World of Warships: Legends ship guide

Fubuki

Beta
Stealth torpedo destroyerSpot and ambush with torps; avoid open gunfights.
Playstyle
  • Push deep into caps with 6.2 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.2 km concealment advantage on guns
Key characteristics
Long torps (10 km)Stealthy (6.2 km)SmokeEngine BoostSlow reload
Community Data

Fubuki Community Stats

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Playstyle

Overview

Fubuki is a Tier V Japanese stealth destroyer with cohort-best surface detection (6.2 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted.

Positioning

Push deep into caps with 6.2 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.2 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.

Signature Traits

Nimble for the tonnage

23.92 hp per ton, top decile of T5 DDs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Flat HE shells

915.0 m/s HE muzzle velocity, top decile of T5 DDs. Flatter trajectory, easier to land at range.

Sharp rudder

3.3 s rudder shift, top decile of T5 DDs. Snappy weave.

Best-in-class stealth

6.24 km surface detect, top decile of T5 DDs. Stays dark longer.

Slow reload

8.1 s reload, bottom decile of T5 DDs. Salvos punish more, but cycle is slower than peers.

Visible torps

1.5 km torpedo detect, bottom decile of T5 DDs. Easy to dodge if targets are looking.

Acquisition

How to get Fubuki

Fubuki is available in the Torpedo Destroyers branch of the Japan Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Fubuki sits in the Torpedo Destroyers branch. The highlighted path shows the local branch context inside the full Japan tree.

Builds Beta

AL Asashio, AL Yukikaze, and Abraham V. Hellsinger are useful Japanese destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, defensive gun comfort, or speed depending on whether you want safer scouting or harder cap fights. Guns are defensive tools: use HE mainly when you are already spotted, finishing a destroyer, or farming a battleship late only when it is safe and your spotting/torpedo job is secure.

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Commanders frequently paired with this ship AL AsashioAL YukikazeAbraham V. Hellsinger

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Cohort position

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Where Fubuki sits among Tier V 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.

BestAcceleration9.7 s (1 of 5 tied) Top 10%Stealth profile6.24 km / 3.12 km (2/21 / 2/21) Top 10%Rudder shift3.3 s (2/21) Top 10%Main dispersion85.4 m (3/21) Top 10%HE velocity915 m/s (3/21) Top 10%Power-to-weight23.92 hp/t (2/21) Top 25%Traverse-to-turn ratio6.2 × (5/21) Top 25%AP velocity915 m/s (3/19) Top 25%Engine power50,000 hp (5/21) Top 25%Torpedo range9.99 km (5/21) Top 25%Torpedo damage16,267 (5/21) Bottom 25%Max speed35 kt (18/21) Bottom 25%Fires per minute3.11 (19/21) Bottom 25%HE DPM80,000 (18/21) Bottom 25%AP DPM97,778 (17/19) Bottom 25%AA DPS42 (18/21) Bottom 25%AA threat130 (17/21) Bottom 10%Main battery reload8.1 s (20/21) WorstDeck armor6 mm (16/16)
See 19 mid-pack stats

Not standouts for Fubuki -- 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.

Hit points12,900 HP(15/21) Main battery caliber127 mm(10/21) Main battery range10.33 km(16/21) HE shell damage1,800(11/21) HE fire chance7%(13/21) AP shell damage2,200(11/19) AP arming threshold21 mm(11/19) Turn-speed retention78.1 hp/m(10/21) Displacement2,090 t(9/21) AA range3.1 km(12/21) Torpedo speed59 kt(13/21) Torpedo reload76 s(9/21) Max armor16 mm(13/21) Bow armor16 mm(11/20) Stern armor16 mm(11/20) NormAP fuse timer0.01 s(17 of 19 tied at this value) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

