
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Mystic Lantern
0.102273%
Tier VI Premium ship
Event containers · Mystic Lantern · 1 of 44 ships
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Spectral Vault 2.0
0.039722%
Tier VI Premium ship
Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.00.025%
- Spectral Vault 2.0 → Spectral Vault 3.00.0075%
- Spectral Vault 2.0 → Spectral Vault 4.00.0025%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
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Spectral Vault 1.0
0.004716%
Tier VI Premium ship
Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.00225%
- Spectral Vault 1.0 → Spectral Vault 3.00.00075%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
- Spectral Vault 1.00.00005%
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Mystic Box
0.002273%
Tier VI Premium ship
Event containers · Mystic Box · 1 of 44 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Ships and Mooncakes: It's Mid-Autumn Festival! 10,000 Doubloons 2024-09-16 Tier VI default; exact price not in source
Show direct source rows
- Mystic Box 0.002273% · Tier VI Premium ship
- Mystic Lantern 0.102273% · Tier VI Premium ship
- Spectral Vault 1.0 0.00005% · Tier VI Premium ship
- Spectral Vault 2.0 0.025% · Tier VI Premium ship
- Spectral Vault 3.0 0.075% · Tier VI Premium ship
Builds Beta
Build for concealment, survivability, gun reload, torpedo utility, and speed.
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 Fenyang sits among Tier VI DDs (33 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 8 mid-pack stats
Not standouts for Fenyang -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10550/30·(8−0.5)/1000 + 0.5)·30 = 94.1 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.1 × 0.6 = 56.5 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.1 × 0.32 (σ=2) = 30.1 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.319 (σ=2) = 18 mƒ
180 degrees / 16 deg/s traverse speed = 11.2 s.ƒ
8 broadside guns x 60 / 5.5 s base reload = 87.3.HE shells
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In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).ƒ
1,500 HE damage x 8 broadside guns = 12,000.ƒ
12,000 HE full-salvo alpha x 60 / 5.5 s base reload = 130,909.ƒ
8 HE shells x 60 / 5.5 s reload x 8% fire chance = 6.98.AP shells
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floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1754 × 17.5^0.69 × 0.1^-1.07 × 1000^1.38 = 205 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 286 m/s: 1e-7 × 1754 × 17.5^0.69 × 0.1^-1.07 × 286^1.38 = 36.4 mm.ƒ
1,900 AP damage x 8 broadside guns = 15,200.ƒ
15,200 AP full-salvo alpha x 60 / 5.5 s base reload = 165,818.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (32×3.5×1) = 248. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 32 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 32 + Medium 39 = 71
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 124 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10550/30·(8−0.5)/1000 + 0.5)·30 = 94.1 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 94.1 × 0.6 = 56.5 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 94.1 × 0.32 (σ=2) = 30.1 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.5 × 0.319 (σ=2) = 18 mCanonical 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 × 1754 × 17.5^0.69 × 0.1^-1.07 × 1000^1.38 = 205 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 286 m/s: 1e-7 × 1754 × 17.5^0.69 × 0.1^-1.07 × 286^1.38 = 36.4 mm.In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 8 barrels bear on the broadside.180 degrees / 16 deg/s traverse speed = 11.2 s.1,500 HE damage x 8 broadside guns = 12,000.1,900 AP damage x 8 broadside guns = 15,200.12,000 HE full-salvo alpha x 60 / 5.5 s base reload = 130,909.15,200 AP full-salvo alpha x 60 / 5.5 s base reload = 165,818.8 broadside guns x 60 / 5.5 s base reload = 87.3.8 HE shells x 60 / 5.5 s reload x 8% fire chance = 6.98.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).1 launchers x 4 tubes.4 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (39×3.5×1) + (32×3.5×1) = 248. 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.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor
Hull HP 19,200, 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 |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 2,400 (12% of HP) | Overmatched by 305mm+ (Rasputin, Toulon)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 mm | 14,400 (75% of HP) | Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 20 mm primary (range 19–20 mm) | 2,200 (11% of HP) | Overmatched by 305mm+ (Rasputin, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 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). |
| Superstructure | 13 mm | 1,100 (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 HP | 9,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 5,800 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Fenyang can equip, from in-game data.
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.