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

SmokeEngine Boost
Survivability
Hit PointsInitial: 11,500 → 12,900
Displacement2,090 t
Armor range6–16 mm
Plate armor thicknesses6, 10, 15, 16 mm
Armor material/layer entries25
Fire resistanceInitial: 20% → 23.3%
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.
6,500
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.
3,900
Main Battery
ModuleArtillery: 127 mm/50 Type3
Mounts / barrels3 mounts / 6 barrels
Reload time9 s
Firing range (base)9.4 km
Firing range (top fire control)10.3 km
Turret traverse10 °/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 = (9388/30·(8−0.5)/1000 + 0.5)·30 = 85.4 m
85.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.4 × 0.6 = 51.2 m
51.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.4 × 0.32 (σ=2) = 27.3 m
27.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.2 × 0.32 (σ=2) = 16.4 m
16.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ6 broadside guns x 60 / 9 s base reload = 40.
40
HE shells
HE Damage1,800
HE Velocity915 m/s
Fire Chance7%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 6 broadside guns = 10,800.
10,800
Base HE DPM
ƒ10,800 HE full-salvo alpha x 60 / 9 s base reload = 72,000.
72,000
Base fires/min
ƒ6 HE shells x 60 / 9 s reload x 7% fire chance = 2.8.
2.8
AP shells
AP Damage2,200
AP Velocity915 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 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
219 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.9 km), where the shell has slowed to 259.3 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 259.3^1.38 = 38.4 mm.
38.4 mm
AP full-salvo alpha
ƒ2,200 AP damage x 6 broadside guns = 13,200.
13,200
Base AP DPM
ƒ13,200 AP full-salvo alpha x 60 / 9 s base reload = 88,000.
88,000
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: Type8 mod. 2
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time76 s
Projectile speed59 kt
Range9.99 km
Maximum simulated damage14,967 (est.)
Alpha damage44,900
Torpedo detectability1.5 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming455 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
134,703
AA Defense
AA mount pointsInitial: 3 → 4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) = 42. 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.
42
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
25 mm Type96 mod. 1Initial: 1×3 → 2×3 25mm
25 mm/60 Type96 mod. 12×1 25mm
Medium aura
DPSInitial: 4 → 12
Range3.1 km
Maneuverability
Engine moduleEngine: 50,000 hp
Engine power50,000 hp
Maximum speed35 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.2× slow
Concealment
Detectability by sea6.24 km
Detectability by air3.12 km
Smoke firing penalty2.35 km
Detect after firing main guns6.24 km
Detect Fire Sea8.24 km
Detect Fire Air6.12 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 81 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.

HullUpgrade
  • Hit points11,500 → 12,900
  • Rudder shift4.9 → 3.3 s
  • AA mounts3 → 4
  • Close-range AA DPS4 → 12
  • Turret traverse10 → 12 °/s
Fire controlUpgrade
  • Main battery range9,388 → 10326.8 m
TorpedoesTrade-off
  • Range6 → 9.99 km
  • Reload73 → 76 s
  • Alpha damage40,200 → 44,900
  • Display damage13,400 → 14,967
  • Speed63 → 59 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 Disp85.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9388/30·(8−0.5)/1000 + 0.5)·30 = 85.4 m
Max Vert Disp51.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 85.4 × 0.6 = 51.2 m
Med Horiz Disp27.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 85.4 × 0.32 (σ=2) = 27.3 m
Med Vert Disp16.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 51.2 × 0.32 (σ=2) = 16.4 m
AP Pen Close219 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 × 2266 × 23^0.69 × 0.127^-1.07 × 915^1.38 = 219 mm. Matches the in-game spec card.
AP Pen Far38.4 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 259.3 m/s: 1e-7 × 2266 × 23^0.69 × 0.127^-1.07 × 259.3^1.38 = 38.4 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha10,800
1,800 HE damage x 6 broadside guns = 10,800.
AP full-salvo alpha13,200
2,200 AP damage x 6 broadside guns = 13,200.
Base HE DPM72,000
10,800 HE full-salvo alpha x 60 / 9 s base reload = 72,000.
Base AP DPM88,000
13,200 AP full-salvo alpha x 60 / 9 s base reload = 88,000.
Base shells/min40
6 broadside guns x 60 / 9 s base reload = 40.
Base fires/min2.8
6 HE shells x 60 / 9 s reload x 7% fire chance = 2.8.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range65.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage134,703
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage134,703
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS42
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) = 42. 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 range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index130
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 11,50012,900 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
Bow16 mm primary (range 15–16 mm)1,900 (15% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 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)16 mm primary (range 15–16 mm)9,700 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)1,400 (11% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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 mm600 (5% 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 HP6,500 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 (25 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 HP3,900 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 Fubuki 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.